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13:29, 24th April 2024 (GMT+0)

The Game: Chapter 13 - Of Futures Past.

Posted by The WatcherFor group 0
Nightmare
player, 3356 posts
I was young, and that may
explain my actions.
Fri 28 Aug 2020
at 18:37
  • msg #686

The Game: Chapter 13

In reply to Yardbird (msg # 685):

She turns on her infrared sensors as well, while she flashes back to her last encounter with the waspers she takes a shuddering breath and Roger hears her repeat his mnemonic quietly to herself

...Talpids dig, Terrasques tear.....


After a moment she comes back around and loops Billy into the conversation she just had.  In solese she talks quietly to Billy.

I have ideas for three of four 'pests'... fucking understatement of the century.  One of them is in your wheelhouse.  I think the talpids can be reasoned with.  Perhaps you can strike bargain with them, if we can send the talpids to take care of something else perhaps we could convince the Joss to share.

If the other pest is indeed waspers, then perhaps we could use the leireblomst facility to create insecticide since it seems biology on this planet it similar to our own...

The Terrasques... that is going to be a tough one but if we can get at some magnesium shavings or create some kind of flare we could at least keep them at bay.

The benefit of two of these is that we become sole providers of reagents for pest disposal.

Billy Laser Fist
player, 3070 posts
Stacks of green paper
in his red right hand
Fri 28 Aug 2020
at 18:50
  • msg #687

The Game: Chapter 13

"That's great but we don't want to be the sole providers.  They want us to give them a better means that doesn't make them beholden to us.  I have some ideas for the rogue Joss, if we can talk to the Talpids then we can probably get them to back off.  Maybe establishing trade between the two races will solve a lot of problems.  The waspers and terrasques are the only ones we need a real solution to.  Do you think we could domesticate a terrasque?  If it eats the bugs and can be convinced not to eat the Joss that's basically problem solved, right?  We just need to change the chasers into terrasque handlers."
Nightmare
player, 3357 posts
I was young, and that may
explain my actions.
Fri 28 Aug 2020
at 18:57
  • msg #688

The Game: Chapter 13

In reply to Billy Laser Fist (msg # 687):

They key would be to find a baby terrasque I guess....

She opens the line with Billy and Roger this time.

Roger... strange question... what is the life cycle of a terrasque?  Are there eggs?  Live breeders?  Are their young self-sufficient?
Nightmare
player, 3358 posts
I was young, and that may
explain my actions.
Fri 28 Aug 2020
at 19:18
  • msg #689

The Game: Chapter 13

In reply to Nightmare (msg # 688):

Though the problem is taming or domestication... likely taming.  May take longer than we want to spend on it.  So we will need a short term fix to prove our efficacy here.
Yardbird
player, 336 posts
It is what it is
until it's something else
Fri 28 Aug 2020
at 21:12
  • msg #690

The Game: Chapter 13

In reply to Nightmare (msg # 689):

"I never got close enough to a Terrasque to ask them about their, uh, domestic habits. Only dealt with the one. We tricked it into a pit, covered that pit with a tank, and it burrowed away. Never to be seen again. Although for awhile there I was wondering if I could create some kind of mind control device for them... but then I got that little tap on the shoulder that said 'Uh, don't do that.' Bad feeling about that."
This message was last edited by the player at 21:13, Fri 28 Aug 2020.
Nightmare
player, 3359 posts
I was young, and that may
explain my actions.
Mon 31 Aug 2020
at 12:35
  • msg #691

The Game: Chapter 13

In reply to Yardbird (msg # 690):

She chimes back over comms

Well we will need to find a Terrasque nest... I'm sure this won't end horribly...

She says aloud

Ready to see how they do it?
This message was last edited by the player at 12:36, Mon 31 Aug 2020.
Yardbird
player, 337 posts
It is what it is
until it's something else
Mon 31 Aug 2020
at 12:55
  • msg #692

The Game: Chapter 13

In reply to Nightmare (msg # 691):

"Net? Nah, you need a steel cage.," Roger chimes back. "Strong as the alloy in the Leireblomst observatory. I've seen Terrasque claws carve through stone like it's birthday cake."

He returns to the task at hand, addressing the Joss at the crank.

"Alright! Sorry about that my friend. So, where do you get water from around here? How much do you dudes know about fire?"
Billy Laser Fist
player, 3071 posts
Stacks of green paper
in his red right hand
Mon 31 Aug 2020
at 19:38
  • msg #693

The Game: Chapter 13

"She said nest.  We're debating the merits of finding little terrasque babies and teaching the Joss about guard dogs," Billy comes over comms before looking down at Rebecca, "Not really, but we're gonna, so might as well.  Oh and just FYI, some of these Joss might not be happy about us being here and are planning a trap, so just be on the lookout for that, standard don't get killed stuff."
Nightmare
player, 3360 posts
I was young, and that may
explain my actions.
Mon 31 Aug 2020
at 20:42
  • msg #694

The Game: Chapter 13

In reply to Billy Laser Fist (msg # 693):

She groans as he tells her this and slumps on his shoulder.

I'm too hungover to deal with this.  The headache is gone but I still feel like I was pulled through a lab backwards.

She straightens up a bit.

I'll do my best. 

Percy pads up silently behind her handing her the walking stick which she leans on heavily.

Thank you.

As he turns to go he takes the shock club off her belt and slings it over his back.
The Watcher
GM, 4095 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 2 Sep 2020
at 18:35
  • msg #695

The Game: Chapter 13

In reply to Nightmare (msg # 694):

Team Fuller (Fu-Chi, Hilda)

Things occur, the details of which you are not currently aware.

Team Mixer (Basil, Gestalt)

OOC: Still waiting for Basil to make his rolls for descending the shitty ladder (see what I did there?)

