onemind: (Default)
THE N E S T ([personal profile] onemind) wrote in [community profile] integrating2018-04-29 02:31 pm
Entry tags:

MISSION OVERVIEW: NEW BEGINNINGS


MISSION: NEW BEGINNINGS


On DAY :004 (May 1st), something passes through this hidden part of the multiverse. It's as a full body shudder, a bone deep revelation: something, somewhere is very wrong. From those Hosts who experience the dreadful tremble of the Enemy's wormhole technology on Hyrypia, this has something of that same tenor. It's distant in the ear, a strange unknowable frequency noise, and for a moment there is an overwhelming sensation of certainty: this terrible thing you know as the Enemy is coming and somehow it is coming for you.

Only, that visceral tension isn't the only sensation washing through Station 72. The moments immediately following that cold water shock of anxiety are filled with a sudden burst of radiance, of color, of familiarity, of overpowering feeling. It's immediately obvious to all with the right connections what's happening: deep on the Nesting Deck of the Station, there are comatose Hosts are waking up.

So what's with the ominous dread and the sudden reinforcements? Well…


THE MISSION

On a variety of locations in a brilliant handful of universes, potential Hosts have been identified - by both the Nest and the Enemy's forces. Your mission should you choose to accept it is to travel in teams of 2 to 4 to leap into these universe, link of with these potential Hosts and rescue them before the Enemy destroys them and causes all kinds of collateral damage while en route.

--WAIT, WHAT?

On May 1st, all Station 72 plays past and present will have an opportunity to participate in endgame events. Anyone who ever had or has a character in Station 72 may bring back any character they dropped via Coma for endgame; if you're a past player who dropped via KIA, you're welcome to bring a new character into the game as either a potential Host in need of rescue or as a long-comatose Host reawakening. If you're a current player who just wants to stretch your wings in the setting, you may bring one additional new Host character to mess around with. NOTE: You're able to bring back a character you KIA'd in the game, however it will NOT be the same version of the character who died - consider them a completely alternate version of the character.

If you're not currently part of the community but want to join in on the festivities, please comment to either the RETURNING HOSTS or NEW FACES thread below and then request community membership. We'll process invite membership requests from today through May 19th.

These Rescue Missions are snatch and grabs - Hosts will leap into a location, track down the Potential Host using a combination of what little information Cathaway may provide and a homing device-like sensation for their own sybmiotes. Hosts may engage with Enemy forces, but the Enemy can only be slowed. It cannot be stopped. Further be aware that the fewer Enemies present, the more dangerous they are. A single Enemy entity in a world is likely to be Exceptionally Lethal and should be avoided at all costs (unless your endgame plans are Bad End); a literal hoard of Enemies are likely weak individually, but can and eventually will overwhelm with numbers.


PEOPLE, PLACES & THINGS


THE NEST


RHAN

SIVA'CO

LYR

COLLECTOR

GIDEON
[personal profile] isorropia
"Well this is unexpected."


LOCATIONS

THE MULTIVERSE is gorgeous and complicated and wonderful. For every flourishing worlds where glittering towers pierce the atmosphere is another flourishing green and gold populated by such a host of creatures; for every cold, silent rock which only knows dead civilizations stretches an even greater endless, open blackness in which lives the marvelous spark for opportunity. The multiverse is big and broad and dangerous amazing and today it wants to be known.

THE UMMV SEA HORSE:. A critical system failure has occurred, dooming the surveying ship to a slow fall into a nearby astronomical body. Unfortunately, that's the least of the crew's worries as a monstrous Enemy life form has somehow made its way onto the ship and now stalks the halls.
    Potential Host: Darian K. Johnson, a whip smart geological science whiz. Has two years left on her exploratory resource discovery contract before she can apply for R&D at the home office, but isn't sure she's cut out for the suit and tie side of the business. Bickering besties with James, the ship's acerbic AI.
    Dangers: Due to the low population density of the ship, it's highly likely that the Enemy entity stalking the ship may detect the Hosts' presence if they're not very careful and very quick about locating Darian.
    Advantages: A closed environment with the capabilities to lock down different decks, halls and levels in order to slow down or reroute the Enemy presence.

THE FLEEING FLEET: A fleet of civilian transport ships flees the encroaching guns of the totalitarian warship, The Confederate Mercifully Absolves. The Absolve's commanding officer, Parleyan Kilsdear, is known to be dangerously efficient and coolly calculating. She's also recently been body snatched and replaced by an Enemy agent.
    Potential Host: Rafell Swiftsure, the secret crown Prince of the fallen old kingdom whom the civilian fleet is attempting to spirit away to a secret location from which to mount a rebellion. Traveling with his two younger sisters whom he loves very much.
    Dangers: A strict time limit. The civilian fleet can't outrun the The Confederate Mercifully Absolves forever. Weirdly enough, it's also a little challenging to get access to a secret Prince.
    Advantages: Nothing to worry about other than a few rapidly closing giant Confederate guns. Peace of cake, right? The civilian transport itself doesn't pose any immediate danger to the Hosts.

