Chloe Frazer (
totallytrustworthy) wrote in
exsiliumooc2013-11-03 01:53 pm
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Entry tags:
PLAYER PLOT:
CIVIL WARS ARE HOW YOU GET THINGS DONE
At approximately 3:00AM on November 16th, a group of Transports led by Charlie Cutter
alittlesweptup and Chloe Frazer
totallytrustworthy will sabotage key systems of the moon base and take possession of the Transporter room in order to wrestle away what little control remains in the Initiative’s hands and put it in the collective hands of the transports.
Over the course of the next four days, the mutiny will serve to spark a community wide conflict that affects the base as a whole. Lines will be drawn in the sand. Relationships will be forged and broken - do you side with the mutineers and help them from them outside? Do you support regaining the transport room and helping the Initiative take back control of the base? Do you choose to remain neutral? This is the place where everyone gets to pick sides, to wage small wars with or against people you understood to be your friends, your family. That inter-community conflict is the main focus of the event; taking the transport room only serves to light that spark.
In order to deal with the mutiny itself - but not necessarily to resolve the wider social conflict that occur as a result -, randomly selected teams of characters will work together to get the base’s systems back online and to eventually retake the Transport room from the mutineers.

At approximately 3:00AM on November 16th, a group of Transports led by Charlie Cutter
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Over the course of the next four days, the mutiny will serve to spark a community wide conflict that affects the base as a whole. Lines will be drawn in the sand. Relationships will be forged and broken - do you side with the mutineers and help them from them outside? Do you support regaining the transport room and helping the Initiative take back control of the base? Do you choose to remain neutral? This is the place where everyone gets to pick sides, to wage small wars with or against people you understood to be your friends, your family. That inter-community conflict is the main focus of the event; taking the transport room only serves to light that spark.
In order to deal with the mutiny itself - but not necessarily to resolve the wider social conflict that occur as a result -, randomly selected teams of characters will work together to get the base’s systems back online and to eventually retake the Transport room from the mutineers.

EVENT CALENDAR There are three main elements in this plot. All three run concurrently from November 16th to November 19th. All the relevant logs will go up at the same time; back-dating and forward-dating is encouraged. COMMUNITY WIDE EFFECTS (Nov. 16th - 19th (and beyond?)) TEAM SIGN-UPS In an effort to keep everything fair, the characters who DO end up dealing with the mutineers themselves (as opposed to engaging with the technical and social difficulties that arise as a result) will be randomly selected. To put your character’s name in the hat, please comment to the appropriate thread below. We’ll randomize final team selections on Sunday, Nov. 10th at 5:00pm PST. When signing up for team selection, please be aware that mutineers are armed. While many won’t attack your character on sight, their first priority is to hold the Transport room until their goals are reached. If the team you’re on chooses more violent means to deal with their assigned problem, it could very well beget more violence. Depending on how you handle the circumstances, your actions could be fatal for yourself or others. On that note, your character does NOT have to be a fighter to prove valuable to these teams; thinkers, tech specialists and diplomats are just as valuable as someone who can swing a sword or throw a spell. Furthermore, while we want to make sure everyone can be involved in this player plot, please be aware that having your character on a team will require you be around to play and be as active as possible as it’s vital that conflict resolution happen in a timely manner. If circumstances change that make you unable to participate as fully as you’d like, please notify us so we can cycle someone else into your slot. DISTRACTION TEAMS THE MUTINEERS Currently the group led by Charlie and Chloe consist of about eight other player characters. It’s a rag tag group made up of people largely dissatisfied with the Initiative from the get go, who are unhappy with the current state of affairs on the moon. While we need to keep numbers limited for the sake of both IC discretion and OOC wrangling, if you want to join the mutineers prior to the plot’s start, you can toss your name into the hat for that as well. Slots will be limited and you must be willing to backdate a quick log to establish pre-existing CR. Because backdating CR is necessary, the time limit for signing up for these slots is shorter than everything else (so we can get those logs out of the way before the rest of the event kicks off). Slots will be randomized for mutineer positions on Wednesday, Nov. 6th at 5:00pm PST. Not all mutineers will be present for the final conflict. Some focused teams with be disseminated throughout the base from the beginning of the event to serve as distractions (as taking the base’s systems offline largely can’t be done from inside the transporter room). Please note that it’s not necessary to be a part of the original group to choose to affiliate with the mutineers. If you character wishes to sabotage Transports that are working against the mutiny from the outside to support the movement, you are absolutely free and highly encouraged to do so! AFTERMATH How this player plot ends is defined by the actions the community takes. Is the resolution a peaceful one? Is it one colored by violence? What sorts of dividing lines are drawn, how relationships are