Team Cranker (Roger, Xander)

Roger takes a moment to ponder the concepts of miniaturization and active power supplies while the Joss debate his questions.

"We understand fire," one says. "We have access to fresh water, as well. Underground supply, though limited in times of drought."

"We have a map from the Architects," the other Joss says, unfurling a piece of weathered parchment and handing it over to Roger. "It shows all the buildings where Cranking Duty is currently assigned".

Roger notes that the are many dozens of buildings circled, include the Architect Tower itself.

"Replacing all of the cranks with automatic ones that are not made of burning metal would free up a lot of Joss for other Duties."

Team Chaser (Billy, Rebecca, Ibis)

Your group wanders through the tunnels, which are a somewhat snug fit for the Joss but roomier than most of the mine shafts you've encountered so far by human standards. As you progress, the darkness takes on a greenish-blue tinge until you suddenly find yourself standing atop a short ledge that overlooks sprawling fields of the bioluminescent mushrooms that Roger called glowcaps. There are pathways leading through the fields, which create a sort of checkerboard pattern.

The ledge upon which you stand also hosts a boxy wooden structure set upon a post. It looks for all the world like an old-fashioned set of stationary tourist binoculars.

A sloping ramp provides an easy way down to the main level, where three Joss with clubs are already standing.

"We are glad you are here," one of them calls up to you. "So far, so quiet. We were just about to patrol the fields. We need a Watcher and a Chaser to assist with the Catching, in case we find something."
This message was last edited by the GM at 18:35, Wed 02 Sept 2020.
Billy Laser Fist
player, 3072 posts
Stacks of green paper
in his red right hand
Wed 2 Sep 2020
at 18:42
  • msg #696

The Game: Chapter 13

"So how do you normally teach younger Joss to do new jobs?  Do you have someone new to a task learn from someone who's done it before, or just let them do it badly until they figure it out?" Billy asks idly as the Joss below calls up to them.
The Watcher
GM, 4096 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Wed 2 Sep 2020
at 18:44
  • msg #697

The Game: Chapter 13

In reply to Billy Laser Fist (msg # 696):

Team Chaser

"Smart question," a Joss replies. "The Young usually accompany the Chasers. Watchers and Catchers are more important Duties, with less margin for error."
Basilisk
player, 193 posts
All Suffering can End
Decide nothing matters
Wed 9 Sep 2020
at 17:01
  • msg #698

The Game: Chapter 13

In reply to The Watcher (msg # 697):

Basilisk begins to climb, awkwardly, but without hesitation.

Grabbing the rungs is no problem for the suit (87, Yellow Agility success)

Maintaining grip for the metal gloves is, however, difficult (1, Strength check FAILURE)
The Watcher
GM, 4098 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 17 Sep 2020
at 16:26
  • msg #699

The Game: Chapter 13

In reply to Basilisk (msg # 698):

Team Mixer (Basil, Gestalt)

Basil loses his grip on the rungs and falls a good 10 feet before managing to arrest his descend on a far lower rung. This is great news for Basil...and poor news for Gestalt, who was climbing down below him.

The impact of the fall jars Gestalt's grip such that the man falls the rest of the way down, landing with a squelching SPLUNK somewhere far below.

From the sound of swearing in the comms, Basil assumes the man survived.

This is confirmed when Basil reaches the bottom himself, along with the pair of Joss guiding them. Gestalt, covered with brownish-green muck, is submerged up to his shoulders in a central pit into which all of the various latrine columns seem to drain. With great effort, he scrambles out of the pit and onto the narrow lip upon which Basil and the Joss now stand.

"What the hell was that?" he barks, more at the world than at Basil. Gestalt attempts to wipe the grimy faceplate of his EVA suit (which extended at some point during his fall) with a dirty glove that does nothing but smear the substance around. "And...the same question, but for that crap in the pit. That's what it is, right? Crap?"

The Joss nod grimly.

Basil's sensors tell him that the smell of ammonia and sulfur would be nearly overwhelming if not for the air scrubbers in his suit. He notes that the Joss seem entirely unaffected by the change in air quality.

"Waste is collected here," one says, grabbing a large metal paddle from among many others hung around the ring like so many pool sticks in a billiard hall. "We must stir it until it is all the same consistency. Then it can leave the pit and go to the next stage."

The Joss hand Gestalt and Basil a paddle apiece and gesture toward the foul slurry.

"Begin. We will intervene if something goes wrong."

OOC: Intuition and Endurance checks needed.
This message was last edited by the GM at 16:49, Thu 17 Sept 2020.
The Watcher
GM, 4099 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 17 Sep 2020
at 16:29
  • msg #700

The Game: Chapter 13

In reply to The Watcher (msg # 699):

Team Chaser (Billy, Rebecca, Ibis)

After some internal discussion, the Joss decide that they will handle both the Watching and the Catching, assigning Billy, Rebecca, and Ibis to join two other Joss on Chasing duty.

You follow the Joss into the mushroom fields until your guides stop, roughly in the center of the area.

"Until something changes, we are now all Watchers," one remarks. "So...let us watch."

OOC: Make an Intuition check each, please.
This message was last edited by the GM at 16:29, Thu 17 Sept 2020.
The Watcher
GM, 4100 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Thu 17 Sep 2020
at 16:33
  • msg #701

The Game: Chapter 13

In reply to The Watcher (msg # 700):

Team Cranker (Xander, Roger)

Plans for smaller, more manageable cranking engines materialize in Roger's mind, and he grins in triumph. The only thing he'll need is a sufficient water supply -- it needn't even be potable. He brings this up to the Joss and is met with skepticism.

"You need water? one says, its tone the equivalent of raising an eyebrow. "Would soppoppslemming work? We have more of that."

Roger did the math and, no, soppoppslemming would not work. He'd have to build something to extract the water from the rest of the slurry first.

