totallytrustworthy: (Default)
Chloe Frazer ([personal profile] totallytrustworthy) wrote in [community profile] exsiliumooc2013-11-03 01:53 pm

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 [personal profile] alittlesweptup and Chloe Frazer [personal profile] 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.




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?))
While randomly selected teams will be the ones to actually deal with the mutineers themselves, characters are encouraged to engage with the distractions and network with fellow players in order to enable or deter those teams from fulfilling their goals. Are you supporting the mutineers and trying to sabotage any attempts to retake the Transporter room from the outside? Are you trying to help the teams reach their goals so they can fix the base’s systems and re-take the Transporter room? How this plays out, not to mention the future of Initiative - Transport relations, depends heavily on what choices the community makes during this conflict.

Given the scale of this event, it’s important to note that there are minor and major conflicts available to anyone willing to participate regardless of whether or not they sign up for specific tasks. Player characters can defect at any time, they can choose to sabotage or support one another in the chaos. They can struggle with the system malfunctions or assist any others also suffering through them. We also absolutely want to encourage everyone in game to examine their current CR and consider alignment and/or how it might affect them on an IC level. Even characters maintaining neutrality are vital for keeping the peace, preventing escalation and even (in more extreme cases) injury or death. You do not have to sign up to prove vital to the cause on either side.

DISTRACTIONS (Nov. 16-19th)
Small teams of mutineers will be taking down key systems of the moon base from outside the transporter room in an attempt to both cover the initial takeover of the Transporter room and to create blocks to keep the room from being liberated. Key systems on lockdown are: main lighting (meaning there will be emergency lighting only), door systems (meaning at first player characters will only be able to access housing, the cafeteria and restrooms until this lockdown is overridden), gravity control and the network (meaning no use of network functions until it’s restored).

There will also be a program piggybacked on the AI to monitor its actions in case Transports try to use it against the mutineers. While the mutineers won’t be able to stop the AI from doing anything, they’ll at least be aware of its processes.

Randomly selected teams will have to deal with these distractions and get some or all of these systems back online before anyone can reach and re-take the Transporter room.

TRANSPORTER ROOM (Nov. 19th)
A small team of mutineers (led by Charlie and Chloe) will be taking the Transporter room proper and barricading themselves inside until ousted either by diplomatic or forcible means. Further, members of the mutiny will be holding positions in the Observatory to keep lookout for Transports meaning to reach and re-take the Transporter room at bay.

A randomly selected team will eventually get past the Observatory and into the Transporter room. The characters will be tasked with either negotiating or apprehending (or worse) the mutineers holding the Transporter room. Note that some or all of the distractions will have to be dealt with before any team can get this far.


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
It’s important to note that sign up teams are a means to an end and not the focal point of this plot; teams will therefore be kept small to ensure that the resulting clashes aren't overwhelmingly time consuming to log out.

(Teams responsible for getting the following systems back online:)
NETWORK
1. Shelke Rui
2. Barbara Gordon
3. Sollux Captor

LIGHTING
1. Asch
2. Peter Parker
3. Chrysos

GRAVITY CONTROLS
1. Tenth Doctor
2. Pascal
3. Soldier Blue

DOOR SYSTEMS
1. Stephanie Brown
2. Jaime Reyes
3. Kate Kane

TRANSPORTER ROOM FINAL CONFLICT - (characters responsible for dealing with the mutineers holding the Transporter room proper)
1. Koltira
2. Kang
3. Barbara Gordon
4. Ella Ellis
5. Lightning Farron
6. Kate Kane
7. Hitsugaya Toushirou
8. Raiden

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 [personal profile] totallytrustworthy
Charlie Cutter [personal profile] alittlesweptup
Tempest [personal profile] hyanaimne
Sevillia Brightwing [personal profile] miscreant
Luke Skywalker [personal profile] taggingwomprats
Max Kearney [personal profile] motherofnemesis
Han Solo [personal profile] pilot
Tess [personal profile] justgo
Victor Sullivan [personal profile] hellosailor
James Bond [personal profile] doubleoohbaby
Ryoji Kaji [personal profile] reversemole
Sokka [personal profile] originalgaangster
Syllona [personal profile] lexiconning
Connor | Ratonhnhaké:ton [personal profile] skennen
Kaniehtí:io | Ziio [personal profile] onen
Maria Thorpe [personal profile] givetheslip
Altaïr ibn La-Ahad [personal profile] theflyingone
Helena Bertinelli | Huntress [personal profile] crossbearing
Finn the Human [personal profile] the_human
Dick Grayson | Robin [personal profile] pixieboots
Giovanni Auditore [personal profile] deadlybanker
Roy Harper [personal profile] shotup
Johnny D'Amico [personal profile] charming_jerk
gevurah: (heh)

[personal profile] gevurah 2013-11-04 02:30 am (UTC)(link)
badumtish
trustycrowbar: (*facepalm forever*)

Anti-Mutiny

[personal profile] trustycrowbar 2013-11-04 02:31 am (UTC)(link)
Gordon is not too fond of the Initiative himself. In fact he despises the way they'd used several billion lives as a gambling chip to ensure that their efforts against the UE weren't in vain.

