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 ![]() |
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. :>
no subject
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.
no subject
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!
no subject
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
no subject
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!
my turn for teal deers sorry
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.
never be sorry!
(Also it is perfectly fine for one or two people to feel something's off, because something is, but until the network is up and running, communication will be sparse. Finding friends, assembling, and talking it all out will likely take time in the lightless, door-locked, gravity-less mess. A small delay, but one nonetheless!)
Lastly: no. The mutineers are doing this as nonviolently as possible, and they have no interest in holding the entire base captive or running off back to earth; all they want is for the transports to listen to them and feel pressured to step up into positions of leadership so that they're on equal footing with the Initiative, rather than under it. They know they've got no excuses, and they certainly don't need a getaway
carship.