thefleet_mods ☼ (
thefleet_mods) wrote2014-07-04 07:45 pm
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NEW ARRIVALS
✦ NEW ARRIVALS ✦ |
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... We have trained them to think of the Future as a promised land which favored heroes attain ... |
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GAME ADMIN Premise Game Rules FAQ Taken Characters Reserves Applications Player Contact Mod Contact Hiatus | Drops Drops EMP/Wanted SETTING INFO Setting Overview ✦ Current Location ✦ Previous Locations ✦ The Ibere ✦ The Owmi ✦ Orakallas ✦ Garas ✦ Civilian Ships ✦ Habitat Station ✦ Housing ✦ Leisure Ship ✦ Military Ships Orakallas Powers ✦ Gen. Powers ✦ Owm Powers ✦ Vii Powers ✦ Lea Powers ✦ Afe Powers ✦ Spell Directory NPC List ✦ NPC Journal ✦ Journal Profile GAME PLAY Strikes System Crime & Punishment Jobs Listing Plots ✦ Meta ✦ Game/Player Player Expanded Settings ✦ Characters' School ✦ Characters' Council ✦ Char-Owned Spaces MISCELLANEOUS Gara Gallery Game Glossary RP Resources Game Credits COMM LINKS ✦ Log Comm ✦ OOC Comm ✦ AC Comm ✦ Meme Comm ✦ Mod Journal return to top |
1. What just happened to my character? The Orakalla has selected your character and pulled them into the universe of this game. To be more specific, it has deposited the characters in the Sacred Keep, where the Orakalla is kept.
The Owmi do not understand how this is possible - the Orakalla has never done anything like this before (at least in their experience). So far, the Owmi have only been able to determine that the Orakalla is responsible, but beyond that, they are unable to fully explain the how or why. They are just as baffled as the characters. 2. What condition does my character arrive in? In most situations, your character will arrive in the game with the same condition they were in at the canon point you’ve chosen for your character. Arrival is completely disorienting for all characters – they will be dazed, confused, very weak, and compliant with whatever is asked of them (sorry, your character will be unable to fight the Owmi trying to help them when they arrive). This disorientation won't last forever, do not worry. The characters will find, upon inspection of their bodies, that they now sport a set of garas (those chest crystals). Characters will not remember being implanted with a set of garas, it happened simultaniously as they showed up under the Orakalla. But there are a few differences depending on the character. ✦ Meta powers: Characters will still have the following: their muscle memory and their knowledge and book learnings/street education/etc. that they had at the canon point they have been pulled from. They will remember having said powers before they arrived, but at the moment, those powers are gone. Do not fret, characters will be able to regain these powers and abilities via the game’s Point System. (For more details about the point system, go HERE.) The only exception to this rule are meta powers that a character absolutely needs to survive; meaning, your character will die instantly if this power is removed. In these situations, these powers will be stripped down to their passive ability to keep a character alive. If your character has one of these powers, come talk to the Mods, and we will work something out. ✦ Post-Death Canon Point: Players have the option of bring them in with the wounds of whatever has killed their character and have the Owmi patch them up (within reason, obviously - characters who died because they were blown up can't arrive literally in pieces and be put back together again.) Or they can arrive whole without damage. The Mods will leave this up to the players to decide. If you'd like to talk to the Mods about this, come drop us a message. ✦ Non-Life Threatening Physical Issues: If your character has a non-life threatening physical issue that you'd like to address in game, come talk to the Mods. ✦ Life-Threatening Physical Issues: ✦ Contagious Illnesses: These characters, and any character arriving at the same time as them, will go through a decontamination process upon arrival. This will delay their introduction to the rest of the game by a few days. That is unfortunate, but the Owmi are hyper sensitive about what contaminates are introduced into their society. 3. What are garas? Garas are a set of crystals (between 1 and 3) that are implanted into your character's chest, rooted to the bones, that are somehow directly linked to your character’s life essence. The colors and number of the garas are significant. (If your character’s physiology is vastly different from a human’s, then the garas will be somewhere prominent on the front of your character’s body. Come talk to the Mods if your character isn’t humanoid.) If your character tries to remove their gara(s) they will experience great, blinding pain. If your character were to endure past this pain, removing the garas would kill your character. The garas are how all characters are able to understand one another when they communicate. Any character with a gara will be able to understand anyone trying to communicate with them, and vice versa. The fun part of garas is that they are unique to each character, and each player gets to design their character's garas. All the details about garas and how to design your character's garas can be found on the Garas Page. 4. What arrives with my character? Nothing. Not even the clothes on their back. Characters will not arrive with any objects not necessary for immediate survival or used to address a disability. (Sorry, they might have some attachment issues to their favorite blaster, but they don’t need it to survive.) This means most characters will arrive naked. There are some exceptions: Characters that are soul bound to familiars (ex: Daemons from His Dark Materials series), or who rely on a suit or object for survival or their daily health (ex: Quarian suits from Mass Effect, wheelchairs, canes, glasses, hearing aids, prosthetics that are a part of your character’s body, etc.) will arrive with those things. However, these familiars and objects will not grant their owners special meta-powers