The Mod Journal (
spaceshipit) wrote in
driftfleet_ooc2014-11-04 10:16 am
Entry tags:
November Star System
NOVEMBER WAY-STATIONS
Like other way-stations, anyone can assume that their ship is parked at one of these outposts at any time. There are hundreds of these things out here, so go nuts. And these particular way-stations are almost identical to the ones in the previous system, but they are a little more... POPULATED!
Yes, that's right! There are actually people occasionally stopping by these outposts! The stations themselves are still entirely automated, but there are very scattered bands of rough-looking, unfriendly space travelers here. These are genuine aliens, pretty much all bipedal and at least vaguely humanoid, with many being maybe straight-up human.
Most seem to be scrappers and scavengers, and really have very little time or interest in interacting with you all. Aside from maybe trying to rob you if you are left alone with one of them for too long. Also beware of attempted kidnappings. There is no law in this stretch of space, so no one will help you (or step in if you feel like doing something horrible in return).
Hopefully this means that you're all slowly heading toward populated space, where there will be employment and other adventures to engage in. For now... you get these guys.
For information on all the other details of these outposts, including entertainment and shopping options, see October's post. The only difference with these way-stations is that there are a few other people visiting them, and characters will have more pocket change to spend by now.
NOVEMBER EVENT
→ What a party!
So, you've all been treated to seeing a real live alien planet for the first time! You've stretched your legs, stocked up on gross food and liquor, made some friends. It was a great party all around. You even picked up some shiny souvenirs!
→ What happens next?
Oh, and about those souvenirs...
A few days out from leaving the planet's range, almost everyone who had any kind of skin contact with one of the stones will begin to feel strangely! A little weary, run-down, generally sleepy and gross. Maybe it's just an extended hangover. Maybe you've picked up a cold from the planet's population and it's being passed around the close quarters of the ships. But whatever it is, it seems to be getting worse.
The symptoms will progress over the course of a few days to a few weeks (however each player wants to take it), but do plateau before they get too serious. It won't seem to be immediately life-threatening once it levels off. The worst it can get is like a really bad flu--minus any sneezing, coughing, or dangerously-high fever. The symptoms will generally include chills, severe fatigue, dizziness, headaches, sore skin/muscles/bones, sleepiness, and low/mid-grade fever. There will also be strangely elevated pulse rates (without change in blood-pressure) and increased appetites in many patients. Each player can decide exactly how it manifests.
→ Who does this affect?
The out-of-character answer, is that this 'disease' will inflict itself upon anyone each player wants it to. Is your character normally immune to infirmity due to being immortal? Well whoops, it's funny how these augments have altered your physical makeup. Do they normally have a super-charged immune system that would fight this off? Funny thing is that this 'bug' absolutely loves immune systems, and having a good one can actually make the symptoms worse. Are you a totally squishy human but don't want to deal with this bullshit during November, or just want to flaunt some health and vigor in the faces of the now-ailing immortals? BOOM, your particular augment has already solved the problem ahead of the game and burned off the problem before it got very far. So, just have fun with it or not at your whim.
The in-character answer is that this thing seems to be most affecting creatures with healthy, biological immune systems. Antibodies, white blood cells, natural defenses just have absolutely no effect whatsoever on whatever is going on. Beings with lots of energy are losing it just as fast as the smaller, squishier ones.
It's also not contagious. And once the stones start relaying the signal, they also seem to no longer be carrying the pathogen. So, though individual crews may decide otherwise, quarantine is not necessary.
Also! Just because your character is susceptible or not to this particular infirmity won't mean that you have to play a similar case the same way later on. If this is the one thing that your immortal ever falls ill to, that's totally fine.
What are the clues?
The red stones still seem to be more or less inert in their makeup, but scanning will now reveal that they seem to be conducting some sort of signal out into space. Testing and detective-work will reveal that they are still more-or-less harmless by themselves, but may have been the initial carriers of whatever is infecting the crews, and are now acting as a sort of signal boost for something. If several communications officers pool their talents, they might even detect the fact that the signal is definitely pointing back toward the planet they just left.
