alittlesweptup: (safety's off)
Charlie Cutter ([personal profile] alittlesweptup) wrote in [community profile] exsiliumooc2013-11-10 07:36 pm
Entry tags:

MUTINY PLAYER PLOT: finalized teams & plot timeline

As promised, here's a comprehensive list of teams going into the mutiny player plot. This post also includes a timeline of events during the course of the mutiny plot. For a reminder, we want to stress that though these teams will be taking care of much of the incidental action that the plot is structured on, these roadblocks are really only in place to facilitate CR for the community at large! So no worries if you're not on a team, there's still plenty for you to do! People are still plotting and networking together on the first post (located here) so we encourage you to check that out if you don't have plans already!

FINALIZED TEAMS:
NETWORK/COMMUNICATIONS
PRO-INITIATIVE
Shelke Rui [personal profile] shelkethetransparent
Barbara Gordon [personal profile] bodilesswarrior
Sollux Captor [personal profile] biwinning
MUTINY
Max Kearney [personal profile] motherofnemesis
Helena Bertinelli [personal profile] crossbearing
Dick Grayson [personal profile] pixieboots


LIGHTING CONTROLS
PRO-INITIATIVE
Asche [personal profile] iciclerain
Peter Parker [personal profile] unmasking
Chrysos Kineas [personal profile] devotedtothecore
MUTINY
Victor Sullivan [personal profile] hellosailor
Altaïr ibn La-Ahad [personal profile] theflyingone
Han Solo [personal profile] pilot
Finn the Human [personal profile] the_human



GRAVITY REGULATION
PRO-INITIATIVE
Tenth Doctor [personal profile] twigytimelord
Pascal [personal profile] pride_of_amarcia
Soldier Blue [personal profile] firstroar
MUTINY
Roy Harper [personal profile] shotup
Ryoji Kaji [personal profile] reversemole
Giovanni Auditore da Firenze [personal profile] deadlybanker
Kaniehtí:io | Ziio [personal profile] onen



DOOR CONTROLS
PRO-INITIATIVE
Stephanie Brown [personal profile] controlledvariable
Jaime Reyes [personal profile] khajidont
Kate Kane [personal profile] gevurah
MUTINY
Syllona [personal profile] lexiconning
Luke Skywalker [personal profile] taggingwomprats
Johnny D'Amico [personal profile] charming_jerk
Sokka [personal profile] originalgaangster



TRANSPORTER ROOM
PRO-INITIATIVE
Koltira [personal profile] deadelfwalking
Kang [personal profile] governorkang
Barbara Gordon [personal profile] bodilesswarrior
Ella Ellis [personal profile] lar
Lightning Farron [personal profile] pauldron
Kate Kane [personal profile] gevurah
Hitsugaya Toushirou [personal profile] icy_heavens
Raiden [personal profile] highfrequency
MUTINY
(inside)
Chloe Frazer [personal profile] totallytrustworthy
Charlie Cutter [personal profile] alittlesweptup
Tempest [personal profile] hyanaimne
Connor | Ratonhnhaké:ton [personal profile] skennen
Tess [personal profile] justgo
(outside)
Seviilia Brightwing [personal profile] miscreant
Maria Thorpe [personal profile] givetheslip
James Bond [personal profile] doubleoohbaby
Connor [personal profile] skennen


Note: All players, both those on teams and off, should feel free to engage in spy games, double crossing and secret meetings etc if they wish to. There may be members of the mutiny force among you doing just that themselves!

As you may note, sometimes mutineers appear on more than one team. This is to facilitate freedom of movement for mutineer player characters throughout the duration of the plot (as much as is possible given the lock down situation, obviously). Mutineers may change positions at times/move to other parts of the base as they're needed. If you want to plot with a specific mutineer, don't feel constrained by which team they're on as once distractions are dealt with, you should be able to create private logs and individual threads with anyone outside the transporter room itself.

For Pro-Initiative team members who appear on two teams (thanks RNG!), please let us know if you are unable to satisfy the necessary activity to handle both roles and which you'd prefer to keep so we can cycle someone else into the available empty slot.

As always, if anyone on either team (pro-Initiative or pro-mutiny) decides they don't have the time to participate at all, please give us the heads up so we can plan accordingly.

