trpmods: (Default)
The Revival Project Mods ([personal profile] trpmods) wrote in [community profile] revivalproject2019-08-19 09:28 pm
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EVENT: ASP LORE SEE TEA

Temba, his arms open
(Temba, his arms open.)

WELCOME TO AGRA 10.

EVERYTHING IS BROKEN.


Well... not everything. The Data Point that you woke up next to when you arrived still works. You're sure of that, because of the way that it went ahead and downloaded a bunch of information into your head without even asking first. You have an idea of where you are, what happened, who brought you here, and what your job is -- which is to fix the place up, so the Agrii can come back home.

But ... what's that saying?

Right -- Put your own oxygen mask on before assisting others.

Before you can even start restoring Agra 10 to its former glory, you've got to make sure that your own basic needs are met. That means water, shelter, and food. Ideally it also means power and medicine.

The first two are pretty well taken care of, even if just temporarily: the fountain in the town square is a source for potable drinking water, and the hotel -- as people have taken to calling it -- is full of compartments, even if they're not quite built to the proportions you're used to. These are fine. You'll make do. But the Whale Comb feast is only going to last so long, and it's probably not a great idea to subsist off of sedative meat and intoxicating cherries.

Take a look around the town square, and you'll find the following buildings (the numbers are marked on the map for reference only - they have no such identifying features IC).


  1. One of the tallest buildings in the city, this structure contains floors designed for growing food crops. Its walls are transparent to let the sunlight in, and the building is fitted with an advanced irrigation system. Underground levels are suitable for root vegetables and night-blooming plants.

  2. This building leads into an underground area that looks like what, on Earth, might be an abandoned zoo....

  3. "The Hotel" -Its large, overgrown lobby leads you to the staircase and over a dozen floors of rooms in varying conditions. Despite it looking as though no one has set foot in here for decades, the stairs and floors all are secure. The rooms that have doors on them open up to dusty rooms that all have a bathroom (of sorts) attached and long, narrow bed frames. Figuring out a mattress will be a challenge but at least this is a safe place to sleep. As long as no animals laid claim to this room before you got in.

  4. This is a small, adorable building that is covered in foliage... Wait. Are those real leaves or is that carved? What is that intoxicating smell coming from inside?

  5. This building has two entrances. You could even say it goes both ways. Heyoo.

  6. Whatever was here, most of it isn't here anymore. The front entrance is beautifully painted in a pattern of stripes, but beyond that is mostly rubble. How sad.

  7. This is another tall building designed to be impressive. Lower levels contain wide open spaces for recreation, along with rooms with strange-looking equipment that could just as easily be for medical purposes, torture devices, manufacturing, or sport (hint: it's the last one); entire rooms with a fading grid marked on the walls and floor; and a huge hall where it looks like lectures could have been given. Moving up you will find offices, and finally residential spaces on the very top floors. The roof contains a huge empty basin that could have been a swimming pool.

  8. There is a big plaza in between these two buildings, which are set low to the ground and mostly destroyed. Fragments of circuitry, glass, plastics, and many other materials litter the ground. Dozens of shattered spheres - earlier iterations of data points - are scattered throughout this building, but obtaining their knowledge is not possible.

  9. White seems to be the universal color of medical areas: quite a ways off from the hotel, a large, stark-white building stands against the sky like a solid cube. It seems to almost be made of the same glass as the weakly blinking signs around town. Touching it is like touching cold glass but there are no visible seams or connection points. It takes awhile to even locate where the door is as it’s only a slightly indented area from the rest of the wall and not centered. Pushing against it will lead you inside where you will see just what this hospital holds.

  10. The tower rises up next to the blocky-looking station, which looks very sturdy indeed. Offices are on the lower levels, with upper levels containing a series of closets ... or are those jail cells? The only way to get to the upper levels is via elevator, which is not functional, but contains a 2.5cm diameter hexagonal slot in a panel off to the side of the elevator doors. The Tower allows for a panoramic view of the whole city, and also contains broadcast equipment. There is a data point here, and while it doesn't appear to be on, there is another hexagonal slot in its base...




GREENHOUSE & FARM
You will find that these two buildings are connected via underground tunnels. An advanced irrigation system runs throughout the building, and although it is not currently operational, it does not appear to be in too much need of repair, compared to the other systems you've seen in the city center's buildings.

The first building rises up to allow sunlight to permeate its transparent walls, which are made of the same seamless material as building 9. The lobby contains a data point, and walls covered in tiny drawers, which in turn contain vacuum-sealed seeds, which may or may not still be viable. The whole building -- but primarily the upper levels -- is overrun with plants, like a vegetable garden that has been allowed to do as it pleases, and indeed that is what has happened here. These are plants that you don't recognize, but all seem to bear some kind of ripe fruits and vegetables. Whether these are good for your species to consume is another story entirely.

The second building is mostly underground, to allow for the open fields and grazing area that would accommodate the care and feeding of livestock. The abandoned pens for animals vary from large and sealed with heavy, airtight doors to open fields with metallic fencing that may have once been electrified. Way in the back are tanks that have long pipes leading off into the distance. You don’t know it now, but if they are turned on, the whole tank will fill with water from the distant sea. This is the only place that looks as though it can be filled with creatures immediately. Unless, that is, you think you might hear some grunts out in the distance? Is that the whinney of a horse?

