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Hello Savrites!
This is going to be a somewhat short hashing out of details for the next log that’s set to go up on the 18th and give a brief rundown of what is the beginning of Arc 1.5 of the game! With the outcome of the battle against the Caducans and the Moira having twisted together with their ship to form a strange combination of glass, metal, and organic parts (both across the ship and among the crewmembers), there is still the matter of the Ingress not functioning “properly”. It hasn’t worked correctly since the very first person arrived on the Moira through it, and there is little the Captains themselves know about its functions. However, now, more than before, it’s even worse than that. The Ingress malfunctions yet again. This time, though, it doesn’t simply combine time and space and objects around it—it encompasses the entirety of the ship and sends it far off into a completely different universe.
The good news? This puts the Moira closer to their final destination. Most of the glass has disappeared as the Caducan ship has been left behind - unless players choose to keep it - aside from small things here and there (i.e., some of the walls in the corridors, random furniture in the rooming decks, the rooms themselves). The bad news? The place they are in now is so terrible that it has been given its own name so that travelers avoid it altogether. Even the Captains themselves are aware of just how Bad News this universe is and had originally planned to take “the long way around” to avoid it. Welcome to —
Below are a few of the places that may be found in The Runoff, but we will not be addressing them fully due to plot purposes until a later date. The remainder of this post may contain sensitive subject matter (i.e., sex, murder, kidnapping).
‣ Mini Colony ‣ the Luminous Sea ‣ the Homidrome ‣ Wreckage of the Lanim ‣ Nakeel Spaceport ‣ the Boreal Rings of New Runoff ‣ Exuo Mines of Woth-9 ‣ Fixed Moons; one through eleven ‣ the Adeen Military Training Base ‣ the Living City of Inanna
Through the transition, some characters will accidentally end up on a nearby outpost specifically used for slave trade. It is a covered, temporary establishment used only for this purpose, meaning there are no open markets or areas to purchase other items. Various lifeforms can be found here, and there are many different forms of slave trade happening. The motto “honor among thieves” does not exist in this place. (So, those with more man/fire power could easily overtake someone else and seize their property.) Characters who end up here will be “free”; however, this means that there is the potential to be taken and sold or kept by those of The Runoff. The Moira will not be close to this outpost, but the signals given from the characters’ MIDs will alert the crew to their location. Rescue needs to stay to one/two-person stealth missions using transporters or other crafts with one important detail in mind: they cannot bring attention or notice to the Moira itself. Basically, anyone rescuing those on this outpost must leave the Moira, take the long way around, and then proceed with saving their fellow crew.
Anyone can sign up to place their character on this outpost, but we will RNG for a total of 30 characters. 10 will be pursued by owners for general labor purposes, 10 for sex trade, and 10 for murdersport. Please do not sign up if you are uncomfortable with any of these three options. If there is one that you are uncomfortable with and are fine with the rest, please state it in your sign-up. The Moira will stay at its outer location until the 29th. If crew are unable to reach the ship by then, the Captains will attempt to pull them back through the Ingress. (This will count as a character death.)
THE GROUP SIGN-UP LIST IS HERE
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Comments/Questions
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What would happen... if a group of characters got together and decided to go over to the outpost... not for a rescue mission, exactly, but more like... a "let's go blow up a bunch of slavers" mission... and/or "rescue a bunch of slaves who weren't crew members" mission?? I mean, like. It'd come down to character capability but. Would... that kind of player plot... be cool?? Is this a thing we could do? It probably wouldn't end well at all for the characters involved. But. If they wanted to try anyway...
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Re: Comments/Questions
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What, if any, recourse is available to those who are transported to the outpost?
"If the crew is unable to reach the ship by then..." I'm taking this to mean it won't be an easy journey. Is there any chance for success?
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Re: Comments/Questions
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So say, they wouldn't try to destroy all of them, but they would find where specific characters are being held and overtake one or two to retrieve them and let them go? I imagine it doesn't have to be a formal thing in this neck of the woods.
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Re: Comments/Questions
1. How will information be disseminated about the situation? Are the captains making an announcement (handwaved or not)? How much will characters be told up front?