OKAY, WELL NOW WHAT?:

Now that teams have been made for both sides, we ask that you get into contact with both your fellow teammates and the mutineers you'll be facing on an OOC level to discuss strategy and come to a consensus of how goals will be met (Mutineers have already plurk space for this; pro-Initiative teams will have one by the end of today, and if you’d like to go ahead and create smaller private plurks/aim chats/journal posts/etc for specific teams please feel free to). We don't need anything too detailed (as that's more than half the fun of actually doing the threads), but we do strongly encourage conversation between both parties both to facilitate speedy threading and to keep the event as a whole tonally coherent.

Remember: ACTIONS HAVE CONSEQUENCES! Many problems may be solved with or without conflict (using secondary terminals to override the base's technical controls etc) and those that can't may be solved either through diplomacy or with force. Most mutineers have no interest in harming their fellow transports, but any violent action taken against them runs the risk of elevating the tension of not only an individual conflict but the mutiny as a whole. When plotting with your teams, carefully consider the IC consequences and CR that may result for your decisions.

PLOT TIMELINE:

DAY 1
‣  0259hrs - a mysterious transmission appears on the network; it’s the last viewable entry until the network regains functionality
‣  0300hrs - basic technical systems (lighting, gravity regulations, door controls and the transport network) of the base fail simultaneously and without warning; characters will be stuck in their current locations for at least a half hour; unbeknownst to the transport community at large, mutineers take control of the transporter room
‣  0330hrs - the door controls of the base begin to fluctuate wildly, unlocking and locking seemingly at random; this locking and unlocking funnels most transports into the housing/vr/cafeteria areas of the base; transports may wish to making supply runs to the cafeteria to build up a stores in case the cafeteria is locked off for an extended period of time; in the mean time, have fun floating around in slowly alternating gravity levels!
‣  0500hrs - the mutineers make a broadcast over the base’s PA system which finally alerts transports as to what’s causing the technical failures in the base, if not the exact details (see below - these will be available ICly as well, but because of how we're putting logs up we want you guys to have access to this early)
[Click-HHHSSSHK-click!

A woman’s voice speaks over the moon base’s PA system, echoing through the dark corridors and off the odds and ends gently floating through them thanks to the lack of gravity regulation. The voice is rich and accented, with a certain practiced ease to it - one that sharpens to a point the longer she talks:]


Testing. Testing-- are we good? Christ, I'm not echoing, am I? No?

All right good. Listen up, fellow transports. As you might have noticed, some of the base's general systems have gone offline: this, I assure you, is absolutely intentional. There's no need to panic.

So moving on from the understandably frustrating to the even more frustrating, I'm sure you all have also noticed the fact that we're currently all stuck-- starving and defenseless-- on the bloody moon. In a base that was, up until a few days ago, overrun with zombies. And before that, thousands of lives were bombed right out of existence, and before that, an entire world-- and before that we were all still being thrown at the United Earth for the sake of dying off repeatedly in a war we never stood a chance or had a say in. Transports have been treated like pawns since day one, and I'm sorry, but we don't deserve it.

If we're giving up our lives and our freedom, I'd say it's about time we earned ourselves a little equality.

We deserve a say in what goes on in this fight, and with that in mind, a few of us have decided to hold onto the transporter for a while. Just until the Initiative agrees to treat us like people instead of ammunition. Trust me, we’re not here to hurt anyone; none of this has to end badly. But it does need to end. Things have got to change. And if this is what it takes? This is what it’s going to be.

We need your help; please don’t make it any harder for us.

[The PA clicks off, pitching the base once more into complete radio silence.]

‣  1535hrs - pro-initiative forces regain control of the base’s gravity regulation

DAY 2
‣  0615hrs - pro-initiative forces get the network back online; transports can now communicate remotely with one another
‣  0700hrs - garbled mutineer radio communications may be picked up by player characters in possession of handheld radios/transceivers.
‣  1600hrs - the mutineers make a secondary broadcast over the base’s PA system stressing both their goals and demands
[The PA clicks on with its distinct feedback noise. A moment later, the same woman from yesterday’s announcement begins to speak. There’s a forced light heartedness about the words, a sarcasm there clearly meant to cut:]

Okay, look. Maybe we got off on the wrong foot, yeah? Because some of you-- and I won't name names, 'batfamily'-- seem to think we're not on the same side here. I know it's a pain in the ass when you're stuck sitting in the same spot day in and day out: we've been doing it for the past year, after all. But it'd be nice if you would stop turning on everything we've turned off, all right?

