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spaceshipit) wrote in
driftfleet_ooc2016-01-24 01:02 pm
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February Star System
These few weeks of uneventful travel have been odd, what with all the radio silence from Atroma's boisterous hosts. The Marsiva never falters in her predetermined path, as always, but Diamond and Beau have been quiet ever since the mysterious "calibrations". Add in the steady influx of passengers into already-crowded ships, without explanation or respite, and the whole thing might seem a little suspicious.
But just when it seems like the Fleet might really have slipped beyond the hovering reach of Atroma somehow, contact is reestablished!
The space-traffic nearby begins to increase, until the Drift Fleet finally joins what seems to be a mainstream path of travel through the stars. The Marsiva obeys the rules of the road and guides the Fleet through vast checkpoints, which ship sensors can confirm are gracing the hulls with some rudimentary scanning. As the Fleet approaches what seems to be a massive space station in the distance, a familiar jingle will announce an overhead announcement, followed by Diamond's cheery voice breaking in with the following message:
"Thank you all for agreeing to deliver this important cargo to our associates on the HS Maldua. Once all packages are deposited, unopened and unharmed, the contract will be considered complete and you will receive your payment!"
What could possibly go wrong?
THE CARGO.
Every ship will find that ten steel crates have been beamed into their cargo bay, unmarked save for the ship's name stamped onto the lid. The crates are three feet square in size, and are sealed against tampering. Atroma has instructed that they be delivered unopened and unharmed, but if you want to ignore this and try opening one anyway, only passengers with lab support or engineering augments will be able to do so without triggering the tamper-resistant mechanism. If anyone else opens it (or if they are opened particularly roughly even by those with proper augments) Atroma is going to know.
If a pilot or a communications officer scans the crates with the ship's sensor array, someone uses an ability or power to figure out what's inside, or if the crates are opened, the passengers will find that every crate is filled to the brim... with packages of gumballs.
Yes. Dozens of bags of Floot Loop brand gumballs. In bright, primary colors and cheap fruit flavors. This is what Atroma would like every ship to deliver to their "associates," and sees fit to lock up in heavy-duty steel crates.
Communications officers will receive an alert that an important document is waiting to be viewed on the network, but any passenger is welcome to discover it as well-- a contract bearing all of the fine print of your deal with Atroma in this delivery. The contract states that each crew that completes their assignment correctly will receive significant monetary compensation for their troubles at the end of the month, while any crew that does anything to break the contract will suffer severe fines, which will come straight out of their ratings payments. The contract also includes a map of the orbiting pattern the HS Maldua is expected to take around the Forum Station "Starlight". However, a note at the bottom states that the HS Maldua may not arrive in this projected area until later in the month.
In the meantime, if suspicions rise and any passengers see fit to tamper further with the cargo regardless of these warnings (or if someone succumbs to a hankering for gumballs,) the confections seem more or less normal at first... if a little on the cheaply-made side. The flavor is weak and doesn't last long, they all seem to have the same ambiguous 'fruit punch' flavor regardless of color, and they're terrible for blowing bubbles. But nothing special seems to happen upon chewing (or even swallowing) the gum.
If anyone does anything else to the cargo, however, ask your questions below and we will give our answers!
NOTE: There are headers in the comments below for players to talk about or figure out what's going to happen to the cargo on their ships. It isn't as official as it looks, though, since money is just for the sake of roleplaying flavor. We'd like to know what's going to happen with the boxes, but if someone misses out on the comment or if a ship never checks in, it's not really a big deal. We're flexible, we can fudge things.
THE STATION.
From a great distance, the FS Starlight does indeed look like some sort of glittering star. It isn't until the Fleet comes within social range that the many spires, bays, and individual arrays of dazzling lights become clear. The FS Starlight is a massive space station, and helpful broadcasts in the area describe is as one of the most highly-rated Forum Stations in the entirety of the East Arm. According to these broadcasts, "Forum Stations" are safe hubs for all manner of trade and political activities in the galaxy... but this place seems more like an upgrade of one of those previous Casino Stations than some sort of dignified arena of discourse.