But sewing dissension and rebelling against the only people that have any potential ability to send them back home is STUPID. Especially now, while they're bookended between the UE's scanning satellites and the cold, merciless vacuum of space.

He's been patient so far, thinking that the newbies would eventually settle down and realize that playing along was their best chance of survival, but now he has to do something to help stop this.

Especially with Chloe involved. Oh goddammit, Chloe...
icy_heavens: (Are you on something?)

Team: You Guys Are Idiots

[personal profile] icy_heavens 2013-11-04 02:33 am (UTC)(link)
Subject line says it, right? Hitsugaya will disapprove of the mutiny, believing that a takeover will cause more problems than it will solve. And also, we're on the freaking moon and you guys want to escalate tensions? See subject line again for his feelings: you guys are idiots.

I'm not sure if I'll officially sign him in for shenanigans, but we'll see. Might be in for damage control or retaking the transporter room. No support for the mutiny from this kid.
5055034455: 4x03 (now with 100% less tsundere)

TEAM "AW HELL NO"

[personal profile] 5055034455 2013-11-04 02:36 am (UTC)(link)
No more Mr. Nice Lawyer, guys. Saul is going to be so, so magnificently upset with the mutineers. I don't know where he'll be on the rage scale and won't know until things happen, but I'm pretty sure he'll be tapping into every available resource he has (and he has many) to Do Something. I'm not sure what that something will be, but it'll be something, all right. :'D Especially if Steph is involved. SORRY GUYS

I can't guarantee he won't go totally apeshit. I'm hoping he won't, because that would be terrible, but we'll see...!
controlledvariable: (Batgirl -- minimalist)

[personal profile] controlledvariable 2013-11-04 02:40 am (UTC)(link)
short answer for the first question: no idea!!! pana literally just got it off a list that the mods gave to her during the rescue event, so there's no details on how it works/what it's origin is/etc. I cannnn probably chase it up with the mods on exactly how it works?

and okay to point two! i wasn't exactly sure how long it'd take to find out they're in the transporter room, i just didn't wanna pull the rug from under you guys wrt throwing steph their way before you have a chance to do what you wanna, plus for other people to do things

whichhhh brings me to the next point: at first i just brought this whole thing up on plurk when i read the plot, so betsy and i got talking and it works for some things she wants to do with max hence why that seemed like a good solution! if that discussion hadn't come up the plan was to come to you guys and see how they'd deal with the situation. so uh, i guess what i'm saying here is if there's another way you'd like to go with it, that's cool! so if there's something else they've got worked up to stop powered characters getting in or to neutralize steph once she's in there, we can hash something out. personally i would like her to at least get in but i'm (obviously) totally okay with her failing miserably once she's in there.

and yeah steph wouldn't care if they've been nonviolent, she'd basically be looking at the mutineers as terrorists so her priority would be taking them down and returning control of the base to, well, basically anyone else.
speakveryclearly: Kanaya crying jade into her curled up left fingers, which she shakily braces with her right arm. Jade lipstick. (Aggravated Crying)

[personal profile] speakveryclearly 2013-11-04 02:49 am (UTC)(link)
[MUFFLED CRYING IN THE DISTANCE]
crossbearing: (bring me sustenance peons)

[personal profile] crossbearing 2013-11-04 02:49 am (UTC)(link)
This sounds awesome! I am signing Helena up to the mutiny and currently discussing possibilities with the DC cast etc to help with that, so I guess communication is the name of the game with this one. I'll keep you updated on developments and talk possibilities over with you for sure.

wow I thought this response would be longer but basically it just came down to YES THIS!!!!! over and over.

c:

C:

C8

alittlesweptup: (Default)

[personal profile] alittlesweptup 2013-11-04 02:49 am (UTC)(link)
We definitely don't want to discourage anyone from participating in this plot based on their character's abilities! What we DO want to stress is that there's a reason the mutineers aren't going to be broadcasting their location from the get go; distractions such as the base's basic systems failing, keeping the network down, and tracking the AI are all meant to serve as a distraction from where the mutiny is actually occurring. For a majority of the plot - until many or all of these distractions are dealt with -, characters will have very little idea of what specifically is going on or how to deal with it beyond fixing the problems that are immediately apparent (power failures, gravity field issues etc).