Keep the network, keep the gravity. Fine. It's a show of good faith on our part that we'd rather you not die of boredom. Did I mention it's boring in here? You know, fighting for transport equality.

Because it really is.

[Click. The PA shuts off.]


DAY 3
‣  0800hrs - characters in possession of handheld radios/transceivers continue to receive mutineer radio transmissions
‣  1120hrs - pro-initiative forces get the lighting in the base back online
‣  1200hrs - the mutineers make a third and final broadcast over the base’s PA system in line with their previous two broadcasts
[By now the click-hiss-click of the PA system coming on is probably familiar. There’s a beat - a sharp intake of breath from the other end - and then the same woman who’s been addressing the base for the past two announcements speaks. This is the last message they’ll send out, though they likely don’t know it yet.]

We get it, okay? You want to do the right thing; you want to be the hero. So just-- just stop for two seconds and think about how much you need this change. How much we all need this change. Stopping us now won't make anything better, I promise you that. Worlds have been destroyed thanks to their carelessness-- their own bloody city wiped out and left behind-- you can't seriously think we should be answering to them without a say in what goes on.

[And here a man’s voice breaks in for the first time. It’s heavily accented, likely distinct enough that anyone familiar with Cutter will recognize it. His voice is also clipped - raw - clearly tired:]

Look, obviously this isn’t the way we’d prefer to do this - but there’s no time for anything else. There’s a bloody UE rover out there - if they don’t know we’re here already, they will soon. We can either do this now, get our foot in the door and get enough of a voice to fix things, or we risk being wiped off the map by the UE. Or we go back to status quo, somehow pull together our shit long enough to get back down on the island and-- then what? Because don’t try to sell it to me that the Initiative will learn from their mistakes and if we wait until we’re downstairs again, when there’s time for diplomacy, they’ll be back to outnumbering us and we’ll have nothing. We’ll have frittered away our only bargaining chips.

This whole time there’s been two options to how this moon base nonsense ends: either the UE crushes us, or we get back to Exsilium and return to kowtowing to whatever the Initiative demands until they land us back in a situation just like this one.

Now there’s a third option.

[The first voice returns, nearly talking over the man’s last point.]

It might not be the way you'd go about it but this is the only shot we've got at pulling this off, before the Initiative is staffed enough to keep us away from their toys.

Don’t let it be for nothing.

[There’s a click and a hiss as the PA system switches off.]


DAY 4
‣  0115hrs pro-initiative forces regain control of the door controls and dispel the magical fields effecting them, enabling transports to move about the base freely and enabling a clear path for some transports to reach the observatory/east cargo hold and, finally, the transporter room itself
‣  0200hrs - pro-initiative forces make their way through the defensive mutineers in the observatory and east cargo hold and into the transporter room
‣  approx. 0230hrs - pro-initiative forces retake the transporter room

Logs for the team oriented part of the mutiny plot will go live on Thursday, Nov. 14th and forward dated accordingly to give players time to work through time sensitive events. The general community mingle log will go up on Saturday, Nov. 16th.



QUESTIONS?:
Please ask in the separate comment for questions below!
taggingwomprats: (can't fix it)

Door Controls and Stuff

[personal profile] taggingwomprats 2013-11-11 04:03 am (UTC)(link)
Right now, Luke's basic plan is to hit vulnerable power junctions and so forth with a coordinated power surge and then do his best to sabotage repair efforts without getting caught at it.

It's that or lock himself into the central control room until someone can get inside and get at him. Open to suggestions, ideas, plotting, etc. Plotting for this stuff goes here!
Edited 2013-11-11 04:03 (UTC)
charming_jerk: (neutral)

[personal profile] charming_jerk 2013-11-11 05:07 am (UTC)(link)
HEY THERE PAL. Johnny knows jack about anything technical in this mission, but he will have your back. If you need him to help with that sort of stuff, give him really specific instructions. He's super duper strong though, and can probably force their way into places, and help fight off attackers. He can also mind control people, so uh, there's that option too if we need it.
taggingwomprats: (Artoo?)

