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thefleet_mods ☼ ([personal profile] thefleet_mods) wrote2014-07-03 11:34 am
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TESTING 1

✦ NEW ARRIVALS ✦
... We have trained them to think of the Future as a promised land which favored heroes attain ... Game Navigation 
✦ This is what happens...



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 Sacred Keep:

Description:

The Sacred Keep is a large, round, domed spacious room. To put it into perspective, it is roughly the size of a large opera house. Balconies are built into the walls up to the high vaulted ceilings. These balconies are large enough to seat up to four individuals, but they lack interior lighting so characters will not be able to see anyone inside them. The room itself seemes to have been carved from black marble with stately pillars set into the wall between the columns of balconies.

The only light in the room comes from the Orakalla, which casts a whitish-blueish-greenish light. The Orakalla floats high above the floor, positioned in the center of the room. Characters will arrive on the floor of this room, scattered around under the Orakalla.

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?

Most characters will arive in the same condition they were in at their chosen canon point.

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 have 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:
Any meta powers will be zeroed upon arrival. Magic, the Force, super powers, mutant powers, super-special-awesome-abilities, anything that sets them above the average human via 'special powers' will be gone. This can include alien powers (such as Superman's abilities), but the Mods will handle this on a case-by-case basis. All these kinds of powers will be zeroed upon arrival.

Characters will still have their muscle memory and knowledge and book learnings/street education/etc.. They will remember having said powers before they arrived, but at the moment, those powers are gone.

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:
For characters whose canon point is "post-death," death will not be a problem. The Orakalla will bring them in as alive. Characters who are coming in post-death will remember dying.

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:
Some characters will arrive with a physical or health challenge that isn’t immediately life threatening. Examples include: a superficial or non-life-threatening injury (scratches, sprians, mild burns, bruises, etc.), mild illness, non-life-threatening chronic illness, permanent disfigurement, a physical/mental disability. In these instances, characters will arrive as they are, and the Mods will leave it up to the player to decide if their character will seek medical help from the Owmi. The Owmi have extremely advanced medical technology and can address almost anything health-wise, but the Mods understand that sometimes a player wants to play out their character dealing with such an issue, which we respect.

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:
These will be addressed right away, and the character will be given medical attention. This will delay said character introduction by a few days while these issues are addressed. If your character has one of these upon arrival, come talk to the Mods.




Contagious Illnesses:
If a character arrives with a contagious illness, this will be addressed right away – no one gets a say in this. The Owmi will know immediately when your character arrives because of the nanobot technology that the Owmi employ in the ventilation systems throughout all ships.

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 that are implanted into your character's chest, rooted to the bones. They are directly linked to your character’s life essence. (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. 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.




5. Will someone be there to help the characters when they arrive?

Yes. There are a few Owmi who have been designated to assist 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 are:

Ehin Gudura:
Ehin has been appointed to lead the Temple acolytes in charge of assisting the characters upon arrival. Ze will give a brief explanation when the characters arrive, and then ze will be available for questions during arrival.


Ipsee Awon:
Ipsee has been appointed to assist the characters with their living requirements. Ze is their community representative. Ze is open for questions any time, and will try zir best to help.


Alarin Latiso:
Alarin has been appointed to be the liaison between the characters and the government committee set up to address the characters’ needs. Ze’s available for questions – but ze is rude and impatient, so question at your own risk.


Sihin Kanwa:
Sihin has been assigned to head the school in the character's Residential Community. Ze is the NPC that would be good to ask questions about Owmi History and culture.


Irano Ebogi:
Irano is the doctor appointed to seeing to the characters’ basic medical needs. Ze is available for questions, but ze is highly focused on medicine so zir answers to anything else might be short.


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:

Where they are: they are in the Owmi station, specifically in the Sacred Keep of the Orakalla.

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:
If your character needs clothes (maybe they are a dragon and they don't need clothes) they will be given two sets of clothing. A standard set of clothes is a loose tunic, wide-leg trousers (the Owmi like flowing clothing), sensible underclothing and comfortable slip on shoes. They are in shades of blue and green (which colors a character gets is left up to the players to decide). If your character's physiology is such that these type of clothes do not work for them, come talk to the Mods and we will work out something that does work.



Medical Exam and Innoculations:
Each character will be given a brief medical exam and standard innocultions necessary for living on the station at the same time they are given clothes. This exam might not appear like anything a character has experienced before - especially those from modern-day Earth. The moment a character arrives in the Sacred Keep, they are breathing in microscopic nanobots, and in turn, the information those nanobots collect can be read by medical devices. An exam, therefore, consists of a health professional reading the information from the nanobots relayed to their medical instruments.

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:
Everyone gets a set of communication devices: Standard Comm device, wrist holder, and ear piece. And if they ask for it, the communication implant. These were detailed on the FAQ [LINK]

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:
Every character is assigned personal quarters to live in for free. Those quarters are all grouped together in one spot on the Station - what the Owmi call a Residential Community. Usually a character will be given a single occupancy room, but they can request a set of quarters to handle family needs. More on the HOUSING PAGE.

These rooms, however, are kind of cramped. If you're character wants to live in better quarters, then they will need to earn some money to rent better accomidations.



Room key:
Everyone is issued a room key that looks identical, however, its technological components make it unique to the user.
.

Room keys look like a ring. It can be worn on a finger or kept on actual key-ring, or on a chain worn around the neck, or just kept in a pocket. To use the key, characters must touch the ring to a panel on the wall by the door to their rooms. They are pre-programmed with the character's known information (Character's holoimage, name, age, species, allergies (if any), housing location - the relevant information is acquired at the time of arrival when characters receive their innoculations and clothing) and will only unlock the room the character has been assigned.

When the key unlocks the door it has been programmed to unlock, the blue strip in the center of the ring flashes.
Size doesn't matter, the key is made from a material that will fit well on any finger. But it does not need to be worn to be used.

This ring also subs as the character's identification - with an electronic reader the character's basic information can be accessed from the ring.

If your character's physiology is such that they cannot handle a key like this, come talk to the Mods and we will work something out.




Special Needs:
If your character has a special need come talk Mods and explain your character's needs, so that something can be worked out for your character.





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:
Be helpful. Maybe your character has an idea about how to make life easier for everyone, they can get involved, and organize representation for the characters. To have a governing body that advocates on behalf of the characters. Or maybe they don't want to advocate for others, but want power for themselves.

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.


... When did the future switch from being a promise to being a threat ... Game Navigation 

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