OOC: Need a Reason check from both of you.
Yardbird
player, 338 posts
It is what it is
until it's something else
Thu 17 Sep 2020
at 16:38
  • msg #702

The Game: Chapter 13

In reply to The Watcher (msg # 701):

"Soppoppslemming, huh?"

[Reason: 97, Success]
Nightmare
player, 3361 posts
I was young, and that may
explain my actions.
Fri 18 Sep 2020
at 14:46
  • msg #703

The Game: Chapter 13

In reply to Yardbird (msg # 702):

Nightmare looks out but is thoroughly distracted by the lit mushrooms.

This, is, beautiful down here.

Despite her best efforts her mind wanders to thoughts of chemoluminescence.

[Intuition: White]
Billy Laser Fist
player, 3073 posts
Stacks of green paper
in his red right hand
Fri 18 Sep 2020
at 16:38
  • msg #704

The Game: Chapter 13

"Yes.  Watching.  An exciting and admirable occupation," Billy remarks in deadpan.  After a moment he reaches up to cycle through the various sensor suites his suit's HUD has available, sighing with boredom.

((86 intuition))
The Watcher
GM, 4102 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 28 Sep 2020
at 15:25
  • msg #705

The Game: Chapter 13

In reply to Billy Laser Fist (msg # 704):

Team Chaser

Rebecca is handily distracted by the glorious xenobiological wonder that surround her, but Billy's boredom keeps him focused on the task at hand. It doesn't hurt that he can see additional spectrums of light, of course.

Billy picks up a heat signature in the far northeast. Several of them, in fact, fanned out in a sort of semi-circular perimeter around that quadrant of the fields. They appear to be humanoid-esque, smaller than the Joss, and crouched low among the glowcaps.

They appear to be biding their time and waiting for something rather than moving.

The other Joss don't seem to notice them.

Team Cranker

Roger's spark of insight gives him an idea. The steam doesn't have to come from water. He could boil damn near anything to get the necessary power to rotate the cranks. If he's careful, he could build a battery to hold excess power so the cranks can turn on demand without having to run the turbines constantly or wait for them to spool up. Of course, that would mean hiding the battery and circuits from the skeptical Joss.

Roger figures the best thing to do wouldn't involve building miniature cranks all over the city, but rather build the equivalent of a power plant near the Great Lift, where the Joss have already accepted the autocrank system as "not burning metal".

He rubs his hands together. All he'll really need to a boilable substance and a way to pipe it into the boiling chamber, and place to catch the steam to cool it back down again.

OOC: Ideas on specifics are up to you, or you can make another Reason roll.

Team Mixer

(still awaiting Basil's input)

Team Fuller

"I think I need a tech here," Fu-Chi radios over the comms. "Xander or Roger or Billy or someone? They're trying to purify their waste to extract what smells an awful lot like ammonia out of it, and using that as a cleaning reagent. I have no idea how to replace the manual labor involved without an engine of some kind."
This message was last edited by the GM at 17:13, Mon 28 Sept 2020.
Billy Laser Fist
player, 3074 posts
Stacks of green paper
in his red right hand
Mon 28 Sep 2020
at 17:04
  • msg #706

The Game: Chapter 13

They’re using the toilets to do laundry?” Billy comes back over comms, “If that works I’m kinda impressed, honestly.  Hey Roger, does your translator thing do Talpid too?
Billy takes a step to the side and cranes his neck to look at the heat signatures before his voice comes out of his helmet’s speakers, talking Joss, “So what do watchers do if they think they see something?” his tone keeps the casual bored cadence it has so far.
Basilisk
player, 194 posts
All Suffering can End
Decide nothing matters
Tue 29 Sep 2020
at 13:26
  • msg #707

The Game: Chapter 13

In reply to Billy Laser Fist (msg # 706):

My apologies.  Climbing is difficult in my protective suit.  I shall use the ladder alone next time.

Basilisk accepts the paddle and begins to mix the slurry in a slow even motion, taking no heed of the nastiness of their surroundings.

(Intuition 92, Yellow success.  Endurance 58 Green success)
Yardbird
player, 339 posts
It is what it is
until it's something else
Tue 29 Sep 2020
at 13:38
  • msg #708

The Game: Chapter 13

In reply to Basilisk (msg # 707):

"Yeah, Talpid, Joss, Leireblomst. Did I not pack that library when I sent the service updates out? My bad. That, my dudes, is why I'm not a software guy."

Roger punches a few buttons on his tablet and distributes the Talpid language to his comrades.

"Hm. Burning metal is just metal that looks unnatural." he ponders. "Earth battery, I wonder."

Roger continues to puzzle...

[Reason: 37]

...but distracts himself with another idea before he gets too far down the labyrinth of his imagination. He opens up comms.

"So let's see. I need a way to strain water from mushroom slurry to create steam for the auto-lifts. Fu-Chi has a bunch of waste they're trying to turn into cleaner. Basilisk, what kind of materials are you working with? I'm wondering if there isn't some kind of, uh, elegant solution here.
The Watcher
GM, 4112 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Mon 12 Sep 2022
at 18:36
  • msg #709

The Game: Chapter 13

In reply to Yardbird (msg # 708):

OOC: Recapping plot points after a long break!

Our heroes are currently investigating the alien world of Ceto, which serves as the home to several sentient species: the Talpid, a subterranean race of superstitious, mole-like creatures roughly human in size who adhere to a strict caste system; the Joss, a terrestrial race of humanoids roughly twice as large as humans that live in a socialist society with the tenants of equality taken to frankly ludicrous degree; and several human colonies.

The main human colony consists of former Alliance of Sol terrorist operatives and kidnapped prisoners called Invictus which was created from the remnants of a terrorist-aligned AOS fleet that went missing from Earth space decades ago, when the system's jump gates were first discovered.