THE THING: The Gulf of Mexico, 1992. An oil drilling platform is plagued by a lethal shapeshifter.
    Potential Host: Rob Cavanaugh, a greenhorn halfway through his first season on the rig. He'd have gone to school if the money had been there, but it wasn't. He's a good kid, but prone to bouts of panic and snap decision making (really though - who wouldn't be?).
    Dangers: Anyone could be the Enemy in disguise; trust no one. Unfortunately, this paranoia has extended to the platform's crew - they're already suspicious of people they recognize and won't take kindly to strangers.
    Advantages: There's only one Enemy entity on the platform and it's stuck with the limitations of the life form it's mimicking. Luckily, the platform is staffed by run of the mill humans, meaning the shapeshifting enemy plays by regular ol' joe rules beyond the apparent ability to function long past when an average person would be dead.

MIRRORVERSE (A): The Elaven village, a twisted forest hideaway, has served as a temporary respite on Andronius and Barast’s journey thus far. The two friends - once reluctant allies on their quest to re-join two halves of a sacred sword and prevent the destruction of their countries - have suffered many hardships and overcome much in their time on the road. They've grown together in the wilds of the strange lands they have passed through and are preparing to make the last leg of their journey when a wasting, seemingly sentient darkness begins to descend.
    Potential Host: Barast Silverhaft is the son of the king of Rivendin’s personal blacksmith. He was chosen by fate to rejoin the golden blade. Of the two friends, he is quicker to anger but quieter, and more reluctant of his task.
    Dangers: The land around Elaven is dangerous in and of itself. The high mountains are home to Trogs - great lumbering beasts with strong arms, and the wise and clever-eyed Elaven people are not fond of strangers in their lands. The enemy comes in the form of a crawling darkness that fills the halls and coats the ground, sucking away the warmth and life with anything it comes into contact with.
    Advantages: The consuming darkness moves slowly and is slowed further by well-lit areas. It can be driven back temporarily by any light. Andronius can (and will, no matter what) die to protect Barast.

MIRRORVERSE (B): The Elaven village, a twisted forest hideaway, has served as a temporary respite on Andronius and Barast’s journey thus far. The two friends - once reluctant allies on their quest to re-join two halves of a sacred sword and prevent the destruction of their countries - have suffered many hardships and overcome much in their time on the road. They've grown together in the wilds of the strange lands they have passed through and are preparing to make the last leg of their journey when a wasting, seemingly sentient darkness begins to descend.
    Potential Host: Andronius is a young guard in the Duke of Vin’s personal service. Raised up from his previous life as a poor street orphan, he has a sharp and unshakable hope, and a strong dedication to his duty.
    Dangers: The land around Elaven is dangerous in and of itself. The high mountains are home to Trogs - great lumbering beasts with strong arms, and the wise and clever-eyed Elaven people are not fond of strangers in their lands. The enemy comes in the form of a crawling darkness that fills the halls and coats the ground, sucking away the warmth and life with anything it comes into contact with.
    Advantages: The consuming darkness moves slowly and is slowed further by well-lit areas. It can be driven back temporarily by any light. Barast can (and will, no matter what) die to protect Andronius.

MILLENNIUM CITY: Fifty years ago on an Earth-like planet, a portion of the population gained ‘super powers'. After a short but volatile conflict, a new and stronger peace was formed. Millenium City is the jewel of this newly minted utopia. This great and glowing city is populous and light and joyful - until it's attacked by a swarming alien presence.
    Potential Host: Kari Offen - A young ‘super’ just about to attend her first year at the most prestigious academy for the training of gifted people. She has the ability to fly.
    Dangers: With the surplus of super powered individuals and the strong city-wide defense force they make up, the Enemy doesn't go in soft. The skies fill with the droning sound of thousands of wings as an Enemy force of insectoid creatures swarm the sky - chasing down Kari in particular. Numerous heroes engage in the fight, but they're seriously outnumbered.
    Advantages: Those heroes may not be able to hold the enemy off forever, but they'll buy their people (and the Hosts) time. Additionally, broad wingspans of the Enemy creatures make them bad at fitting into tight spaces or through narrow doorways.