Either way, the Starlight is an impressive feat of engineering. Twenty-four district towers are joined together along a wide ring, which then encircles a flat, disk-shaped structure in the middle. The station generates its own oxygen, atmosphere, and artificial day/night cycle. The entire thing is dotted with hundreds of lights, neon strips, and glowing advertisements. Most central areas are loud and crowded, and full of a much wider range of beings than seen previously on smaller way-stations. Most are variations of humanoid (especially the copper-skinned, fair-haired type of human seen on many past planets), but there are many others with business on this station as well.
Around here, the traffic never stops. There are dozens of ships orbiting the station at any given time, coasting along paths approved by Starlight control. Captains, Pilots, and Communication Officers all have authority to request an orbit assignment from control. Otherwise, crews will have to spend time docked on the station itself, and all ships are required to dock at least once upon reaching the Starlight's range.
Who wouldn't want to spend time docked on this marvelous station, though? Upon landing, the world is filled with dance clubs, flashy restaurants, glowing bars, and all sorts of futuristic attractions. The business here is split equally between diplomatic establishments, tourism, and a seedy black market underbelly--the latter of which everyone knows about, but no one acknowledges. Shuttles zip through hundreds of pre-determined lines of air-traffic between the towers, as everyone busies along in this hive of activity.
The advertisements all promise that there is something for everyone here, so why wait? It's time to hit the dance floor and get this party started! ...Right?
"MY ACCOUNT HAS BEEN WHAT?"
Unfortunately, any dreams of jumping right into the fun (or hopes of finding a peaceful garden to escape to) are interrupted as each ship docks into the Starlight for the first time. Every ship is hailed with several warnings, as initial scans have tagged them with carrying unauthorized cargo. Passengers are informed by computerized messages that their credit accounts are being temporarily suspended while authorities investigate the case.
Sure enough, when anyone checks their credit balance, they find that their account has been entirely frozen. They cannot withdraw or add funds. They cannot make purchases. Checking their balance comes back with an error, and a repeat of the original message. For all intents and purposes, the Drift Fleet is broke.
If a passenger has previously made a habit of taking out cash in the form of chips (physical currency), they are in luck--otherwise, everyone is going to have to do some work if they want to afford anything on this station. And those that do have hard chips might have to watch themselves for friends and neighbors looking to borrow money.
Regardless of whether a ship gets rid of their apparently-unauthorized cargo or not, their "investigation pending" status will continue to loop without any further word of progress made on their case throughout the month. Ah, bureaucracy.
We will post a game-wide mingle very soon for passengers to feel out their first couple of days on the station, but this initial post is the only mod-written thing we plan on putting up for this event, so... Any other mingles or network posts after that are totally up to you guys!
NOTE: And as usual, we are not going to be keeping track of exact character money, and we don't expect any of our players to, either. Play it however is most fun to you--if you want characters to succeed at scoring money right off the bat, that's fine! If you want to play with them being dead-broke for most of this event, knock yourselves out! This is all just for flavor, and to generate some reasons for characters to interact with each other (like same place of employment, partnering up for jobs, complaining about money together, etc.).
JOBS.
Lucky for our fine passengers, very few of the people on this station take up permanent residency. Most establishments are used to a revolving door of employees, and are ready to accommodate your short time here with week-to-week contracts, temporary licences, or not-entirely-binding agreements where they let you work as long as you'll make them money.
Cargo shuttling: There's always someone looking for something to be transported from one side of the station to the other. Crews can either take on a larger job using their whole ship, or individuals can strike out on their own and use an SR shuttle for a smaller job. SR shuttles only have the room to carry small cargo (examples: boxes of cooking ingredients, mail delivery, someone's beloved pet, one very expensive vase for a hotel), but the fleet ships can take on jobs that pay more (examples: crates full of booze, stage equipment for shows, a large animatronic dinosaur displays, spare engines for other ships, a dozen live ostriches). Most jobs involving entire fleet ships cannot be taken unless there is a pilot involved, as the default autopilot system will only take you to a few main points in the station.
