Hathaway. (
futurologists) wrote in
epidemiology2017-09-15 06:47 pm
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Entry tags:
- ! event log,
- 9s (nier automata),
- akira kurusu (persona),
- ana ramir (original),
- arya stark (asoiaf),
- bellamy blake (the 100),
- carrie kelley (dc comics),
- clark kent (dceu),
- connor walsh (htgawm),
- davesprite (homestuck),
- fiona (borderlands),
- gamora (gotg),
- giovanni (dogs: bullets & carnage),
- jason todd (dc comics),
- keith (voltron),
- khada jhin (league of legends),
- lon'qu (fire emblem: awakening),
- lucina (fire emblem: awakening),
- oliver hampton (htgawm),
- rhys (borderlands),
- ryuji sakamoto (persona),
- scott mccall (teen wolf),
- vaughn (borderlands),
- widowmaker (overwatch),
- wylan van eck (grishaverse)
EVENT ★ THE MOTHERSHIP
THE MOTHERSHIP ![]() Recruits are given time to gather whatever they’d like to bring with them when they infiltrate Zymandis, and are then immediately rifted onto the Mothership, Zymandis’s base of operations. Audentes is randomly distributed across the ship. Some might rift onto the Mothership near others, but it’s just as likely that some are alone. They’d better hope they’re alone, anyway -- it seems the rifts didn’t account for the possibility of Zymandis agents seeing infiltrators appear out of thin air. What’s done with them is up to whoever they find; depending on the agent, they might be able to be talked out of telling others (whether it’s by being threatened or a more polite conversation) or bribed, but others will require full takedowns. Don’t worry, there’s no need to kill them (unless, of course, you want to); agents will only need to be subdued until the recruits can leave. Tie them up and stick them in a broom closet, cast a sleeping spell on them, or get creative. All that matters is that they don’t go running to the rest of the organization and ruin the entire operation. It can be difficult to tell which agents are Taraxa by appearances alone, but they're much less secretive about their species among fellow Zymandis agents, so it's possible it might spill out during conversations. Otherwise, gaining intel on possible Taraxa will need to be done by speaking with others or finding organization records. Or, of course, good old eavesdropping. More than a few agents mention a Mother. Are they talking about a family member, or someone more sinister? You decide. Another option on this mission is to locate Zymandis's Timeline and sabotage it in some way, either by destroying or altering it. If it's on the Mothership, it's likely in one of the restricted areas, so you'd better get sneaky and get in there. Steal key cards, hack locks, find a way to use an agent's biosignature -- whatever it takes to get in. FIRST DECK ![]() The science wing of the ship is where all of Zymandis's research takes place, and is also home to their medical bays, which resemble those in Oska. This wing also has two lecture halls, one with a flyer on the door advertising a talk on the future of man-made disease by Dr. Mills, who boasts the credential of Head of Epidemiology in the Science department. There are also engineering and robotics labs, where one might be lucky enough to find a prototypical weapon -- one that is more than likely faulty and only works half the time, but a weapon nonetheless. The engine core is where the Mothership's engine, controls, and rift machines are located. This area is rarely left alone due to its importance. The only controls not in the engine core are the steering controls, which are in the bridge, where the commander of the ship gives orders. This area, too, is under strict protection. A few areas remain off-limits: maintenance corridors, officer’s offices, and the laboratories in the science wing, restricted to scientists only for the sake of safety, where Zymandis scientists do all their work. Should you find your way into one of these labs, interact with any of the substances at your own risk. Drinking, touching, or in some cases, simply being near these substances without protective gear may cause: MALICE: When presented with the opportunity to act selfishly or maliciously, the affected person will feel compelled to do so. They will feel urged to carry out any malicious acts they have held themselves back from committing.Other side effects are rare, but have been observed, so get creative! All effects will last for no more than an hour after the affected person has been removed from exposure to the substance. PERSONNEL DECK ![]() There's a bar on this level called The Tipsy Kraungonian, where agents of all species and backgrounds mingle as they're served by realistic androids with advanced AI. Aside from regular alcohol, this bar serves Enhancements, terrible-tasting potions in the form of an eerily glowing shot that cures all pains and fills the drinker with positive emotions. Each color comes with a different attribute enhancement: agility, strength, endurance, and luck. You're welcome to buy as many as you want, but only the attribute of the last shot drank will be enhanced. This effect will be present for one hour and does not stack. With the right whispers in the right ears, a recruit can gain access to a restricted part of the bar, the only point of entry through a door in the back that requires a key code to get in. Inside is a darker side of the bar, one where the more dangerous Zymandis agents spend their time. Inside is an enclosed fighting ring where various alien creatures are pitted against each other and bet on. At the tables, rugged-looking agents play high-stakes card games, betting with exorbitant amounts of gold and white Zymandis coins. Should anyone without these coins ask to play, they'll be rebuffed. This is very much the seedy underbelly of the Mothership; it's certainly the place to go to get information from dangerous people, but look at someone the wrong way, and you might find yourself in a very unsavory situation. On this deck, there's also a park, which closely simulates nature with greenery everywhere, a fountain, and even birds and small animals. On closer inspection, those small animals appear to be animatronic, following a set schedule of movements that they repeat every thirty minutes. It seems to be created to perfectly emulate the ideal walk in the park. Vendors sell