According to Roger, Invictus is run as a military dictatorship propped up by a program that elevates and weaponizes the colony's auger population. He's asked you for help either toppling the regime or at the very least rescuing a few of his friends from their clutches.

With a population of nearly 10,000, there are too many colonists to evacuate/rescue on the portion of your fleet that is currently available to you. To rectify this, Billy dispatched a frigate (and lots of NPC crew) to fetch the larger battle station Laserfist Prime from the Sol system and bring it here.

quote:
Transport

Commanding Officer:
-- Billy

Crew:
-- Rebecca
-- Xander
-- Sophia (Xander's AI)
-- Basil
-- Gestalt (former AOS leader)
-- Hilda (linguist)
-- Peyton (pilot)
-- Ibis (shamanistic healer)

Passengers:
-- Fu-Chi (UN Ambassador)
-- Roger
-- Adj (Leireblomst adjutant)

Notable Cargo:
-- Abraxas
-- 6 months of supplies

***

Frigate
Commanding Officer:
-- Kayla

Crew:
-- 1st Mate: Dynamis
-- Adjutant: Madisyn
-- Ops-Spec: Makani, Leilani
-- Linguistics: Sapir-Louis
-- Logistics: 2 pilots, 4 runners, 2 navigators, 3 smugglers
-- Analytics: 2 engineers, 4 programmers
-- R&D: Orville (botanist), Reggie (physicist), Dakota (chemist)

Passengers:
-- UN Ambassador's Aide

Notable Cargo:
-- 1.5 years of supplies
-- Cache of Leireblomst tech
-- 2x StarBlazer starfighters


While the frigate is thus occupied, those in the transport (e.g., the PCs) are all effectively marooned on Ceto for the foreseeable future and have been making an attempt to set up diplomatic and trade relations with the natives.

You begin with the Joss, whose capital city of Hevetplata rests upon tall, flat bluffs rising among vast expanses of grassland. This socialist society is governed by a council of Architects, who are chosen completely at random every few years with the only caveat being none can serve consecutive terms.

They are technophobes (for good reason, as the robotic Leireblomst facilities you've already explored on Ceto have robotic defenses beyond their ability to comprehend), and refer to most technology they don't understand as "burning metal." They feel very strongly about their assigned Duty, which can and does change, and the Joss are aware that some Duties are better than others. This has not spilled over into paranoia or conspiracies about how the Duties are allocated, at least, not so far as you can tell.

Initial diplomatic relations went well, and the Architects have asked you to improve several aspects of Joss life to demonstrate your goodwill and your usefulness as future trade partners. To that end, you've been assigned to several different industries:

quote:
- Chasers (pest control): Billy, Rebecca, Ibis
- Mixers (fertilizer): Basil, Gestalt
- Fullers (textiles): Fu-Chi, Hilda
- Crankers (lift management): Xander, Roger
- Sentry Duty (still at the shuttle): Peyton


On a walkabout, Basil overheard a subset of local Joss expressing concern that the Architects had allowed you to stay, as it was clear you possessed burning metal and were a danger to society. It was hinted that they might try to do something about it during the next day, but so far nothing untoward has materialized.

Team Chaser (Billy, Rebecca, Ibis)

Billy, Rebecca, and Ibis are taken into a large cave system within the bluffs, where bioluminescent mushrooms called glødekapsler are farmed. The Joss have "watchers", "chasers" , and "catchers" assigned they duty of monitoring the fields and dealing with the local pests, described as follows:

quote:
"Glødekapsler are very important to us. We make them into food and drink, like the soppoppslemming. They only grow in deep, dark places. We have made a farm in these tunnels, far beneath Hevetplata."

"We are not the only ones who have a use for glødekapsler, though. We are not the only ones who consume them. These pests hurt our harvest. So we have Chasers to drive them away, and Catchers to keep them from coming back."

"There are four kinds of pests we need to discuss:

First, there are sometimes vepsedderkopp in the tunnels. Annoying insects, painful stingers, attack in groups. They carry away the glødekapsler and make them hard to harvest. Do not Chase them. Catching only.

Second, there are sometimes landflyktige down here. Joss who abandoned our ways and left the community. We seal the entrances they dig when we find them. Usually they run when they are discovered. Easy to Chase. Hard to Catch.

Third, and most vexing, are the talpid. They are quick, clever diggers with heavy, blunt claws. They sometimes use tools to aid in the harvest or as weapons. Usually they appear alone, but sometimes there are many of them. Hard to see, sometimes, but if there are talpid down here and we miss them, they will steal our entire harvest of glødekapsler. They must be Chased and Caught.

Fourth, and most dangerous, are the terrasque. Solitary, larger than two Joss together, big claws, thick skin. It can see fine in the dark and is very aggressive. Terrasque don't care about glødekapsler. They come to eat the other pests. And sometimes, the Joss assigned Duty down here. They can be Chased, but we wouldn't want to Catch one."


The group is able to proactively detect a small group of talpid, who are driven away. What remains is to suggest a solution to the problem that serves the party's interests...

Team Mixer (Basil, Gestalt)

Basil and Gestalt are made to climb down a cramped shaft and stir a sickening slurry of Joss sewage. It must be stirred until it is evenly mixed, so it can flow through the pipes and out toward the building Team Fuller is in.

Team Cranker (Roger, Xander)

Roger and Xader are taken to the Great Lift, the manually operated elevator platform that brings Joss up and down from the grasslands to the top of the bluffs. It is operated by hand, and it is a grueling task.

The challenge here is how to automate it without using any "burning metal" the Joss will be afraid to touch, use, or experience.

Roger hits upon using steam, as the Joss seem comfortable with fire and will boiling liquids. Xander and Roger create a small steam engine crank-assist system, which solves the problem handily.

Team Fuller (Fu-Chi, Hilda)

Fu-Chi and Hilda find themselves in foul-smelling room where a sewage-based mixture is separated out to isolate the ammonia, which is then used as a cleaning agent for the Joss's garments and other soiled goods.

