(no subject)

Sep 03, 2009 20:59

They’re locking up the sun, the light of reason’s gone
And hope has been successfully undone
The question’s burning on, where is it coming from
No one seems to know the monster born

This is the first day of endgame in Project Daisychain

During Day 1...

Your characters will wake up to a cold, gray, metallic room. The cell has no windows, but has the ship’s identification number and room number printed on the wall, and a single door of steel several inches thick. There are also four cots and a single toilet in each room. Regardless of characters’ species or size, they’ve all been split into groups of four (with some exceptions) and assigned a cell. Remember to check the endgame setup post for where your characters’ cells are and who your cellmates are.

Every character will wake up feeling disoriented and a little weak. They have all been injected with a sample of the artificial crab venom, or DSN-A051, and will begin to feel effects of the virus by the end of the day. They’ll notice an obvious injection point on their arms (or front legs for four-legged characters), and that area will be sore.

There are a few exceptions: all of the Healers have been placed in a separate cell on board the Threshold. Tagruato took some extra precautions with them, and they are bound and sedated on top of being locked up. Unless someone comes to rescue them, they will wake up a day later than every other character, and their hands and feet are tied. Oversized characters that won’t fit in cells, in this case dinosaurs and dragons, have been placed in a storage pit on board the Pinnacle. The pit has a thick steel grate over the cover and is also locked.

There are no computers in the cells, so there is no way for first-person communication at this point. All interactions will have to be in third-person logs unless a new method can be worked out. Characters with radios or weapons that they obtained while in Manhattan have had those taken away: no guns, knives or pipes are in anyone’s possession. The walls of the cells are pretty thick: you might be able to hear someone in the next cell thumping on the wall or shouting, but any actual words are going to be not that audible.

There are guards stationed at the end of every cell block: two at each end and one in the middle. They are armed with tranq guns, tasers and normal guns. If they see anyone trying to escape the cells, they’ll try to tranq them and throw them back in.

There is hope, however. Your characters haven’t been given a new dose of power suppressant, so characters with special powers still have them intact, even if they’re feeling rather weak. Special powers are the same as they are in Manhattan: severely reduced, but still there. Your characters have these options for escaping the cells:

- Characters capable of teleporting will be able to teleport outside their cell.
- Characters capable of moving through solid objects can phase through the walls or door.
- Characters with supernatural strength can bust down the door.
- Characters with powerful magic can melt the lock or force it open.
- Characters capable of mind control (without any physical contact or eye contact) can coerce a guard to coming and opening their cell.
- Characters with mechanical genius can create a lockpicker or device to open the door, but only by using objects already in the cell or on their person.
- Small characters (cats, dogs, mice or very young children) will be able to squeeze through an air vent that will lead them to halls outside of their cells. No one larger than Fletcher Tringham will be able to fit through these vents.

Your first priority is to escape your cells (without getting noticed by the guards and recaptured or shot), and then find and revive the Healers so that they can begin healing the virus!
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