Taxi driving: Any passenger with the skill to pass a basic driver's test can get a temporary taxi license, and be set up in one of the closely-monitored (but otherwise rather crappy) taxi shuttles as a freelance driver. They may have to deal with skyroad traffic, quirky customers, or the occasional person trying to skip out on their fare... But if they're up to the task, good drivers (and nice personalities) can rack up some good tips!
Serving jobs: There are a lot of bars. There are a lot of restaurants. There are a ton of clubs. Get out there and serve drinks, wait tables, wash dishes, work in the kitchen, or provide these establishments with some much-needed security. It's all hard work, but sometimes things like free meals or drinks are included with the package.
Be creative: Go out there and use your weird skills! Try your hand in the casino, entertain a crowd, cheat at dice, win a karaoke contest, sell your friends' possessions... There are plenty of creative ways to make money here, outside of proper employment.
Being bad pays more: Yeah, so organs are a sketchy thing to transport, and this stolen medicine might be at the detriment of a bunch of orphaned alien children, but... Anyone who is willing to compromise a couple of morals can walk away with a considerably larger paycheck at the end of the job.
Crew bonuses: Hey, augments can come in handy, sometimes! Each Atroma-given skillset seems to come with a few perks while on the job.
RECREATION.
Whether a passenger is just starting to scrape by, making bank, or had a nice little stash of chips saved up all along, there are plenty of things to do on the station aside from working, too. Here are some notable highlights (though you're welcome to extrapolate):
Clubs: The biggest draw on this station is its huge club culture. From the highest profile dignitaries to the wandering tourists, everyone needs to unwind at the end of the day. These places can range anywhere from multi-tiered, laser-light-filled attractions to tiny basement rooms with mirrors and a couple of blacklights. Most clubs have separate areas for sitting, and some of them have their own bars or attached restaurants. The music is usually very loud, because the point is to get up and dance!
Bars: While all the bars on this station have some of that sleek-and-glowing look going on, there's a wide range to choose from. Some of them are cramped and a little dingy, while others are expensive and all about the "artistic experience". Most fall somewhere in the middle, and are a good place to meet up, make connections, or hear the latest gossip.
Casinos: This station only has one casino, but it's a sizable establishment filled with card games, slot machines, betting rings, and the occasional live band. Most of the games are quite rigged to make a profit for the station, so gamblers beware...
Parks: Any passenger looking for a change of pace might find solace in the station's many beautiful parks. Wander under actual, live trees, lay in the grass, pick flowers, admire the carefully-tended gardens, or marvel at the fountains dotting the way. Some of these parks are so large you might forget you're actually on a space station.
Datary: Though the term "library" is outdated, these buildings serve a similar purpose, housing massive databanks filled with downloadable articles, books, magazines, and even some music. All of these files can be temporarily stored on your personal communicators, but will be auto-deleted from your devices once the rental period of two weeks is finished. Some of the files are of modern Earth origin, though only the most popular produced media, and all others are from unfamiliar locations. Each building also has a sizable collection of books and other physical media, which can be read or scanned for viewing later, but patrons are not allowed to remove the physical articles from the premises.
Shopping: The clothing and makeup selection on this station is wide-ranging, and they're used to accommodating for creatures of all shapes and sizes. Clothes with bright, glowing strips are very popular right now. Most other things (food in bulk, weapons, functional furniture, ship parts, and so on) are extremely expensive and surprisingly hard to find.
Police: The law enforcement here seems to be very robotic... Trying to contact them about the hold on your account just puts you on an automated loop, and the police themselves are clearly just sturdy, hovering robots. They aren't terribly clever, so anyone who is careful can get away with some underhanded activity while they're here, but causing a big scene or doing damage to the station will get their attention. If you think your character is going to get themselves into serious trouble, ask us about it in the Questions section below, and we'll work out any police consequences.