snacks and lemonade to park-goers, and visitors can take paddle boats across the pond, although it's only a few feet deep. In the middle of the park is a holographic memorial of a young human woman proudly wearing a Zymandis uniform. When approached, the memorial will tell the tragic story of Ophiel Arbatel, the only daughter of Zymandis's illustrious Leader. Ophiel was killed during the ALASTAIR mutiny, or so the story goes, but her body was never recovered. By the Leader's design, she lives on through their jewelcomms' artificial intelligence. A MESSAGE Twelve hours after recruits are rifted in, they will receive a message on their magitek from TIMELINE.EXE: TIMELINE.EXE IS PROGRAMMED TO RELEASE MISSION PARAMETERS. RECENT DATA SUGGESTS THIS IS AN UNEXPECTED MESSAGE FROM THE TIMELINE.EXE PROGRAM AND MAY BE A MALFUNCTION. IF SO, PLEASE MARK THIS MESSAGE AS SPAM.However, before anyone can find the Timeline to revert the update as requested, another message comes, this time blaring out over the stationwide announcement system. "Unauthorized personnel are aboard the Mothership. I repeat, unauthorized personnel are aboard the Mothership. We ask that you remain calm and report all suspicious activity and persons. Security has been deployed and the ship is now on lockdown. All Zymandis personnel must have identification available to proceed through lockdown checkpoints. Unauthorized intruders will be neutralized."Looks like you'd better keep your head down or get ready to fight. OOC NOTES Welcome to the Mothership! Please note that this log will last for 12 IC hours, after which the next log will immediately follow. The Bounty Board is now open for this mission. If you have questions about this log, please go to the dossier. To discuss possible plans of action on the Mothership, we have an OOC Discussion Post. Questions about the game in general should be directed to the FAQ and you may submit mission ideas or player plots at any time. GAME SCHEDULE UPDATES:
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for a teammate, he's willing. if begrudgingly. )
All right. ( he ambles over, glancing down at the boxes. ) How many do you have to deliver? ( clearly, he's showing his previous experience here. )
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She offers a half smile at him.] We really have to stop meeting like this. [Over boxes, that is.
Sighing she takes another look at the pile sitting at her feet, gesturing:] Twenty, according to the message.
[Sorry Graham.]
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( there's a play of a smirk on his face, the very slightest of cues that even the heartless guy is passingly amused. he would agree, though, that they should meet without schlepping supplies once or twice.
twenty? that's quite a feat... he sighs, looking at the trove of boxes before them. ) Suppose we best get started, then. ( he stoops to collect a few, and he can carry quite a few at once, but not enough to get the work done in a single trip between them, unfortunately. ) Been awhile. ( this is a question about how she is doing without actually asking the obvious. )
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How scandalous.
[Thankfully the boxes are at least on the smaller side and not outrageously heavy. So despite the tedious number...they've at least got one thing going for them.] Yes. [She waits a moment as he collects his share, then bends down to collect her own, taking a count of the ones that are left.]
It has. I can say that this arrangement is a far sight better than the last few. [She lowers her voice.] I wasn't a fan of prison or the maze. We needed the time off we got after all that.
[Better than she had been.]
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( an understatement. it had been a cruel reminder of time he'd spent as a prisoner. memories of decades spent slave at the evil queen's side. he generally would try to shake the memory and avoid letting the weight of them catch him, yet there'd been no escaping it when he'd been trapped inside a new cage.
he manages a hint at a smile for the company he doesn't know well, yet, but is starting to call a friend. )
Perhaps we'll get another spot of time after this. That's always how it seems to go — a mission, then a break.
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[It hadn't sat well with her at the time and still didn't now, but there hadn't really ever been an explanation. Probably because no one really ever knew. Still one mission blunder like that had been enough for her.
She never wanted to end up in another prison -- but she shakes the thought off easily, returning her focus back to the more important.]
It's good team management. It would be bad if we were exhausted all the time.
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he doesn't know if there's an answer to that, or if there is, if they're going to hear it. at this point with it so long unanswered, it seemed unlikely. )
If I knew, I would tell you. ( he doesn't, though. whatever had flagged them as thieves, he had no clue what it was. )
Yes, that's true. They'd get burnout if they kept us to the grindstone. This is more ... practical. ( Graham doesn't seem to say it as a compliment, just a fact. )
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Just a daunting unknown factor.] One of our 'great' mysteries, then.
[She supposes it could be worse, then decides that it wasn't exactly their biggest issue. That at least had more of a face.]
That's certainly one way of putting it.
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better to let go, since it isn't a hill worth dying on. )
Would you put it differently? ( Graham glances at his company over his boxes of fishsticks. )
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But that was neither here nor there.]
Me? No. But I imagine other people might.
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( he'll agree with that. he's been on some poorly managed missions, yet none as poorly as that one. hopefully ALASTAIR would learn from the failure, though Graham isn't one to put much faith in ALASTAIR.
he glances at Widow when she mentions she wouldn't put it any differently. interesting. he's not one to press, though. )
Suppose they would. There are a lot of opinions on this team.