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 ![]() |
Q & A:
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Is that something that's going to be assumed with sign-up or enforced OOCly at all?
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Whether or not they'll succeed relies on what plays out in the plot itself.
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this is a gently incoherent question, I'm so sorry
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The mutineers will not be taking control of the clinic (or the agricultural wing, cafeteria etc). It WILL, however, be blocked off by the door mechanism problems involved in the 'distractions' part of the mutiny. That said, once y'all get the door issues back under control, characters will once more be able to access the clinic. (So it might be a good idea for Donny and other clinic staff etc to make a point of pushing the importance of getting the door mechanisms back online so everyone can be more secure/comfortable.)
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To be a bit more specific - Helena could either sign up with them earlier, or be someone who joins in with the mutiny, and she's be brutal about it, too. Very compelling fighting, not afraid to take people out in the name of being convincing (on the side of the anti-mutiny, that is) because she's not afraid of alientating herself in the name of GOOD etc. it's basically what she does best :'|
She and Oracle are close enough that they would be able to improve the communication to get the message between them, I think! But basically Helena could be all over this and would try to gather as much information about plans etc as possible until it was determined how much support they had/how well planned it was, etc.
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But okay-- anyone joining the mutiny has the option to defect and/or backstab. We ask, for the sake of keeping the plot on the rails on an ooc level, that these conflicts arise later in the calendar, but infighting is absolutely a thing that can happen (it'll just need a little more networking on the ooc level than skipping along happily might). We really want to stress that if your characters decide that they're pro-mutiny or pro-intiative at the start of this plot, that doesn't lock them in for the duration. They can change sides. They can reconsider their choices.
The mutineers themselves are likely going to be doing a lot of that; for example, Charlie and Chloe knew this wasn't the most diplomatic way of doing things, but they likely didn't expect it to spiral out of control as quickly as it probably will (especially given they're now going to be dealing with Initiative hostages etc).
In an effort to keep things running smoothly, we'd ask that anyone who wants to take advantage of this (so in this case, say Helena ends up working with the mutiny) talk with Avali and I to see what we can do about not hamstringing the entire ooc system we've got set up. Betrayals can result in wounding the mutiny as a whole, but it can't entirely cripple/finish it outright as, for the sake of fairness, we'd like to leave that in the hands of the people who get selected for the final team. That said, anything helps to cause as a whole and if Helena was to sabotage something on her way out the door (so the team coming in would just have to trigger a trap already laid) or knock someone out of fighting shape (so the team coming in would have less people to deal with etc), that would definitely aid the people coming in to retake the transport room. Keep in mind however that depending on how betrayal plays out, it may make the mutineers more hostile in the long run.
(Also, fwiw, just because you sign up to be part of the mutiny doesn't mean you can't also put your name in the hat for the teams who retake the transport room/deal with the technical issues in the base.)
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gonna put this here so you guys see it
Betsy offered Max to ensure this doesn't work and ruin your plot in like two hours. So basically if Max is in there (and she probs should be unless there's another way to neutralize a Bat who can teleport), she's going to empathy-fuck with Steph to make it so she just really doesn't care anymore, and can be convinced to just, you know, leave. Because it doesn't matter! Whatever, guys, have fun!
My question is this: would anyone else in the Transporter room let her leave, knowing that she'll just try again once the effect of Max's empathy wears off? Or would they want to keep her with them so she can't just come back with bigger metaphorical guns? FTR I am totally okay with either option!! Up to and including Steph being non-fatally injured to keep her from screwing with their plans, though ofc that option would have an impact on CR since Steph has. friends that hold grudges.
But yyy whatever is good for you guys!
ALSO: This could likely be the start of how the anti-mutineers eventually get into the Transporter, since Jeses can neutralize powered folks and they have telepaths on their side that coule trick Max. But. first things first, yes.
blahblahblah tl;dr
That said, from what I've got so far there's a couple of things I want to address first and foremost being that the mutineers aren't going to be broadcasting their plans to the community as a whole. There will be some one-way communication from the mutineers to the base as a whole, but it's going to take some spying and recon/fixing some of the technical failures the mutiny caused to figure out what exactly they're doing/that they're in the transporter room at all. So keep in mind it may be a day or two before anyone is even 100% sure what's going on, depending on how quickly that end of things work out on an IC level.
Moreover, in addition to Max being present to do the empathy thing, a few other characters are capable of magical/supernatural power shielding/sabotage and some of that may come into play as well as the mutineers will be safe guarding against powered characters as much as they're able to. Again, depending on how teams take out distractions and one off mutineers, these fail safes may begin to fail toward the end of the four days. If those safety measures begin to fail and enable Steph into the room where Max could get at her, they wouldn't allow her out of the room - not so much to be maniacal cackling kidnappers, but because if she was allowed to walk out there'd theoretically be nothing stopping her from popping back in and causing more havoc.
Also be aware the violence begets violence. The mutiny is, by and large, trying to do things as peacefully as possible - they're not taking the most diplomatic course of action, but from the offset their intention is not to cause bodily harm to anyone if it can be avoided. However, that may change if they're being threatened physically so keep in mind that there could be potentially wide-reaching consequences for that (which isn't inherently a bad thing from an ooc standpoint, I just want to reiterate that).
But yeah, if you could give me a few more details and that sort of thing, I'm happy to talk about this some more so we can get something hammered out that doesn't undermine the ooc systems we've got in place to keep everything running smoothly while still giving you some leeway and opportunities for how to engage in the plot. :>
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my turn for teal deers sorry
never be sorry!
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Would this be a problem? Should I have him sit this out?
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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!
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Re: Q & A:
Would it be better if I signed up for all of the rounds I'm interested in now, or waited until closer to the shuffle date to pick just one?
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Something to keep in mind is that this is definitely one of those instances where resolving distractions such as the door systems and gravity field issues will make other things (life, getting to the transport room, recon etc) easier on everyone, so you may want to consider which lists are currently short staffed when looking at what to put your name in for.
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Re: Q & A:
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scribbles this down as well
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