above their fellow characters, even if they use to do so in their canon. When your character arrives, they will find their familiar’s/object’s meta-powers are non-existent. If you feel your character qualifies for this exception, come talk to the Mods. 5. Will someone be there to help the characters when they arrive? Yes. >There are a few Owmi who have been designated to coordinate assistance for the characters. A full list of the notable NPCs of the game can be found HERE. However, the NPCs that will interact with the characters the most are: ✦ Ehin Gudura: ✦ Ipsee Awon: ✦ Alarin Latiso: ✦ Sihin Kanwa: ✦ Irano Ebogi: At the time of arrival, Ehin and other (not named) lesser Temple acolytes will be in the Sacred Keep to help the characters adjust to arriving, to answer questions, and to provide the characters with things they will need in order to live with the Owmi. At various times, the other NPCs listed above will be present at the arrival time to assist Ehin. 6. What will be explained to my character? At the time of arrival, at least one of the above mentioned Owmi will be present to explain the following to the characters: ✦ That the Orakalla is the one that brought them here, and a brief explanation of what the Orakalla is. ✦ That the characters' garas are linked to the characters' continued existence and that they’ll die if the garas are removed. And that if the characters try to remove them, it will be very painful. ✦ That their minds will clear up and that their strength will return once they get some rest. ✦ That they cannot leave, and that if they try to travel beyond a certain distance (the distance of a large solar system), they will be instantly yanked back to the Sacred Keep, which will be excruciatingly painful (just ask the characters who've tried it before). ✦ Where they will be housed aboard the Station. It is called a "Residental Community." It is set aside for their use only. ✦ Directions to the characters' "Residential Community." Players are welcome to assume their characters had a handwaved conversation with the Owmi about the above listed information. They are also free to assume their character received any of the answers provided to characters in previous New Arrival Logs. 7. What is my character provided? The characters are given a few things upon arrival. ✦ Clothes: ✦ Medical Exam and Innoculations: The innoculations are like a vaccine shot, though not as painful. Your character will not resist when it is given by a medical professional, and there will be no adverse side effects. However, once the shock of arrival wears off, your character is free to react to getting the shot in whatever way is most in character for them. These medical examiners will also be taking your character's name, for good record keeping. ✦ Communication devices:
Upon request, characters can asked to have a commnications device implanted in their head that can access the all the features explained above - the implant is comprised of certain nanobots programmed for this task. The implant is controlled in a number of ways: character's will (you know, by their minds), voice commands, and/or some physical manipulation (tapping/pressing a spot on their body - usually just below a character's ear, but if necessary for the character, this spot can be located elsewhere). It might take a character some time learning how to control it. But almost every Owmi has this implant. If your character breaks or loses the comm device, they can get a replacement, they just need to talk to Ipsee. If your character's physiology is such that they cannot handle a comm device like this, come talk to the Mods and we will work out something that does work. ✦ Housing: ✦ Room key:
✦ Info Data Sheet:
✦ Special Needs: 8. Now what? Characters have a new life ahead of them. The Owmi have just started figuring out what to do with this influx of people they were not expecting. While some of the measures in place are a step in the right direction - such as housing accommodations - they don't go far enough. A safe place to live with good nutritious food is good, but then, what does one do in a setting like this? This is the key question, isn't it? Characters can: ✦ Don’t be helpful. Maybe you character wants to be resentful and stew in their rooms. Maybe they want to make life difficult for everyone involved. (Though if they get too destructive, don’t be surprised when the Owmi take counter-measures.) ✦ Explore the Station.. The Station is huge and has a lot to offer the characters. Check out the STATION PAGE. ✦ Be a teacher or student. The Owmi offers free education to those who need it. Characters can learn about the Owmi people and the technology they use. If your character comes from a low tech world, they might find this useful. Characters can also offer to teach a subject. Maybe your character has expertise in a subject. This is also where characters can offer to teach characters who suddenly have new powers. Check out the SCHOOL PAGE. ✦ Learn about the past, present, and maybe even the future. The Owmi are particularly interested in science and exploration and discovery. They have much knowledge to share. Check out the [Grand Library] (Though, your character might learn some files in the libraries are restricted… wonder why that is…) ✦ Seek employment. Does your character want stave off boredom or earn money? Check out the JOBS PAGE. ✦ Learn a new power. Characters have a few options to learn a new power - the Orakalla powers or powers from another universe. There are parameters for each option. ✦ Gain answers from the Orakalla itself! - Every character can learn how to talk to the Orakalla, no matter if you, the player, want them to earn back their meta powers from home or not. Learning to talk to the Orakallas is a separate game mechanic altogether. For more on that, see the information on the General Orakalla powers. There is a vast new world to explore and, in some sense, create. 9. I have more questions If you still have questions, you can ask them in the comment below titled "Questions". Or, contact the Mods. |
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