***

All told, much of the labor involved in Mixing, Fulling, and Cranking can be replaced with steam power. Xander and Roger (and the top-side NPCs) are working on this while the bottom-side team (Billy, Rebecca, Ibis) try to sort out the pest control problem.
The Watcher
GM, 4118 posts
Knows, Sees, & Tells All
Above: 2 Truths, 1 Lie
Fri 30 Sep 2022
at 15:53
  • msg #710

The Game: Chapter 13

In reply to The Watcher (msg # 709):

Team Topside

Roger, Xander, and anyone else with mechanical knowhow get to work solving the Joss's various labor-intensive problems with a mechanical system powdered by steam, which is a technology they already use and accept for brewing. They decide to build the parts from natural materials to avoid any further scrutiny over "burning metal" and to make it easier to teach the Joss how to use and maintain the system in the future.

Team Chaser

Billy and Rebecca notice a small group of Talpid gathered near the outskirts of the underground glowcap mushroom fields, but do not bother to notify the Joss about it.

Instead, they manage to surreptitiously make a tentative contact with the mole-like creatures. The Talpid are somewhat suspicious of your actions, and keep a sharp lookout for the Joss lumbering around obliviously around the fields during your conversation. As such, they unwilling to speak at length before they scatter, but you do learn the following:

- They have no obvious weapons, but they do carry little sacks, so they are aware of tools

- They are aware of humans and have seen your kind before

- They, too, have a fear of and respect for "burning metal"

- They contest the Joss's claim of ownership over these caverns and their bounty, and thus do not view their gathering expeditions as raids/theft

- The ownership dispute also means they are currently unwilling to trade for the mushrooms

Nothing further of note happens in the caverns after the Talpid scatter, and you return topside having successfully prevented mushroom thefts for the day. A longer-term solution will still be needed, but it's certainly a promising start.

~~ END OF CHAPTER 13 ~~

Global Karma Breakdown
These affected everyone's totals equally. Individuals will gain bonuses and penalties beyond these, which will not be publicized. NOTE: Due to the hiatus, I will not be awarding individual karma this time around.

Baseline: +1000

- PLOT BONUSES (+500)

-- Cleared the Leireblomst facility
--- Endured Hitch's taunting videos
--- Gained passkey to Ceto's planetary cannon geofence system


-- Learned planetary history
--- Talpid and Joss are not native to Ceto, but imported labor races

-- Negotiated contract between StarBlazers and the Leireblomst Commandant droid, as below:

quote:
You propose a contract with the following parameters:

1) The passkey for power restoration

2) Delivery of to-be-itemized supplies at regular intervals and a to-be-negotiated price

3) Mutual technological development and culture exchange between the entity Starblazers and the entity Leireblomst, to be negotiated through intermediaries or in person

4) Blueprints and material requirements to create a facility such as this one, for a to-be-negotiated price

5) Full technical restoration of this and similar facilities, with help from Starblazer assets, for a to-be-negotiated price

The Leireblomst does not recognize, and is not beholden to, Consortium law.

StarBlazers INC does not represent any Consortium members.  It is an ongoing endeavor to achieve Consortium recognition for the human race, but the Liereblomst are the first extraplanetary society we've encountered that do not claim affiliation with the Consortium.  As part of our culture exchange, how and why they are outside of its influence would be of significant interest.


-- Learned about the Lords and Ladies of Leireblomst, as below:

quote:
"The Lords and Ladies came long ago," the Commandant begins. The image of the planet zooms out a bit further and begins to take on the qualities of a holographic video rather than a still frame. "The world was wild then, but the Liereblomst saw it for what it was: potential."

A trio of blocky starships enter the frame, breaking formation as they advance toward the planet and enter its orbit.

"Initial scans confirmed the lack of intelligent life despite the environment being capable of supporting it, and so the Liereblomst settled in to begin the process of observing and cataloging this world's native flora and fauna."

The starships adjust their orbit such that one orbits the equator in a wobbling band that takes it across diagonal latitudes to eventually pass over the entire planet. The other ships orbit at the poles.

"When the Liereblomst failed to find a suitable candidate to nurture toward sentience, as sometimes happens, the Lords and Ladies decided to resettle one of the many nomadic races that lack a homeworld of their own."

A flurry of alien headshots materialize and vanish, until it finally settles on an alien you've seen a few times throughout this facility's artwork and exhibits.

"Of these, the Liereblomst determined the climate and galactic neighborhood best suited a race called the Joss. They facilitated their relocation and created the building blocks needed for colonization."

Various Liereblomst ships can be seen coming and going, and many different settlements crop up on the planet's surface.

"But the Joss rejected the teachings of the Lords and Ladies. They withdrew from their cities, eschewed industrial activities, and consolidated their presence to a single vulnerable outpost."

The map zooms into a large mesa dotted with primitive buildings and cooking fires.

"The Lords and Ladies considered taking no further action, but worried that any extinction-level event would doom the race and the planet alike. And so they decided to bring in a second sentient species looking for a new homeworld—an industrious race that would not compete directly with the Joss for resources."

The alien headshots flurry around again, until they settle on another semi-familiar face.

"The Talpids. A subterranean race far more aggressive and energetic than the docile Joss. The Lords and Ladies built refineries, mines, and quarries to get them started, many of which were supervised by observers like the Adjutant. The Lords and Ladies were confident that both races would be the better for their cohabitation."

The overview of the planet is stripped away to show a variety of tunnels and underground cities.

"It was a rousing success, and the planet thrived. The Liereblomst invited other races to come work in the factories and mines and quarries, and see for themselves the richness of the world and the utility of its hardy inhabitants."