For most of the month, testing of the patients will turn up nothing useful. In the second half however, after diligent work, lab/medic specialists will be able to finally put some comparative pieces together and notice a little animated protein hanging out in the antibodies and white blood cells of the patients. They are incredibly well-disguised, adapting to the makeup of the individual creature's system.
You've basically got some well-crafted nanobots on your hands. Literally.
How does it end?
You all can play with this how you want, because it will end one way or another. This whole thing is mostly to give you all something low-pressure to work with during a busy month, as well as give your crews a reason to work together (or totally fall apart). Really, all the stakes are in-character ones, so don't feel pressured to do anything with this if you don't want.
It will work itself out either way during the last week of November.
If lab/medics pool their efforts at all, along with the possible help of communication officers, the clues can be unraveled and a cure can be discovered. Using what is included in the lab, a disruptive protein injection can be created (so passing instructions around will allow it to be assembled in any laboratory/med bay) and this will slowly dismantle the nanobots and return immune systems to normal by early December.
If nothing is really done IC, or people get busy and nothing concerning the dispense of a cure is posted during the last week of November, everyone can just assume that their augments catch on to what's going on and take care of the cure themselves.
So what actually was it?
WELL on a planet with little-to-no functioning sustainability or source of reliable power, your little skullfaced friends had to get creative. There were no meat-based products on the planet, and almost an entire lack of plantlife. Terraforming had not gone as planned, and with how little traffic that little stretch of space gets anymore, they worked with what they had.
And what they had was you. Infecting tourists and then slowly converting their lifeforce into energy, which they can beam back to their planet and utilize as fuel, was their clever answer to the problem. Normally, they can live off a small crew for a few months before draining them dry... so imagine what they could have done with you lot!
Guess they weren't throwing a giant, joyous, death-themed party for nothing...
Please post any November-stuff related questions here, and we will answer them as soon as we can!
Like other way-stations, anyone can assume that their ship is parked at one of these outposts at any time. There are hundreds of these things out here, so go nuts. And these particular way-stations are almost identical to the ones in the previous system, but they are a little more... POPULATED!
Yes, that's right! There are actually people occasionally stopping by these outposts! The stations themselves are still entirely automated, but there are very scattered bands of rough-looking, unfriendly space travelers here. These are genuine aliens, pretty much all bipedal and at least vaguely humanoid, with many being maybe straight-up human.
Most seem to be scrappers and scavengers, and really have very little time or interest in interacting with you all. Aside from maybe trying to rob you if you are left alone with one of them for too long. Also beware of attempted kidnappings. There is no law in this stretch of space, so no one will help you (or step in if you feel like doing something horrible in return).
Hopefully this means that you're all slowly heading toward populated space, where there will be employment and other adventures to engage in. For now... you get these guys.
For information on all the other details of these outposts, including entertainment and shopping options, see October's post. The only difference with these way-stations is that there are a few other people visiting them, and characters will have more pocket change to spend by now.
NOVEMBER EVENT
→ What a party!
So, you've all been treated to seeing a real live alien planet for the first time! You've stretched your legs, stocked up on gross food and liquor, made some friends. It was a great party all around. You even picked up some shiny souvenirs!
→ What happens next?
Oh, and about those souvenirs...
A few days out from leaving the planet's range, almost everyone who had any kind of skin contact with one of the stones will begin to feel strangely! A little weary, run-down, generally sleepy and gross. Maybe it's just an extended hangover. Maybe you've picked up a cold from the planet's population and it's being passed around the close quarters of the ships. But whatever it is, it seems to be getting worse.