NOTE: We won't tell you guys not to get your characters wasted, but please, do so mindfully. Mark things that may contain excessive drinking and mentions of recreational drugs. Also, please remember our rules about topics to avoid with characters under the age of fifteen.
MAX CAPACITY.
It was so nice of Diamond to check in and let you all know about that mandatory employment opportunity, but she sure didn't mention anything about how crowded the ships are getting, did she?
It turns out that (at least for the beginning of the month) Atroma apparently has no intention of making things any roomier on the Fleet. As passengers are Shuffled over the next few weeks, keep an eye out for how many crewmembers are on your ship compared to its capacity. The capacity represents how many beds there are, how many supplies are typically available, how many chairs are set up in the kitchen, and so on.
You all might have to get a little creative in how you're all going to fit. It's time to buy a few extra pillows and blankets, maybe. Someone might have to sleep on the floor with the pet fox. Maybe the cargo hold can be converted into a makeshift bunk-- next to the crates and the pen of ostriches. Whether everyone gets along or not, it looks like the Fleet is going to be a little extra cozy for a while...
---
As always, players are welcome to ask questions any questions they have about this event in the QUESTIONS section in the comments below! Otherwise, you guys are welcome to use the rest of comment section for plotting, generating ideas, promoting character-run projects, or any other space-station shenanigans that come to mind.
But just when it seems like the Fleet might really have slipped beyond the hovering reach of Atroma somehow, contact is reestablished!
The space-traffic nearby begins to increase, until the Drift Fleet finally joins what seems to be a mainstream path of travel through the stars. The Marsiva obeys the rules of the road and guides the Fleet through vast checkpoints, which ship sensors can confirm are gracing the hulls with some rudimentary scanning. As the Fleet approaches what seems to be a massive space station in the distance, a familiar jingle will announce an overhead announcement, followed by Diamond's cheery voice breaking in with the following message:
"Thank you all for agreeing to deliver this important cargo to our associates on the HS Maldua. Once all packages are deposited, unopened and unharmed, the contract will be considered complete and you will receive your payment!"
What could possibly go wrong?
THE CARGO.
Every ship will find that ten steel crates have been beamed into their cargo bay, unmarked save for the ship's name stamped onto the lid. The crates are three feet square in size, and are sealed against tampering. Atroma has instructed that they be delivered unopened and unharmed, but if you want to ignore this and try opening one anyway, only passengers with lab support or engineering augments will be able to do so without triggering the tamper-resistant mechanism. If anyone else opens it (or if they are opened particularly roughly even by those with proper augments) Atroma is going to know.
If a pilot or a communications officer scans the crates with the ship's sensor array, someone uses an ability or power to figure out what's inside, or if the crates are opened, the passengers will find that every crate is filled to the brim... with packages of gumballs.
Yes. Dozens of bags of Floot Loop brand gumballs. In bright, primary colors and cheap fruit flavors. This is what Atroma would like every ship to deliver to their "associates," and sees fit to lock up in heavy-duty steel crates.
Communications officers will receive an alert that an important document is waiting to be viewed on the network, but any passenger is welcome to discover it as well-- a contract bearing all of the fine print of your deal with Atroma in this delivery. The contract states that each crew that completes their assignment correctly will receive significant monetary compensation for their troubles at the end of the month, while any crew that does anything to break the contract will suffer severe fines, which will come straight out of their ratings payments. The contract also includes a map of the orbiting pattern the HS Maldua is expected to take around the Forum Station "Starlight". However, a note at the bottom states that the HS Maldua may not arrive in this projected area until later in the month.
In the meantime, if suspicions rise and any passengers see fit to tamper further with the cargo regardless of these warnings (or if someone succumbs to a hankering for gumballs,) the confections seem more or less normal at first... if a little on the cheaply-made side. The flavor is weak and doesn't last long, they all seem to have the same ambiguous 'fruit punch' flavor regardless of color, and they're terrible for blowing bubbles. But nothing special seems to happen upon chewing (or even swallowing) the gum.