[personal profile] taggingwomprats 2013-11-11 04:35 pm (UTC)(link)
Super-strong is good. Might come in handy for tearing things up, although Luke is going to be doing his best to avoid fighting.
charming_jerk: (Default)

[personal profile] charming_jerk 2013-11-11 08:39 pm (UTC)(link)

Johnny honestly doesn't want to fight anyone, either. Mutiny or not, he doesn't want anyone dying for this cause if it can be helped. Still, he's ready to defend himself and the other mutineers in whatever way he needs to.

khajidont: (Beetle - puppydog eyes)

PRO-INITIATIVE

[personal profile] khajidont 2013-11-11 06:01 am (UTC)(link)
...also known as the DC team apparently, SUP GUYS. I think the both of you already know Jaime's powers, but for the sake of the other side - the Scarab can basically interact and chat with tech on a very high level (to the point of turning off the surveillance in a prison) so he can just plug himself right in! For any physical altercations, he'd really rather just talk things through, guys. 8(

(If not, however, he has superstrength and guns and blades and all that jazz, though he will almost automatically defer to A: population control blasts that render normal people unconscious for an hour or so, or B: containing force fields.)
controlledvariable: (Default)

[personal profile] controlledvariable 2013-11-11 12:57 pm (UTC)(link)
Re: the comment you left about why it's gonna take so long, I have some thoughts~

Since Steph can teleport them around any annoying blocks and such (unless there's magical wards), it might work better to like - Kate and Jaime team up earlier on and start working on the doors, and then Steph can join them later on in the mutiny and help speed up the process.

I don't think it'd be too tricky to have other things Steph would be preoccupied with for the first couple days.
khajidont: (Default)

[personal profile] khajidont 2013-11-11 11:39 pm (UTC)(link)
Yeah, that sounds good. :|a I might see if there's anything else that can keep him occupied for the first couple days as well, considering he's a bit overpowered, but I think he and Kate can defs get to work on it before Steph rolls on in to give them the last push they need.
controlledvariable: (Batgirl -- watercolor)

[personal profile] controlledvariable 2013-11-12 07:17 am (UTC)(link)
You could always say he was trying to work on getting the network back up but Babs etc beat him to the punch?
erewhile: (MAITO GUY SMILE)

[personal profile] erewhile 2013-11-15 02:31 am (UTC)(link)
if only punching doors worked
taggingwomprats: (Default)

Re: PRO-INITIATIVE

[personal profile] taggingwomprats 2013-11-11 04:36 pm (UTC)(link)
Luke doesn't particularly want to fight either, although he does have a blaster with a stun setting that he doesn't think really counts as "hurting". So at the end of it he'll probably try and talk it out.
khajidont: (Jaime - Aw come on)

Re: PRO-INITIATIVE

[personal profile] khajidont 2013-11-11 11:38 pm (UTC)(link)
TEAM TALK IT OUT, yeahhhh. 8) I know that Milo and I were actually planning on Sokka and Jaime having a chat before teams got assigned like this, so I'll have to get in touch with him to see when we want to do that!

I should also probably ask - how do you feel about other characters recognizing Luke? He wouldn't actually say anything, but he's already recognized Han back when he first arrived.
taggingwomprats: (Default)

Re: PRO-INITIATIVE

[personal profile] taggingwomprats 2013-11-11 11:42 pm (UTC)(link)
aw yeah team diplomacy.

And I'm totally cool with people recognizing him and even telling him they recognize him, as long as they don't spoil him or tell him he's fictional - he's kinda famous back home, so he's used to it (kinda).

Re: PRO-INITIATIVE

[personal profile] khajidont - 2013-11-11 23:45 (UTC) - Expand

Re: PRO-INITIATIVE

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gevurah: (disturbing close-up)

[personal profile] gevurah 2013-11-11 08:10 am (UTC)(link)
I don't imagine Kate to be super gifted with computers besides idk... whatever Bat levels of hacking/encrypting are (and even those vary among the Batfam), but with proper instructions she might be able to prevent small surges depending.