"When their presence was no longer needed, the Lords and Ladies took their leave, as they always do. Their ships return at regular intervals, during which they graciously receive a measure of the planet's production from its populace."

The holographic video ends with the Lierblomst logo and a lot of lens flare.

"This facility helps protect their investment from outside influence...or, it is meant to do so. The presence of the new colonizers—of your people—is not what they would have intended. Or desired."

"Each represents a homeless race, or did at the time the hologram was made. And they come once every 10 years," the Commandant says. It glances down at its chest cavity. "I do not seem to remember the last time they were here. My local archive has been...misplaced. I am not even certain of the current date."


-- Learned about Invictus (CoS/AoS) Personnel, as below:

quote:
The video opens in a sprawling area that looks more like a luxury hotel lobby than a dingy wing of a ramshackle ship. Arced staircases curve downward from the current floor to the one below, which consists of a wide open space filled with coffee tables, lounge chairs, pool tables, hologames, and more.

Wide double doors open to reveal a smattering of circular 8-top tables arranged such that most seats have a good view of a podium and viewscreen prominently placed on the wall opposite the doorway. There are a good hundred people in this room, some of whom are talking animatedly to each other and others who are idly tapping away at their personal tablets.

Soon enough a man approaches the podium and clears his throat. He's wearing a patch AND a uniform, and his voice carries with what you might consider supernatural volume.

"Settle, settle. Your attention, please!"

The din subsides, and he nods his approval.

"Jolly good. Now then, as you've no doubt surmised, this room contains the vast majority of Nadir's known augers -- those not currently on the security team or officers, that is. So take a good, long look around."

He waits, and it becomes clear he actually expects people to do this. The crowd complies half-heartedly, glancing around and rolling their eyes or trading high fives with friends.

"There are a few things I want you to be thinking about as you consider this room and the people within it. First, that each and every one of you has a special, irreplaceable role to play in the colonization process. And second, that no matter how special or irreplaceable your role might be, you are not peerless. So don't let the brand go to your heads."

The projection screen blazes to life, and shows a color-coded pie chart of some sort.

"There are 180 confirmed augers among the greater population. 180 out of 10,000. Your strength is humanity's strength, and your power, humanity's power. In the days and weeks to come, you will be instrumental in transforming this world into a home for us. And in the decades to come, your children, whether sired from 2 auger parents or merely the 1, will carry the genetic spark forward to the next generation. And to the one after that. Onward toward infinity."

"You will wear your Brand on your left sleeve at all times. You will also wear your team's badge on your right sleeve. Your lead will provide this for you. The leads will have different colored patches than their subordinates to further distinguish them."

The video advances to a pudgy man whose thinning hair looks odd on his cherubic features.

"For our team patch. We'll each submit a design and vote on our favorite. But!"

He holds up a finger.

"Before you dip your styluses into digital ink, we should go ahead and snuff out the burning curiosity. The question on everyone's lips: what, exactly, would you say you do here?"

He grins.

"It doesn't have to be your life story, though. We don't have all day. I'll begin. Like I said before, I'm Treve. Used to work in the engine room. And that's because..."

An arc of what appears to be liquid electricity courses from one arm to the other, leaping between his palms to form an exclamation point.

"...et voila! I can make, shape, and repel electricity. And I can sense it, too. Even biological electricity, like the sparks that make your brain work. Don't worry, though! I can't control THOSE."

***

"I'm Marcy. Marcy Adams. I'm a nurse," says a middle-aged woman with sharp green eyes and dull red hair. "I project warmth and heat. Sometimes, I can project light, too. Or set things on fire. But only sometimes."

She glances downward.

"It's really hard to do."

***

"Wren. I was a personal trainer and fitness instructor for the security force," says a women with small build and light brown hair died with frosted tips, worn at shoulder length with short bangs over her forehead. "I never get cold, and energy weapons bounce off my skin. I'm pretty good at shikake-waza kendo techniques, too."

***

"I can move mountains," says a dark-skinned man with long limbs and longer dreadlocks, as he flexes an arm in exaggeration fashion. "Well, maybe. I don't know, it's been years since I saw one! But rocks and stones tend to do what I ask them to do. They're very polite that way. I worked in the warehouse, and I'm SO GLAD to be outta there. My name is Gustaf."

The video ends.

"Treve's dead. Rock guy and medic are at Invictus. Oz and Wren are camped out with the Joss -- they're the ones who want off planet the most. Marcy's not the most adventurous person but she does get courageous when it counts. Gustaf's mind might still be mush. Been a minute since we caught up."


-- Collected biological and technological samples, as below:

quote:
Any biological waste products she can find
Food precursor materials (green goop)
Any samples of fuel for the facility
Books from the library, particularly reference materials, atlases, dictionaries, maps, etc... she would use one of the robots to help her distinguish which is which.
Bunch of Wasper Carcasses
The spider carcass


-- Learned of Roger's brush with the "spirit of Ceto"

--Learned more about ECEA, as below:

quote:
Per Ambassador Fu-Chi:

"During our first conference, Mr. Lasseur-Fische asked me about a U.N. program that lost its funding 30 years ago called the Extraterrestrial Colonization and Expansion Agency—the E.C.E.A.," Ambassador Fu-Chi says, steepling his fingers and looking in Xander's direction. "And now, you inquire about an international headache from around the same period? Curious."

He smiles tightly.

"It seems if we are to look to the future, we must first explore the past in more detail. Please make yourselves comfortable."

"As I told Mr. Lasseur-Fische previously, E.C.E.A. was the successor of the ancient SETI program. The charter for these initiatives has been passed from agency to agency in various forms, and it now rests with StarBlazers. You are the latest link of a chain of curiosity and exploration that goes back centuries."

The ambassador purses his lips slightly.