The symptoms will progress over the course of a few days to a few weeks (however each player wants to take it), but do plateau before they get too serious. It won't seem to be immediately life-threatening once it levels off. The worst it can get is like a really bad flu--minus any sneezing, coughing, or dangerously-high fever. The symptoms will generally include chills, severe fatigue, dizziness, headaches, sore skin/muscles/bones, sleepiness, and low/mid-grade fever. There will also be strangely elevated pulse rates (without change in blood-pressure) and increased appetites in many patients. Each player can decide exactly how it manifests.
→ Who does this affect?
The out-of-character answer, is that this 'disease' will inflict itself upon anyone each player wants it to. Is your character normally immune to infirmity due to being immortal? Well whoops, it's funny how these augments have altered your physical makeup. Do they normally have a super-charged immune system that would fight this off? Funny thing is that this 'bug' absolutely loves immune systems, and having a good one can actually make the symptoms worse. Are you a totally squishy human but don't want to deal with this bullshit during November, or just want to flaunt some health and vigor in the faces of the now-ailing immortals? BOOM, your particular augment has already solved the problem ahead of the game and burned off the problem before it got very far. So, just have fun with it or not at your whim.
The in-character answer is that this thing seems to be most affecting creatures with healthy, biological immune systems. Antibodies, white blood cells, natural defenses just have absolutely no effect whatsoever on whatever is going on. Beings with lots of energy are losing it just as fast as the smaller, squishier ones.
It's also not contagious. And once the stones start relaying the signal, they also seem to no longer be carrying the pathogen. So, though individual crews may decide otherwise, quarantine is not necessary.
Also! Just because your character is susceptible or not to this particular infirmity won't mean that you have to play a similar case the same way later on. If this is the one thing that your immortal ever falls ill to, that's totally fine.
What are the clues?
The red stones still seem to be more or less inert in their makeup, but scanning will now reveal that they seem to be conducting some sort of signal out into space. Testing and detective-work will reveal that they are still more-or-less harmless by themselves, but may have been the initial carriers of whatever is infecting the crews, and are now acting as a sort of signal boost for something. If several communications officers pool their talents, they might even detect the fact that the signal is definitely pointing back toward the planet they just left.
For most of the month, testing of the patients will turn up nothing useful. In the second half however, after diligent work, lab/medic specialists will be able to finally put some comparative pieces together and notice a little animated protein hanging out in the antibodies and white blood cells of the patients. They are incredibly well-disguised, adapting to the makeup of the individual creature's system.
You've basically got some well-crafted nanobots on your hands. Literally.
How does it end?
You all can play with this how you want, because it will end one way or another. This whole thing is mostly to give you all something low-pressure to work with during a busy month, as well as give your crews a reason to work together (or totally fall apart). Really, all the stakes are in-character ones, so don't feel pressured to do anything with this if you don't want.
It will work itself out either way during the last week of November.
If lab/medics pool their efforts at all, along with the possible help of communication officers, the clues can be unraveled and a cure can be discovered. Using what is included in the lab, a disruptive protein injection can be created (so passing instructions around will allow it to be assembled in any laboratory/med bay) and this will slowly dismantle the nanobots and return immune systems to normal by early December.
If nothing is really done IC, or people get busy and nothing concerning the dispense of a cure is posted during the last week of November, everyone can just assume that their augments catch on to what's going on and take care of the cure themselves.
So what actually was it?
WELL on a planet with little-to-no functioning sustainability or source of reliable power, your little skullfaced friends had to get creative. There were no meat-based products on the planet, and almost an entire lack of plantlife. Terraforming had not gone as planned, and with how little traffic that little stretch of space gets anymore, they worked with what they had.
And what they had was you. Infecting tourists and then slowly converting their lifeforce into energy, which they can beam back to their planet and utilize as fuel, was their clever answer to the problem. Normally, they can live off a small crew for a few months before draining them dry... so imagine what they could have done with you lot!
Guess they weren't throwing a giant, joyous, death-themed party for nothing...
Please post any November-stuff related questions here, and we will answer them as soon as we can!