repaired, how amends are made and what’s ultimately done with the mutineers is entirely up to the community at large. Actions, big or small, have consequences. Whether you’re part of an established team or participating in the base-wide conflicts, your character’s actions determine both the outcome of this immediate conflict and the shape of things to come. So be careful and thoughtful; keep your friends close and your enemies closer. OPT-OUT Don’t want to be involved in either side of a space mutiny? On hiatus and can’t participate? You can either have your character stay in the housing unit of the base, or you can send them on a mission prior to the mutiny! Please note that any characters away on a mission will not be able to return until the transporter room is retaken. Questions? Please ask in the separate comment for questions below! EDIT: It's been brought to my attention that the motivations here for the mutiny aren't all that specific, which was an oversight on our part. Chloe and Charlie want the transports to have more of a presence in regards to the way decisions are made in Exsilium. They want more equal footing and less restriction, and the only time to really strike with a mutiny is while the Initiative is weak; taking transports to a base riddled with infection and a lack of resources was the last straw - the transports deserve control. Furthermore, we want to stress that while this isn't the most diplomatic method the mutineers could've taken to accomplish these goals, the want to avoid causing as much bodily harm as is possible. Their goals are not to harm the transport OR initiative population on the moon base, but rather to forcibly facilitate a reorganization of the leadership in the base. They will be as peaceful as they can while still trying to accomplish their goals and safeguard their bargaining position and will only resort to violence if that's something the transport community escalates first. Q&A response RE: motivation and goals can be found here! EDIT II: Mutineers have been selected! This is the list of characters in association with Charlie and Chloe that kick off the event; you do not have to be on it to be pro-mutineer or even a mutineer, but these characters will be involved in facilitating and maintaining the transport room lock in. Chloe Frazer ![]() Charlie Cutter ![]() Tempest ![]() Sevillia Brightwing ![]() Luke Skywalker ![]() Max Kearney ![]() Han Solo ![]() Tess ![]() Victor Sullivan ![]() James Bond ![]() Ryoji Kaji ![]() Sokka ![]() Syllona ![]() Connor | Ratonhnhaké:ton ![]() Kaniehtí:io | Ziio ![]() Maria Thorpe ![]() Altaïr ibn La-Ahad ![]() Helena Bertinelli | Huntress ![]() Finn the Human ![]() Dick Grayson | Robin ![]() Giovanni Auditore ![]() Roy Harper ![]() Johnny D'Amico ![]() |
Surprisingly swayable to Anti-Mutiny!
ONLY, THERE'S A CATCH. Apparently, his cohort is going to be away on a mission when the mutiny happens, meaning ONE OF HIS OWN will be stranded due the Mutiny. Add to that a concern that the Transporter might be damaged during the mutiny, and not only does his concern for a fellow Hellsing operative become that much more heightened, his secret tension over his interrupted mission back in his own time gets thrown into the mix. Consequentially, Walter is going to be royally pissed off with the mutineers.
Some incentives to get him to coordinate!
1. He has radio transceivers that don't need the network to work. Four of them (unless he ends up giving one or more of them away beforehand, but he's definitely going to have two of them at the time-- one for him and one for Seras, who will be away).
2. He also has weapons that can cut through thick steel like a hot knife cuts through butter. If proper gravity is restored, I imagine he can probably cut through the moonbase's doors without a problem (correct me if there is something special about the doors that would make me mistaken in this assumption). Two seconds and done, no explosions or extra damage necessary
with the exception of needing a new door later. Of course, the only ones who will know about his weapons are the people who saw him use them at an earlier point. So far I've only written him using them during the zombie outbreak.SURPRISE!!
And by prize I mean, you've stumbled into a beautiful thing because with the network down, the mutineers are using radios to communicate with each other. So congratulations Walter, you (or your radios) are now a massive asset to anyone trying to spy on the mutineers. They'll be using a specific channel to communicate, but with some fiddling Walter (and anyone he gives one of his radios to) will be able to stumble across mutineer transmissions beginning November 18th. Mutineers DO have a communication code, but it shouldn't be too difficult to parse some details out of what they're saying. So if Walter gives his radios to anyone, please give me a list of names so I can PM information about what he and they will overhear directly and y'all can decide to disseminate the information however you wish.
Re: SURPRISE!!
And yes, I will be sure to let you know who ends up with them, if he gives them out! I'm not sure if he'll have any more radios by the time the event rolls around, because he's been talking with Cesare about making a back-up network for a while and was meeting with him about it after the baking thing / before the zombies on the 31st of October. Whether someone gets drafted to get him more to mess with or not depends on how that conversation goes, because his primary focus will be clean-up after the zombies to prevent the damn things from coming back via accidental contact with fluids.
Of course, that can always be scheduled for after the event takes place. It's pretty up in the air at this point. But you can be damned sure he'll be keeping at least one for himself, and messing with it on and off, so he'll probably hear at least some of the transmissions.
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