If anyone does anything else to the cargo, however, ask your questions below and we will give our answers!
NOTE: There are headers in the comments below for players to talk about or figure out what's going to happen to the cargo on their ships. It isn't as official as it looks, though, since money is just for the sake of roleplaying flavor. We'd like to know what's going to happen with the boxes, but if someone misses out on the comment or if a ship never checks in, it's not really a big deal. We're flexible, we can fudge things.
THE STATION.
From a great distance, the FS Starlight does indeed look like some sort of glittering star. It isn't until the Fleet comes within social range that the many spires, bays, and individual arrays of dazzling lights become clear. The FS Starlight is a massive space station, and helpful broadcasts in the area describe is as one of the most highly-rated Forum Stations in the entirety of the East Arm. According to these broadcasts, "Forum Stations" are safe hubs for all manner of trade and political activities in the galaxy... but this place seems more like an upgrade of one of those previous Casino Stations than some sort of dignified arena of discourse.
Either way, the Starlight is an impressive feat of engineering. Twenty-four district towers are joined together along a wide ring, which then encircles a flat, disk-shaped structure in the middle. The station generates its own oxygen, atmosphere, and artificial day/night cycle. The entire thing is dotted with hundreds of lights, neon strips, and glowing advertisements. Most central areas are loud and crowded, and full of a much wider range of beings than seen previously on smaller way-stations. Most are variations of humanoid (especially the copper-skinned, fair-haired type of human seen on many past planets), but there are many others with business on this station as well.
Around here, the traffic never stops. There are dozens of ships orbiting the station at any given time, coasting along paths approved by Starlight control. Captains, Pilots, and Communication Officers all have authority to request an orbit assignment from control. Otherwise, crews will have to spend time docked on the station itself, and all ships are required to dock at least once upon reaching the Starlight's range.
Who wouldn't want to spend time docked on this marvelous station, though? Upon landing, the world is filled with dance clubs, flashy restaurants, glowing bars, and all sorts of futuristic attractions. The business here is split equally between diplomatic establishments, tourism, and a seedy black market underbelly--the latter of which everyone knows about, but no one acknowledges. Shuttles zip through hundreds of pre-determined lines of air-traffic between the towers, as everyone busies along in this hive of activity.
The advertisements all promise that there is something for everyone here, so why wait? It's time to hit the dance floor and get this party started! ...Right?
"MY ACCOUNT HAS BEEN WHAT?"
Unfortunately, any dreams of jumping right into the fun (or hopes of finding a peaceful garden to escape to) are interrupted as each ship docks into the Starlight for the first time. Every ship is hailed with several warnings, as initial scans have tagged them with carrying unauthorized cargo. Passengers are informed by computerized messages that their credit accounts are being temporarily suspended while authorities investigate the case.
Sure enough, when anyone checks their credit balance, they find that their account has been entirely frozen. They cannot withdraw or add funds. They cannot make purchases. Checking their balance comes back with an error, and a repeat of the original message. For all intents and purposes, the Drift Fleet is broke.
If a passenger has previously made a habit of taking out cash in the form of chips (physical currency), they are in luck--otherwise, everyone is going to have to do some work if they want to afford anything on this station. And those that do have hard chips might have to watch themselves for friends and neighbors looking to borrow money.
Regardless of whether a ship gets rid of their apparently-unauthorized cargo or not, their "investigation pending" status will continue to loop without any further word of progress made on their case throughout the month. Ah, bureaucracy.
We will post a game-wide mingle very soon for passengers to feel out their first couple of days on the station, but this initial post is the only mod-written thing we plan on putting up for this event, so... Any other mingles or network posts after that are totally up to you guys!
NOTE: And as usual, we are not going to be keeping track of exact character money, and we don't expect any of our players to, either. Play it however is most fun to you--if you want characters to succeed at scoring money right off the bat, that's fine! If you want to play with them being dead-broke for most of this event, knock yourselves out! This is all just for flavor, and to generate some reasons for characters to interact with each other (like same place of employment, partnering up for jobs, complaining about money together, etc.).