I want to encourage you to put your name in the hat of the team signups wherever you think Raiden would best qualify as there's a likelihood you'll be selected and then - to an extent - we're more open to smashing through locked hatches and barricaded doors so players can face off with the heavy hitters of the mutiny. Further, while it might not seem vital at first glance, but without gravity powerful pro-Initiative fighters might have trouble keeping pace, and without lighting spies will struggle to keep track of what's going on behind the scenes. Every aspect is important for its own reasons and Raiden could prove to be a huge asset if his skills are put on the board for it: especially in areas that have low sign ups as those groups might wind up facing off against uneven odds. Obviously you should do what you feel suits you best, but definitely consider all the options before crossing yourself off the list for this event!
alittlesweptup: (Default)

[personal profile] alittlesweptup 2013-11-04 02:51 am (UTC)(link)
Happy to help! I'm glad you're so excited and I look forward to hearing more about all of this!
speakveryclearly: Kanaya with pursed, green lips, looking up at the sky skeptically. Offscreen her hand is on her hip. (Tch)

[personal profile] speakveryclearly 2013-11-04 02:53 am (UTC)(link)
Saul does not have any idea that Kanaya's canonical weapon is a chainsaw and they don't have the right timing for zombies

Should this be remedied now
originalgaangster: (Default)

[personal profile] originalgaangster 2013-11-04 02:54 am (UTC)(link)
He just wants to go back to the South Pole okay??
alittlesweptup: (Default)

[personal profile] alittlesweptup 2013-11-04 02:59 am (UTC)(link)
I'd say if you want to metal magic a door open, to first find a failsafe. If you can't find some other ic reason to keep Donny from just ripping open doors, we can get one of the mutiny's magic users to put wards in place and activate them at the start of the mutiny so as to significantly decrease the effectiveness of his magic. We don't want to debilitate the actions your character can take, but we also want to be careful to preserve some of the ooc organizational framework for this plot (in this case, the team who ultimately gets the doors back online) so things don't get completely out of hand as we go. If that's something you'd like to pursue, I'd ask that you keep us updated so we can iron everything out and make sure things roll as smoothly as possible without undermining the team selected for door duty!

Per your follow up question: absolutely not. Though this is a mutiny, the mutineers are absolutely not trying to hack and slash their way through the base. Taking the transporter room is hardly the most diplomatic route they could've taken, but they are not actively out to harm Transports (or even Initiative members as the whole reason they're taking the transporter is because it's literally the best bargaining chip they have - moreso than hostages could ever be). While actions of the community in response to the mutiny may spur them to become more physically aggressive, the initial reasoning behind taking the transporter is simply to force the Initiative to share power more equally and to begin to firmly establish a Transport-run leadership system that's more equal (or even more prevalent than) the Initiative leadership AKA putting people in leadership positions that, to the mutineers, feel more cohesive and actually have an element of control to them than, say, DITR etc.
highfrequency: (you will grow angry and resentful)

[personal profile] highfrequency 2013-11-04 03:00 am (UTC)(link)
SIGN ME UP!
Character Name: Raiden
Your Name: Psi
Contact Info: [plurk.com profile] PsiYamaneko
Character Skills: Super human strength and agility. He's also a known member of the Initiative's security team. Most likely he'll smash his way in and loom. Intimidating? Yes. Smooth talker? Goodness, no.
Activity Level: High
highfrequency: (use attachment to be nonattached)

Raiden-Anti Mutiny

[personal profile] highfrequency 2013-11-04 03:02 am (UTC)(link)
Raiden, a known member of the Initiative security team, will unsurprisingly be against the mutiny. He can sympathize with the mutineers, of course, he knows what it feels like to be that frustrated, but he sees the United Earth (which strongly resembles some nonsense from his own home) as a much greater threat and one everyone should be unified against.

He's not much of a smooth talker or a thinker but he'll be slapping people into cells if he has to or, worse yet, killing anyone who is too violent. Let me know if you're interested in either. (Remember if someone dies they'll probably need another character to resurrect them. This could be a good way for someone to hiatus a character for the event if they need/want to).
Edited 2013-11-04 03:11 (UTC)
speakveryclearly: Kanaya ivory and angry, shouting at her conversational partner, leaning in too. (Antagonism)

[personal profile] speakveryclearly 2013-11-04 03:03 am (UTC)(link)
BUT................................. CONFLICT...
ringthenoise: (Until by promises I slipped scot-free)

Dante-Neutral

[personal profile] ringthenoise 2013-11-04 03:08 am (UTC)(link)
Dante just arrived in the latest wave of Transports after being impaled and crucified in the Demon World. The first thing he smelled when he arrived were Necromorphs which led him to believe he was still in the Demon World somehow but by this point he's piecing together that something much dumber has happened to him.

So far he has yet to breathe a single syllable to anyone and has been trying to act ~mysterious~ as he and Trish sometimes enjoy doing. He doesn't know what's going on enough to have a dog in this fight, as far as he's concerned everyone's a moron.