2. With regard to attempted rescues, how much recon is possible to do from a distance, and how much has to be done on-site?
3. Editing to add this one, since I thought I covered it in the first two, but now realize I'm being too vague: is it going to be reasonably simple to locate the potentially enslaved characters, presumably via MID signal, or will those initial efforts need to be more complex than that? If they're located at least in a broad, basic way by signal, is their location going to be a clue as to the nature of their enslavement? The list of locations here suggests that might be the case, but the fact that we're only talking about a market/holding outpost says maybe not?
(You can see more context for what I'm asking in some of my comments down at the bottom of the page. Some people are thinking they might want to help by hacking slaver communications or setting up communications for the rescue teams that can't be easily hacked, etc., but we don't know quite enough to know if that kind of plotting is viable/necessary, just that it's maybe something they could do depending on how the details shake out.)
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Like will there be time for characters to accept that they need to find a way to survive their predicament or will it be more: Wake up strange place --> get grabbed and threatened with slave purpose X, Y, Z --> be rescued by other crew members or yanked back through the Ingress by the captains.
If there is going to be some appreciable time, is there opportunity to learn anything about the outpost and the Runoff? Either from other NPC slaves in the same predicament or by doing well for the 'owner' and getting to ask questions/be near informative conversations?
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Re: Comments/Questions
1.) Blending in: are there a variety of species? Varying clothes? Would they have translators or will language make people stand out? The ability to steal delivery person uniforms? What is some stuff that would make someone VERY MUCH stand out? (Seeing the MID or uniform or whatever)
2.) Ship Layout: Is there ventilation systems? Security systems on individual areas that can be hacked (like for individually owned areas)? Camera networks that might be hacked? Are there areas more crowded and some more solitary, or ares with an obvious class division or is it all generally pretty scummy? (Wealthy criminal elitist types vs. the lone scumbags).
3.) Treatment: Would the treatment of slaves vary a lot? Like for some they're treated almost as pets and for others knocked around for the sake of obedience?
4.) Picking Fights: Based off hiring mercs before, would it be possible to hire people to help take down other slavers or pit parties against each other? Do a little chess-mastering to make one side fight with the other and either kill each other off or be an awesome distraction?
(Random aside, this is so I can play out mission dispatch/quest giving with other players for some plots).
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eta: Could one of the consequences be demotion? We were thinking to be an attendant to one of the murdergames slaves.
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Re: Comments/Questions
Would there be anywhere particularly interesting and terrible he and unfortunate volunteers might end up?
I'm just spitballing so if this is too complicated and distracting that's fine, but i do like causing trouble... :>
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And is the murderpit on the outpost or somewhere else? If it's on the outpost, are those slaves being housed on the outpost somewhere?
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Re: Comments/Questions
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Slave Port Sign Ups
Please do not sign up if you are uncomfortable with these options. If there is one that you are uncomfortable with and are fine with the rest, please state it in your sign-up.
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Re: Slave Port Sign Ups
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Re: Slave Port Sign Ups
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Re: Slave Port Sign Ups
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SIGN UPS ARE CLOSED
SOME RESCUE PLOTTING MAYBE -- INTELLIGENCE PEOPLE?
(ETA: also people who are not formally involved, but would be interested in doing something like this.)
It seems like to some extent, the composition of the group would be affected by who gets taken in RNG, but still. This seems like a good opportunity to collaborate on plans.
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Re: SOME RESCUE PLOTTING MAYBE -- INTELLIGENCE PEOPLE?
GROUP SIGN-UPS
Sex Trade
Murdersport
WHO NEEDS RESCUING?
Did you have someone in mind (existing CR, or someone specifically in the more coordinated rescue group we've been talking about above), or do you need to be connected with someone?
Rescuers not in the organized group could also reply here to rescuees they're interested in picking up!
Re: WHO NEEDS RESCUING?
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WHO NEEDS RESCUING?
RESCUER IN SEARCH OF RESCU..EE?
RESCUER FOR PLOTTING
RESCUER
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