JOBS.
Lucky for our fine passengers, very few of the people on this station take up permanent residency. Most establishments are used to a revolving door of employees, and are ready to accommodate your short time here with week-to-week contracts, temporary licences, or not-entirely-binding agreements where they let you work as long as you'll make them money.
Cargo shuttling: There's always someone looking for something to be transported from one side of the station to the other. Crews can either take on a larger job using their whole ship, or individuals can strike out on their own and use an SR shuttle for a smaller job. SR shuttles only have the room to carry small cargo (examples: boxes of cooking ingredients, mail delivery, someone's beloved pet, one very expensive vase for a hotel), but the fleet ships can take on jobs that pay more (examples: crates full of booze, stage equipment for shows, a large animatronic dinosaur displays, spare engines for other ships, a dozen live ostriches). Most jobs involving entire fleet ships cannot be taken unless there is a pilot involved, as the default autopilot system will only take you to a few main points in the station.
Taxi driving: Any passenger with the skill to pass a basic driver's test can get a temporary taxi license, and be set up in one of the closely-monitored (but otherwise rather crappy) taxi shuttles as a freelance driver. They may have to deal with skyroad traffic, quirky customers, or the occasional person trying to skip out on their fare... But if they're up to the task, good drivers (and nice personalities) can rack up some good tips!
Serving jobs: There are a lot of bars. There are a lot of restaurants. There are a ton of clubs. Get out there and serve drinks, wait tables, wash dishes, work in the kitchen, or provide these establishments with some much-needed security. It's all hard work, but sometimes things like free meals or drinks are included with the package.
Be creative: Go out there and use your weird skills! Try your hand in the casino, entertain a crowd, cheat at dice, win a karaoke contest, sell your friends' possessions... There are plenty of creative ways to make money here, outside of proper employment.
Being bad pays more: Yeah, so organs are a sketchy thing to transport, and this stolen medicine might be at the detriment of a bunch of orphaned alien children, but... Anyone who is willing to compromise a couple of morals can walk away with a considerably larger paycheck at the end of the job.
Crew bonuses: Hey, augments can come in handy, sometimes! Each Atroma-given skillset seems to come with a few perks while on the job.
- Pilot - You will be given a higher starting wage for any job involving a shuttle. You may also take on any transportation job that would require the use of an entire fleet ship, regardless of whether the rest of your crew agrees or not.
- Security - You have an in at pretty much any bar or club as a bouncer. Also, some cargo transport jobs are willing to pay more when they know a security officer will be present on board.
- Engineering - Clubs and restaurants that put on big shows always need technical engineers for lights, sound, and the occasional robotics display. And once you've got experience, you can put a good word in to help other augments get jobs in those same places.
- Communications - You'll find you can access local postings and job openings through the network, which means that you can pick and choose from a much wider variety than most, and you'll have an easier time being hired for jobs you actually want. Use this for yourself, or help connect other people with better-paying jobs.
- Lab Support - There is actually quite a bit of clerical work to be done around the station, especially in the political centers and libraries, but they only trust that sort of thing to those who seem like the learned sort. These jobs are only available to Lab Support officers, and those they can seriously vouch for.
- Maintenance - You'll have access to service and maintenance jobs at high-class hotels, expensive restaurants, and very classy bars. Some transportation jobs will pay more if a maintenance officer is on board to keep the cargo in excellent condition.
- Cook - Anyone with a little confidence can snag a job as an support chef at a five-star restaurant, or as a bartender at a snazzy club. You can also bring home leftovers.
- Personnel Support - For some reason, no matter what job you take on, people just seem compelled to tip you. Whether it's because you did a good job, because they're feeling nice, or because they want to shut you up... Have a little extra, on me.
- Tactical - You're able to chart shortcuts and make quick decisions, landing you the higher-paying physical labor and transport jobs in no time. Taxi jobs, especially, will get you a decent paycheck!