"The ECEA was dissolved after an embarrassing accident that claimed the lives of many during a routine personnel swap on Luna. Braeburn purchased the lion's share of the salvage, including what we later learned to be proprietary technological discoveries and advancements. The trouble with keeping so many secrets, you see, is having to remember where you put them before you assign salvage rights..."

Fu-Chi inclines his shoulders.

"Braeburn filed many patents not long afterward for components that would ultimately end up powering their iconic battlesuits. It would not be impossible to suppose they found alien technology in some crater beneath the Luna research station and incorporated it into their designs."

"All of this is information I have shared before. But, Mr. Lasseur-Fische, you may recall that after our last meeting I pledged to do some digging through records from that contemporary time period. Many were incomplete or redacted, but the word 'GOLIATH' is certainly present among those that survive. It was quite the scandal when it broke."

"You see, the Goliath Program combined experimental battlesuit technology with brand-new advancements to cryonics. In the early 2100s, a test pilot named Calvin Higgins volunteered to be shot to the moon and back again in a small pod that would keep him frozen until he arrived on the moon, thaw him out, wait for him to do a quick spacewalk, then freeze him again and bring him back home. It was to be a trial run for more important missions."

The ambassador presses a button, and a smattering of digital news stories and headlines are projected into the room.

"As you can see, everything that could go wrong...did. The media started calling him Hitch in a tongue-in-cheek reference to the bad luck that seemed to follow him around. He ended up stranded on the dark side of the moon for about a week. When he finally did came back, he brought something with him: some interesting bits of metal and electronics he says he found up there."

"The ECEA ran some tests and found that these components were very efficient at providing and storing power. It had the makings of being the best battery on Earth at the time. It could have revolutionized hundreds of industries and given our space program a jolt into the future."

"I say 'could have' because we haven't reached the scandalous part yet. Hitch convinced his superiors not to hand his find over to the research labs or the tech giants, insisting that E.C.E.A. help him build an exosuit around the thing and rigged cryonics around the chassis, too."

Fu-Chi pushes another button, and the headlines change to outrage.

"Eventually, Hitch stole the thing and vanished. His supervisors mentioned the man had been acting increasingly erratic in the days leading up to the theft. He'd talk about Goliath as if it had a mind of its own, and make jokes about going to find his friends."

"Officially, the ECEA's conclusion was that Hitch and Goliath were both destroyed shortly after attempting to leave Earth's orbit. It was never designed for that kind of travel, after all. Unofficially, however..."

Fu-Chi pushes yet another button, and a heavily redacted set of military orders is projected.

"The ECEA sent an agent named Oz on a retrieval mission to salvage what they could of the Goliath Project, as it was referred to internally. But when the scandal shuttered the agency, the UN lost track of both the pursuer and the prey."

The ambassador looks at Xander again.

"But what does all of this have to do with your recent journeys?"


Yardbird, due to his association with Oz, knows more pieces of the story than Fu-Chi does, as below:

quote:
"Hitch called the thing Goliath, but when he booted it up for the first time, he found that the battery system still had its old OS loaded up. The OS called itself Dike (pronounced as the Greek, "vhe-keh"), and Hitch swore it had a mind of its own. Artificial intelligence, even, maybe. But that was science fiction."

"Well, Hitch and I were the only ones who knew about it, aside from E.C.E.A's top brass, of course. And we kept it that way for a while. But then Hitch started acting a bit weird. Had the look of a man who'd seen things he shouldn't have seen. Kept saying that he needed to find Logos and Sophia, whoever they were. Said that Dike wouldn't stop talking about them. Said he wanted permission to take the cryonic system and Goliath and go look for them."

Oz shakes his head.

"Well, we ran that up and down the flagpole and were told to take Goliath apart so we could get that battery studied in a proper laboratory setting. Hitch took the news better than I expected -- he looked almost relieved, I thought -- and I figured that was that."

"The next morning I learned that Hitch, Goliath, and Dike were gone -- and so was the latest cryonics unit. The brass were furious. Told me they'd put a tracker on the mech overnight, pointed me to a shuttle, and told me to go bring 'em back without delay."

Oz sighs.

"If I'd have known that was the last time I'd be on Earth, I might have taken the time to tie up a few loose ends. Call my folks, arrange for someone to look after my dogs. But you know what they say about hindsight."

He clears his throat.

"Anyway, my ship wasn't faster than Goliath but I had way more supplies. I figured I'd catch him sooner or later, especially since Hitch seemed to be heading toward the inner solar system rather than the outer limits. There's only so close you can get to the sun before, y'know...problem solved."

"You can imagine my surprise when, somewhere between Venus and Mercury, his signal went totally dark. I ran the tracer program a hundred times, with the same results: a surge of energy, and then nothing. Solar flare, maybe? I relayed this back to the brass, but they wanted me to collected the wreckage and bring it back. So on I went. Only when I got to the spot where he vanished...I did, too."

Oz describes the jump ring procedure exactly as Roger remembers it himself.

"Once I was on the other side, the tracker picked back up. I started to wonder if maybe Hitch knew what he was talking about after all. Eventually I worked up the nerve to call him, and we've traveled together ever since."

His eyes narrow.

"Or we did, until Hitch locked me in this shithole fortress and absconded with my ship!"


-- Collected information about Project Goliath, as below:

quote:
Rebecca's actions put the dossier of information you've collected on Hitch, Goliath, Project Avatar, and Project Archon on display for all to read:

Hitch and Goliath are a human/mech pair associated with Braeburn's off-books ARCHON and AVATAR projects. You only know what they look like from distorted holograms.

Hitch appears to be a clean-shaven, dark skinned man with an athletic build.

Goliath appears to be a large mech with a bulky limbs and a sleek torso.

Relevant Archive & Crucible Entries

Regarding PROJECT AVATAR and PROJECT ARCHON, there were ultimately three versions of the experiments that met with any modicum of success.