He'll probably just find a way to nap or be cranky throughout this but he'll help someone on either side if it amuses him enough.
Edited 2013-11-04 03:13 (UTC)
alittlesweptup: (Default)

[personal profile] alittlesweptup 2013-11-04 03:12 am (UTC)(link)
No worries on chasing it down directly; I was more just wondering if it was something you knew off the bat, but it's all good! I've been talking with Tempest's player (who's our main magic user on the mutiny as of right now) in the mean time clearing up some details on our end that make this all more straightforward.

The long and the short of it is we'd really love it if you could put Steph's name in the hat for the team that gets into the transporter room. Right now, Tempest is slated to be in the transporter room itself and she has a spell in her roster which can mess with teleportation abilities wholesale (fwiw, it's here if you care to read up on DnD nonsense). That would effectively keep Stephanie from being able to teleport into the room at all. That said, if you put her name in the hat and she gets on the team, we can then push some plot stuff around so that Tempest's warding of the room fails one way or another, enabling Steph to get inside and for this to play out appropriately. I realize that in some respects, this makes for some ooc red tape, but in the interest of keeping things fair to everyone including players with characters who have no special abilities and can't 'jump the line,' so to speak, it's what works best.

That said, I do want to note that just because we use the phrasing 'teams' in the plot post doesn't mean the group selected to eventually reach the transport room (or deal with the distractions etc) have to be working at a team. There's no reason the short list of characters can't be working on their own, or pulling their own plotting into the mix!
angel_of_death: (On the lookout)

Re: Anti-mutiny

[personal profile] angel_of_death 2013-11-04 03:14 am (UTC)(link)
Walter will explain things!

Bring Walter back stuff from London please? He misses home.

PS: He's going to be mad she went to London without him.
Edited 2013-11-04 03:22 (UTC)
pixieboots: ([robin] so done rn)

[personal profile] pixieboots 2013-11-04 03:15 am (UTC)(link)
That's definitely okay! I would be more than fine with having him get away with next to nothing useful depending on what plot needs are at the time and/or leaving his defection until the last stages of the plot since that would probably make most IC sense for him anyway. TY for pointing me in that direction!
pixieboots: (Default)

[personal profile] pixieboots 2013-11-04 03:16 am (UTC)(link)
SIGN ME UP!
Character Name: Dick Grayson | Robin
Your Name: Lyrie
Contact Info: pm to this journal or with_pins on plurk!
Character Skills: BATSKILLS: strong in martial arts, good with sneaking, detectiving, sabotage
Activity Level: gonna cautiously estimate slow/medium since my tag-heavy hours are pretty set on most days, but I can definitely prioritize the event to get threads resolved in a timely manner!
debtor: (BLARGH ★ oral hygiene)

Team "Who Thought This Was A Good Idea"

[personal profile] debtor 2013-11-04 03:19 am (UTC)(link)
Allen will be anti-munity/neutral, depending on how things go down. He isn't overly fond of the Initiative or what they've done, but he's not going to be supportive of the mutineers at all, either, and he wouldn't be convinced the base is better off in their hands. He can still sympathize with their frustrations and their goals, but not with their methods (or timing!!), and there are SO FEW members of the Initiative... nothing about this will sit well with him. He's of the opinion that sowing conflict now is a Bad Idea, we're all trapped on the moon.

He'll try to intervene if he sees any serious violence from either side/attempt to reason with people/help where he can, but otherwise, shounen's probably not gonna get heavily involved in any conflict.
Edited 2013-11-04 03:26 (UTC)
controlledvariable: (civvies -- thumbs up)

[personal profile] controlledvariable 2013-11-04 03:30 am (UTC)(link)
After a bit of digging, we worked out that the telportation comes from Flora, so it's magic based! Now I guess I should ask where Tempest's spell would redirect her to, or can I just assume it's somewhere relatively harmless?

And that's all cool! I wasn't sure where you guys stood on failed attempts but if you'd rather streamline things and have Steph sign up for the successful attempt I'll go with that.

Question for when Betsy awakens if we still wanna plot smaller things: Will Max be in the Transporter room still or will that be up to Betsy :|a
aequivoci: (Default)

[personal profile] aequivoci 2013-11-04 03:33 am (UTC)(link)
cross is going to cry the happiest tears
mathematician: (Default)

[personal profile] mathematician 2013-11-04 03:38 am (UTC)(link)
unrelated but i want richard and lowell cr at some point............
pauldron: (Default)

[personal profile] pauldron 2013-11-04 03:40 am (UTC)(link)
SIGN ME UP!
Character Name: Lightning Farron
Your Name: Silver
Contact Info: nocteperpetua@AIM or saratogaroad@Plurk. Either works, though a PM to this journal will also work!
Character Skills: A former soldier trained in hand to hand combat, sword combat, and has elemental magic. Also healing, if anyone ends up needing that.
Activity Level: High.

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