RECREATION.
Whether a passenger is just starting to scrape by, making bank, or had a nice little stash of chips saved up all along, there are plenty of things to do on the station aside from working, too. Here are some notable highlights (though you're welcome to extrapolate):
Clubs: The biggest draw on this station is its huge club culture. From the highest profile dignitaries to the wandering tourists, everyone needs to unwind at the end of the day. These places can range anywhere from multi-tiered, laser-light-filled attractions to tiny basement rooms with mirrors and a couple of blacklights. Most clubs have separate areas for sitting, and some of them have their own bars or attached restaurants. The music is usually very loud, because the point is to get up and dance!
Bars: While all the bars on this station have some of that sleek-and-glowing look going on, there's a wide range to choose from. Some of them are cramped and a little dingy, while others are expensive and all about the "artistic experience". Most fall somewhere in the middle, and are a good place to meet up, make connections, or hear the latest gossip.
Casinos: This station only has one casino, but it's a sizable establishment filled with card games, slot machines, betting rings, and the occasional live band. Most of the games are quite rigged to make a profit for the station, so gamblers beware...
Parks: Any passenger looking for a change of pace might find solace in the station's many beautiful parks. Wander under actual, live trees, lay in the grass, pick flowers, admire the carefully-tended gardens, or marvel at the fountains dotting the way. Some of these parks are so large you might forget you're actually on a space station.
Datary: Though the term "library" is outdated, these buildings serve a similar purpose, housing massive databanks filled with downloadable articles, books, magazines, and even some music. All of these files can be temporarily stored on your personal communicators, but will be auto-deleted from your devices once the rental period of two weeks is finished. Some of the files are of modern Earth origin, though only the most popular produced media, and all others are from unfamiliar locations. Each building also has a sizable collection of books and other physical media, which can be read or scanned for viewing later, but patrons are not allowed to remove the physical articles from the premises.
Shopping: The clothing and makeup selection on this station is wide-ranging, and they're used to accommodating for creatures of all shapes and sizes. Clothes with bright, glowing strips are very popular right now. Most other things (food in bulk, weapons, functional furniture, ship parts, and so on) are extremely expensive and surprisingly hard to find.
Police: The law enforcement here seems to be very robotic... Trying to contact them about the hold on your account just puts you on an automated loop, and the police themselves are clearly just sturdy, hovering robots. They aren't terribly clever, so anyone who is careful can get away with some underhanded activity while they're here, but causing a big scene or doing damage to the station will get their attention. If you think your character is going to get themselves into serious trouble, ask us about it in the Questions section below, and we'll work out any police consequences.
NOTE: We won't tell you guys not to get your characters wasted, but please, do so mindfully. Mark things that may contain excessive drinking and mentions of recreational drugs. Also, please remember our rules about topics to avoid with characters under the age of fifteen.
MAX CAPACITY.
It was so nice of Diamond to check in and let you all know about that mandatory employment opportunity, but she sure didn't mention anything about how crowded the ships are getting, did she?
It turns out that (at least for the beginning of the month) Atroma apparently has no intention of making things any roomier on the Fleet. As passengers are Shuffled over the next few weeks, keep an eye out for how many crewmembers are on your ship compared to its capacity. The capacity represents how many beds there are, how many supplies are typically available, how many chairs are set up in the kitchen, and so on.
You all might have to get a little creative in how you're all going to fit. It's time to buy a few extra pillows and blankets, maybe. Someone might have to sleep on the floor with the pet fox. Maybe the cargo hold can be converted into a makeshift bunk-- next to the crates and the pen of ostriches. Whether everyone gets along or not, it looks like the Fleet is going to be a little extra cozy for a while...
---
As always, players are welcome to ask questions any questions they have about this event in the QUESTIONS section in the comments below! Otherwise, you guys are welcome to use the rest of comment section for plotting, generating ideas, promoting character-run projects, or any other space-station shenanigans that come to mind.
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