SPEED RACER: VIEWERS OF ALL AGES, WELCOME TO THE GREATEST RACE THE GALAXY HAS EVER SEEN. On a smoke and oil stained planet appearing to be made of pistons and gears, a seemingly endless track stretches on. The race is about to begin. Hundreds of thousands of spectators line the cruel metal benches. The air is grey where it is air at all and towering structures close in around the twisting track. The Enemy could almost be from this place: it's a monstrous (literally) machine, a living cyborg vehicle. It has teeth and it's hungry.
    Potential Host: Barana is cool cat - if a cat was an alien with four arms and a sharp clever smile. Born behind the wheel, this is her second time entering the race. She’s a damn fine racer and cool headed, none of which prepares her for what is coming.
    Dangers: The enemy arrives in the middle of the race- which means the hosts have to catch Barana and not let her get caught in turn. When the enemy appears mid-race, it is as a living machine, one that can devour racer and car alike.
    Advantages: You have a car and it’s got guns and also it has a flamethrower and a bunch of other defensive and offensive systems. The other racers also make things difficult for the enemy, as they’re equally well-armed and have no intention of being overtaken.

HEADS OR TAILS: Tabernacle City is a city with two faces. At the midpoint of its industrial revolution, the city's High Side is a maze of old buildings constantly being renovated and rebuilt being choked by the heavy smoke from burning factories. But with the help of a talented Seamstress, it's possible to travel the roads to the Low Side: the alternate dimension on which Tabernacle City is secretly built. The Low Side is a perfect mirror image of the High - only here, the city runs on an old true magic. The Enemy here are a trio of powerful magic users capable of punching through the barrier between High and Low Tabernacle.
    Potential Host: Claude is what some might generously term a political radical. He also just helped to assassinate a number of prominent industry magnates and has fled to the Low Side in an attempt to elude capture while staging a working class uprising. Favorite phrases likely include "I'd kill for this City, and have."
    Dangers: Tabernacle City can only exist and thrive as long as the barrier (colloquially called 'The Seam') between High and Low is maintained. Should it be frayed too much, both sides of the city will merge with disastrous consequences. Claude (and his associates) assume they're being followed by people who mean to kill him, which means getting close will be dangerous.
    Advantages: The murders in High Side and burgeoning riots in Low mean there's plenty of chaos to get lost in. Staying a step ahead of the Enemy should theoretically be easy enough. The Hosts may also employ the aid of Duchamp, a Seamstress with intimate knowledge of both High and Low Tabernacle. She has her own reasons for wanting to locate Claude and bring him to justice.

WHEN HELL FREEZES OVER: A frozen, post-apocalyptic world whose denizens have been trapped between life and death due to a temporal rift that prevents the dead from moving on. The enemy comes in the form of a lich-like being, all bones and sunken skin, commanding the bulk of the undead near the rift.
    Potential Host: Jaina Sneaux, unofficial leader of this world's last still-living residents. Her plan is to reach the heart of the temporal anomaly and destroy it before the planet's last remaining survivors are doomed to meet their end at the hands of an icy horde.
    Dangers: Aside from a host of barely corporeal deceased driven by rage and an almost mindless hunger, there's been a recent shift in the dead's behavioral patterns near the rift that makes them even more deadly in combat: they've learned to work together as a unit. There's also the cold, and a lack of supplies, and occasional whispers of a jealous rival among the ranks looking to take Jaina's spot as clan leader.
    Advantages: The pack of surviving humans will assist with all efforts, including fighting the horde and the Enemy, and protecting Jaina. They have spare weaponry and heating packs, and are, despite the circumstances, generally friendly.

LOCATION ???: The Wildcard. As this event is open to returning players, this is the option for current and returning players to offer up new faces and their respective canon universes for exploration. All available player character canon universes can be found in the NEW FACES thread below. Please limit the rescue of a single potential host to a single rescue team (unless you don't care about end game continuity, in which case go nuts).



MISSION SUPPLY POOL

PERSONAL KIT

  • CLOAKING DEVICE
    Each host is provided with a personal short term cloaking device. Each device has a shelf life of one hour; once it's deactivated, it cannot be reactivated. The cloaking device is only capable of cloaking a single individual.
  • BINOCULARS
    Relatively simple binoculars with minor technological enhancements.
  • ONE (1) WEAPON
    Choose one: A sword, an axe, a set of knives, a cudgel, a handgun, a taser, or a laser sword.
  • KNOCKOUT DART
    A single use dispenser of a dart that will render any standard-sized being unconscious. Good for ten minutes.
  • A FLASHLIGHT
    With a strong, bright beam.
  • DISGUISES
    Clothing capable of blending in with the locals. Optional.

A log will be posted as a catch-all for events on the Station and for the world hopping rescue missions on May 1st. Players will be expected to NPC Potential Hosts and world build locations as they see fit/however it benefits their play (most rescue missions should be brief - lasting only a few hours at most), however if you need assistance with anything or have any questions please don't hesitate to touch base in the thread below.