S.S. SIGRUN - SHIP INFORMATION AND ITINERARY

Mar 01, 2011 00:59


OKAY GUYS, here's what is compiled for your adventures on the S.S. Sigrun.  We'll also be using this post to field any potential questions that haven't been covered in the post.  So, for the sake of organization, we'll start with the labeled areas of the ship and go in-depth from there!

RESDIENTIAL AREA:

This is the safest area on the Sigrun.  There's gravity, power, life support, everything anyone would need.  Feel like sneaking off of the Thor and crashing in one of the abandoned rooms/suites/mansions for a few days?  Go for it.  However, just because it's the most safe, it doesn't mean that it's perfect.  The back up generator can go out at any time (whatever you feel is convenient for whatever you, the player, wishes to do) and there are creatures roaming the vents and ducts.  These are mostly mutated forms of deep space pests, like tentacle rats, blob spiders, deep space shriekbats, or whatever else your mind can come up with.

- Salvageable items can come in the form of private logs, Guides, supplies, personal effects (all kinds of people and aliens lived here, of course) but that's about all you'll find.  For the moment.

COMMERCIAL DISTRICT:

This is where all of the shops and recreational facilities are.  The danger here is mid-level, with more deep space critters running around in the darkness. The gravity here tends to fluctuate wildly.  Sometimes you'll float like a feather, other times you'll feel like you weigh a ton.  It's advised to not wander through here without some basic tools; a weapon and a full oxygen tank and breathing apparatus. No space suit is needed here, though the pair of massive, titanium balls you'll need to have and lug around with you to even consider trekking through here is optional.

- Salvageable items here can come in the form of tools, books, supplies from stores, souvenirs, scrap parts, and even things such as tech and electronics.  It's a looter's paradise essentially.  You'll also be able to raid the police station for weapons and other useful items such as communicators.

CARGO HOLD:

This area of the ship is completely shut down.  While all of the doors are unlocked and full access is permitted, there is no power, no life support, no gravity.  Something very clearly cut all wires, and the generator itself is completely destroyed.  Inside, you'll find creatures that cannot stand the light, and will attack at the slightest provocation.  While the form of the creatures is completely up to the player, they are dangerous, they move fast in a weightless vacuum, and have faces akin to an angler fish, only with milky white, pupil-less eyeballs.  (They're 99 percent blind).  They can swim through the vacuum, they can crawl, leap, whatever you, the players, deem necessary.  Full protection is needed when entering here; space suit, weapon, and oxygen tanks.

- Salvageable items are a bit more useful and plentiful here.  It appears the Sigrun was carrying a large freight when it disappeared.  This includes, unbelievably, research items, cultural effects, books, all of which record and document the various worlds it had traveled.  There's also useful tech, weapons, and supplies for harsh environments, including tools to repair ships and other mecha.

LABS:

This area was originally locked down, but when the power went, the access codes were reset, and now anyone is allowed entry.  However, without power, that means any experiments that might have been contained here have potentially grown unstable.  Or gotten loose.  Things you might find here are not-so-empty cryogenic capsules, experimental tech and weaponry.  Oddly enough, there's also several dozen drones and robots that are in perfect working order, but are shutdown and cannot, under any circumstance, be brought online.  Bear in mind, some of the residents of those cryo-capsules might still be hanging around.  At most, a respirator and a weapon are recommended here.

- Salvageable items include medicine (experimental or otherwise), research documents detailing the kinds of tests and experiments they were conducting, species logs as well as genetic experiments, experimental tech.

BRIG:

This is by far the most unsettling area of the ship.  This is where all those space critters and deep space monstrosities are nesting aside from the cargo hold.  This is where you'll also find the most remains (though what they are of is unidentifiable) as well as the hivemothers of the hellbeasts that are scampering around the ship.  And while most of the pests are of different species, they all belong to the same brood, controlled by a shaggoth, a massive mass of membranes and blind eyeballs, complete with blobbish tentacles and a hatred for anything it considers not of its brood.  It's roughly the size of a prison barge, taking up most of the brig all on its own.

BRIDGE:

This is where the beacon is originating from, and while the message is encoded, it will take some time to decipher.  There is no way of accessing the bridge until the captains of the Thor manage to crack the access codes.

OKAY, so that more or less covers what is on board the ship.  As for timeline, here is what we're shooting for.

FIRST WEEK OF MARCH:

Jobs are posted and volunteers to look for clues and salvage are accepted.  Free passage is allowed to anyone who wishes to go to the ship regardless of how reckless you choose to be.  Everything brought back is meticulously sorted through customs and can either be kept for personal use, or submitted to help the Thor.

SECOND WEEK OF MARCH:

The Captains are growing closer to cracking the code to the Bridge.  As such, reconnaissance teams are chosen from the refugee volunteers to examine several locations in search of the Sigrun's black box.  Teams will elect a captain who will receive tips from the captains (mods) on where to go and investigate next.  Some of these tips WILL be false, though not maliciously (we promise).

THIRD WEEK OF MARCH:

The Captains successfully manage to access the Bridge in an attempt to find the beacon and hopefully the black box.  However, hacking the Level S door results in a security failsafe.  The Sigrun goes into lockdown, and anyone aboard as part of a salvage team or otherwise is locked in while the Sigrun prepares to cleanse itself.  Those droids in the labs?  They activate and begin to clear out any lifeforms not in the ship's registry.  A mysterious countdown starts - The Sigrun's A.I. in an attempt to keep the Infinite Improbability Drive on board out of the wrong hands, begins a week long self-destruct sequence!

FOURTH WEEK OF MARCH:

Everyone makes it back to the Thor, just in time for it to jump out of the Sigrun's blast radius.  IID Event starts as the ship makes its way to the next world!

MISCELLANEOUS NOTES:

We're looking to leave a lot of up to the players this time around.  Do you want to come face-to-face with a particular creature or monster?  Toss it in!  As for salvageable components, anything is game within reason.  A general rule of thumb is, can you carry it and will Vogon customs allow you to bring it back on board without immediately confiscating it?  Found a holo projector you want?  Feel free to snatch it!  This event is for the players to decide what they want to do and find on the Sigrun.

Also, to answer a few questions and comments, the ship itself is not haunted per se.  In actuality, the ship's A.I. is malfunctioning and syncing with the Infinite Improbability Drive to create ghosts and apparitions.  Feel free to see them and even interact with them!  But they are by no means dangerous, just INCREDIBLY FREAKY.  Voices and sounds are okay too!

The Sigrun itself is actually bigger than the Thor, being one of the fleet's flagships.  It's perfectly reasonable for mechs and other oversized personal craft to make their way through some of the larger sections, but exercise some reason!

If you'd like to request a mysterious message being intercepted on your Guide for clues or even misleading and creepy statements, just send a message to the mod account with SIGRUN MESSAGE in the subject, we can cook something up for you 8)

As always, participation in any of this timeline is 100 percent optional!  Don't feel obligated to join in if you have other things you wish to do!  And as for being locked aboard the Sigrun, all Guides will be functional during that time, and can transmit from one ship to the other.  However, the Sigrun's self-defense system will not allow docking with the Thor or larger craft, so escape is up to those on board the Sigrun.  (PROTIP: It's totally possible, and if you can't figure out a way, feel free to message a mod for help!)

And, also as always, have fun!

As always (to the third power!), feedback is 100 percent encouraged and appreciated!

!plot, !event info, !mod post

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