Since they have Jaime/Beetle on the team, she can lend muscle. She weaponized herself a year ago, which means she's got some super strength kicks and jabs going on if they encounter any physical resistance. She's not here to hurt anyone provided they aren't trying to break/maim/kill anyone on the team, or she's not afraid to dislocate a wrist or ankle for further prevention.
controlledvariable: (Civvies -- this is awkward)

[personal profile] controlledvariable 2013-11-12 07:19 am (UTC)(link)
hey Kate how do you feel about bossing Steph around so she doesn't instantly resort to trying to break people :')
gevurah: laughs he who laughs last (jogging in alaska)

[personal profile] gevurah 2013-11-12 07:41 am (UTC)(link)
yeah, she would advise steph against physical altercations/preserve her strength (since they wouldn't know who's sided with the mutineers) provided the other party isn't trying to punch them in the gut.
controlledvariable: (PB >> with no one around to find me out)

[personal profile] controlledvariable 2013-11-12 07:47 am (UTC)(link)
but kate :C

she wants to murder everyone :C

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controlledvariable: (Batgirl -- minimalist)

[personal profile] controlledvariable 2013-11-11 12:49 pm (UTC)(link)
I think a combination of those two sounds good! Since the retake is happening on the last day, it might work to have Luke and co. doing the hit and run thing, with Kate, Jaime and Steph trying to track them down, leading to a confronation in the central control room on the last day???

I'm not sure if the other mutiny guys are any good w/ tech aside from Luke, so I imagine he'd have to take point and the others would be playing body guard

but

yes

Does that sound like a good idea at all?

For Steph personally, she's handy with technological systems and punching people, and she'll be a little more ruthless than strictly necessary, so if anyone wants their character's badly injured, I'm here 4 u.
taggingwomprats: (Default)

[personal profile] taggingwomprats 2013-11-11 04:37 pm (UTC)(link)
Sounds like a good idea to me! I just need to touch bases with all of the other door people so I can figure out what else is going on on the pro-mutiny side.

Luke doesn't want to actually hurt anyone, although he does have a blaster with a stun setting he's not afraid to use.
controlledvariable: who lets me keyword things (Batgirl -- I know they're great tits)

[personal profile] controlledvariable 2013-11-12 07:14 am (UTC)(link)
o7

I love that this is shaping up to "everyone wants to just talk it out!!"

and then Steph

I'm so sorry
lexiconning: and a cliche in our time (all this hippie shit for the 60's)

[personal profile] lexiconning 2013-11-12 01:30 am (UTC)(link)
Syllona here is very much unfamiliar with advanced tech, door specific or otherwise, but her magic could really make things difficult on a functional front. If she writes out a spell on all the doors, she could mix up where each one leads. (For instance, say you walk through the clinic door and exit out somebody's apartment!)

BUT I think it would be a good idea(and one she would suggest) that they save her half of the door sabotage for after our pro-Initiative team makes a first attempt to fix the problem, to give Luke a chance to let his skills shine on an OOC level, and to keep things difficult and surprising on an IC level. All it takes to break Syllona's spells is to the erase the circle she's written down, so an element of surprise would prolong how long it might take the other team to figure out, especially after just getting them back in working order.
taggingwomprats: (I make this look good.)

[personal profile] taggingwomprats 2013-11-12 01:34 am (UTC)(link)
Oh, I really like that idea! I'm totally down for that - especially leaving her in reserve to throw people off.
lexiconning: (all the time)

[personal profile] lexiconning 2013-11-14 03:22 am (UTC)(link)
Sweet! Depending on how they choose to space out the teams, she could stay close to Luke, Johnny, and Sokka for keeping a look out when they take the central control room and then (now that I've looked at our opposing team's ideas) use her spells as that last metaphorical blow?

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khajidont: (Default)

[personal profile] khajidont 2013-11-12 04:25 am (UTC)(link)
Quick question! Jaime here is actually able to 'see' magic as energy on the same level that he can read tech. Think that would apply in this situation as well? It would be by no means immediate since I think he will be pretty busy on the tech side as his batty friends act as the muscles.
lexiconning: and a cliche in our time (all this hippie shit for the 60's)

[personal profile] lexiconning 2013-11-14 03:14 am (UTC)(link)
Sorry for late reply. But sure that sounds like it works out perfectly! It's completely magical in nature so I'd imagine once he saw what it was it'd be an easy fix. c:

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originalgaangster: (Default)

Re: Door Controls and Stuff

[personal profile] originalgaangster 2013-11-15 03:31 am (UTC)(link)
Sokka volunteers to be on sabotage-the-repairs duty.