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
alittlesweptup: (Default)

blahblahblah tl;dr

[personal profile] alittlesweptup 2013-11-04 02:15 am (UTC)(link)
So I just have a quick question for you as well: I'm pretty sure Steph got her teleportation abilities from Jesse who...took them from somewhere else and gave them to her? I think I've got that right, though correct me if I'm wrong. Is the teleporting magical in origin? What kind of character did the powers come from, etc? I'm asking to get a more clear idea of what's going on there because we have some failsafes to deal with this kind of thing with the character roster we currently have for the mutiny and I just want to make sure I'm not undermining anyone before I give a final answer.

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. :>
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.
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!
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
alittlesweptup: (Default)

[personal profile] alittlesweptup 2013-11-04 03:53 am (UTC)(link)
Yeah I think for the sake of keeping thing simple (..........stares at this massive tl;dr of a plot post........), you can consider failed attempt as 'I tried to teleport and somehow ended up in a shower instead of the transporter room. >:(' but I think if she does get on the list and we can do a successful teleportation thing, that opens a lot of plotting opportunities and would be TOTALLY RADICAL. We just want to give everyone a fair shot at it.

As for where Max will be: that's more flexible! If you and Betsy have thoughts about plotting some stuff out, we can probably make arrangements to have Max somewhere she and Steph could run into each other. If it's something where Max might be in danger of being subdued or something, we'd appreciate the heads up just so we can double check some stuff on our end but beyond that I don't see any problems with that!
controlledvariable: (Default)

my turn for teal deers sorry

[personal profile] controlledvariable 2013-11-04 03:58 am (UTC)(link)
As long as it's the shower and not a toilet or something B( But yes that all works for me, I will go gently sign Steph up and pray to the RNG gods :|b

And awesome! I'm pretty sure a fight Max would defintely come out on top, so there's not too much concern about her being subdued, but yeah once Betsy and I discuss things we can fill you in!

Another question: how are you planning to handle characters who are likely to think "shit, better check the Transporter" as soon as there's any sign of something going wrong? I know you said there will be distractions (and some of them will have to get through doors first, but between superstrength and assorted magic it seems like that part will be p. easy to take care of. Tho I did just see your answer re: Donny so I guess that would work to slow things down), but considering the Transporter is their main way of getting back to Earth, I feel like there's a bunch of them that would want to make sure it was secure.

(Steph included, and as soon as she tried to teleport in and got redirected she'd know something was up).

Obviously they still won't be able to get in because of the doors and other malfunctions, it just seems like you're planning to have characters find out about the Transporter room later than it might happen ICly? So IDK how that would affect things.

Annnnd sorry, one more question: Are they going to do anything with the spaceship at all? Since that's the second way of getting off base and something that paranoid characters are likely to look into.