The initial experiment placed one of the most stable AIs (Sophia) with the most fully-developed prototype of the Archon-class battlemechs (Abraxas), piloted by one of Braeburn's most talented pilots (Xander), whose service records indicate an almost preternatural ability to intuitively control machines on an almost subconscious level.

A follow-up experiment took place after Xander went AWOL, this one involving three names: Mithra, Logos, and Aletheia. Likely, these are the names of an AI, mech, and pilot. The Crucible lists their current status as DEPLOYED, with no further information available.

Further scouring reveals a third experiment, dated years prior to Xander's own. The names involved follow a different nomenclature and pattern entirely, and consist of just two identities: Calvin and Goliath. Their current status is listed as MIA.

Additional Crucible Entries

PROJECT AVATAR was a program that was meant to transfer consciousness from humans to machines and back again, even if the "back again" was to a different human, thus creating a measure of immortality.

An initial pool of volunteers was selected, each of whom had what were deemed to be exceptional minds locked within damaged bodies (terminal illness, advanced age, paralysis, etc.).

The "send it back" part did not work, and drove participants stark raving mad. The program was shut down as a result, but there was disagreement about what to do with the remaining minds that were mid-transfer when the program was terminated. Unable to return the minds to their host bodies without driving them mad, the decision was made to keep the minds in inorganic housing, essentially making them the most advanced "AI" at humanity's disposal.

When the initial attempts to restore minds to host bodies failed, that part of the project was put on hold indefinitely. Minds that had already been separated were kept apart from their bodies, leaving the latter in stasis. The files aren't clear on whether the ruined bodies were preserved for any particular reason.

The project was later revisited from a different angle, with the intent to meld the human consciousness with the processing power of an advanced AI. The idea was to create AI of unprecedented utility by marrying the creative thinking of the human mind with the logical framework and raw processing power of cutting edge artificial cognition.

This part of the project was overwhelmingly successful, with several candidates functioning far beyond all expected parameters. It is unclear how many human minds have been converted to AIs.

Project Archon, Phase I

Braeburn's top secret next-gen battlemech development program. Utilizing mysterious technology found at (redacted), hypothesized to be an example of (redacted), Braeburn's top scientists set about to create a brand new, highly experimental line of battlemechs with capabilities far outstripping anything before developed.

While successful, results were highly unpredictable, with prototypes displaying a range of behaviors and quirks that stymied engineer teams. Development reports are rife with instances of prototypes acting of their own volition, despite lockdown commands, as well as manifestation of abilities entirely unimplemented on their chassis.

Due to this instability, the battlemechs were deemed unsuitable for full-scale deployment, though development continued, in large part to continue testing the unexpected and un-directed adaptability of the chassis. If only they could find a means of controlling them...

Project Archon, Phase II

To that end, one of Braeburn's top executives had the idea to apply one of the successfully developed and currently idle advanced AIs produced from the defunct Project Avatar to attempt to control the Project Archon battlesuits.

The initial experiment placed one of the most stable AIs (Sophia) with the most fully-developed prototype of the Archon-class battlemechs (Abraxas), piloted by one of Braeburn's most talented pilots (Xander), whose service records indicate an almost preternatural ability to intuitively control machines on an almost subconscious level.

Though Xander turned traitor and absconded with Abraxas and Sophia, development presumably continues to this day.


-- Learned about Roger's experience with the local species:

quote:
"Right, aliens!"

"Uh the uh, Joss. They're uh - big! Real big. One leg. Let's see, they were maybe birds at one point, maybe. Or at least more birdlike than they are now. Primitive technology, they live off in a mesa-plateau kinda setup with levers and pulleys to get up and down. Super egalitarian society. Rotating responsibilities. They like things as they are. Didn't really find much of a groove with them, but they're cool dudes. Little traditional for my tastes, but then again I like the ability to change stuff on the fly, so there's that. They do kick you out if you don't believe what they believe, though."

"Now Talpids, those are your mole people. Heavy digging claws, a hearty appetite for glowcaps -- those are a kind of bioluminescent mushroom -- and the ability to puke in self-defense. I'm not making this up. Anyway, they live in a deep underground society, different burrows. Highly stratified. There's a whole layers of dirt analogy I could go into but... Anyway, Talpids in the slums revolted against the ones in the palace. I quelled it with a really strong water gun and help from a few friends. The leader, the Great Down Dweller, got voted out then replaced and exiled by an asshat named Ponce, but that's democracy for you. At least nobody had to die."

He takes a deep breath.

"And I should mention that the planet is sentient. I don't know if you want to count Ceto as a separate alien or the sum of all aliens. That's probably a question for a zoologist."


-- Met the Joss

-- Met the Joss leaders, the Architects, as below:

quote:
The Architects mumbles and chat with each other for a good while after this, until finally they quiet down.

"We propose a test," one of the Architects says. "The least desirable jobs are Mixer, who must convert waste into fertilizer; Cranker, who must operate the lift systems throughout the village; Chaser, who must clear the depths of pests; and Fuller, who must process and cleanse the textiles we use for other purposes."

"If you can devise a way for these tasks to become more pleasant, without the introduction of burning metal, without beholding us to your expertise for maintenance, and without allowing the populace to become too idle from lack of replacement tasks, we would be willing to reimburse you with such supplies as are deemed adequate."

The corded Joss bows toward the Architects and turns toward you.

"If we are agreed, we will work out the details together and leave the Architects to speak with the next petitioner...are we agreed?"


-- Met the Talpids

-- Found detailed Leireblomst map of the planet Ceto

-- Dispatched Kayla and lots of NPC ships to collect your flagship and bring it to Ceto


- PLOT PENALTIES
-- Due to the hiatus, there will be no penalties

---- TOTAL PENALTIES 0

Adjusted Baseline: 1500
This message was last edited by the GM at 15:58, Fri 30 Sept 2022.
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