[ The Data Point here will allow you to download the Agriculture skill, which will allow you to differentiate between what you can eat and what you can't, and how to farm in the alien environment of Agra 10. Players can be creative in descriptions of what foodstuff they find, how alien farming might work - maybe you learn one specific plant keeps pests away or what you need to fertilize or even what foods are and what they taste like. This data point may even include cultural info regarding nutrition and culinary skill - depending on how functional it is when you get to it! ]



THE HOSPITAL
The inside, much like the outside, is mostly white. Whether it is still white is up for debate, and depends on what part of the building you choose to explore. Medicine was clearly very important to the Agrii, and after the storms started happening, they placed even more value on it. A series of tubes, of varying widths, lead into the building from various places around the city, but most of the passageways are closed off, with the exception of passage within the hospital campus. Some tubes are large enough to fit subway cars; others are smaller like the pneumatic tubes at the bank, designed for transporting samples/tests/etc throughout the building network. The multiple "buildings" of the hospital campus are all connected via hallways and yes, more tubes. It seems like the hospital had been running via patchwork systems, cobbled together and jury rigged out of parts that probably aren't meant to do what they're doing. It's all quick, hasty work, designed to keep people alive with not a lot to go on. The hospital itself is fairly derelict - the machinery does not work, and it is unclear whether these canisters contain samples, medicines, or something else ...

Should your curiosity get the better of you, you could reach out and touch one of the canisters to see the swirling red mist inside better. The glass, fragile from decades, cracks as soon as you make contact with it, freeing the mist to expand out from its confines and fill the room. As you inhale it, you will notice that it smells like cotton candy. That is if you can smell anything over how bad the whole thing burns. It’s like inhaling fire and, even when it’s gone, every now and again you will get another whiff of that acidic air. What does that mean? What has it done? Well. That is up to your character’s constitution. Some might find that they are overly paranoid and afraid. Some might find that they are subject to the worst case of chicken pox they’ve ever had. Some will get both and some will get neither. But either way, the contagion is out and in the air. Even if your character finds themselves immune, others aren’t so lucky. Better get hopping on finding a cure.

That said, a cure for this contagion is likely hidden among the wreckage - as are first aid kits and other medical supplies that don't require power to operate.

[ The Data Point here will allow you to download the Medicine skill, which allows you to know what is in all of these unmarked canisters, how to use the equipment, etc. Remember, this equipment is not like anything you may have encountered - it may have the same function as anything from a bandage to an MRI machine, but it won't necessarily look like it until you download the information. Players, feel free to be creative! ]



POWER PLANT
If you choose to explore further out past the town square, you may encounter the point marked as Cyan 16 on the map - this is a large stone gate, with thick columns rising up on either side and what looks like it ought to be a sign overhead - but among the markings you can't spot anything that seems like language. West of the gate is a path that leads into the overgrowth. This path may have once been a very clear road through the foliage, but these days it's in disrepair - cracked pavement, missing sections, fallen trees, and other obstacles are the order of the day. This isn't easy terrain. You may even get lost, especially without any real bearings to guide you. Blooming plants carry certain dangers, as do fussy, territorial, squirrel-like creatures that leap from tree to tree overhead. However bad off this path may be, however, it is navigable, and those of you adventurous enough to take this route south through the forest will find yourselves at the broken-down husk of an old power plant.

The plant consists of a tall tower and several smaller buildings. The buildings of the plant have a lot of powered-down screens, along with panels featuring buttons and hexagonal slots. If these were ever marked, they certainly aren't anymore.

One of these is a tool shed, where you will find miscellaneous gadgets - some of them require power, so aren't much use right now, but others can clearly be used as hammers, wrenches, screwdrivers, and other manual tools.

Another of the buildings contains what looks to be the jackpot: there are cases in here that give off a faint glow, a hum, an indication that whatever is inside the cases contains power. If you open them, you'll find about 10-12 softly glowing hexagonal crystal rods, each measuring about 4 inches (10cm) in length, and 1 inch (2.5cm) in width.

The tower is much taller than it is wide. As soon as you enter you will see a data point - and this one appears to be functioning.

[ This data point will allow you to learn the Engineering skill - which will let you know how to turn the power on throughout the city, and give you an idea of how Agrii systems function so that you can properly repair what seems to be broken. Remember - you won't necessarily have the means, right away. But you'll know how. Most specifically, you'll know that the crystal rods are essentially batteries, which have been charged with energy from the planet itself. They don't have a lot of juice left, unfortunately, but they will allow you to get some systems working - most things that require power do actually have a slot where you can plug one of the crystals. ]





SOME NOTES FROM THE MODS...

CRITTERS: We hope to have a post available soon with some examples of flora and fauna that you may find on Agra 10. Until that post is ready, we encourage you to come up with some of your own ideas - just remember that the greenhouse and farm are designed for agriculture, so biological specimens should fall under that general distinction (which is to say, more sheep than tigers, in practice). If you're not sure whether something will fit, please don't hesitate to ask!

CYAN SECTOR: Any of the buildings in the cyan sector of the city (as indicated by the map) are not accessible, except for those noted above. All of the buildings in the yellow sector, however, are fair game!

PLOTTING & POSTING: Please use top levels on THIS POST to PLOT for the event - organize parties to explore the city, figure out what your character will do and how things might go wrong (or right!) for them, etc. We have left a lot of pieces open ended - this is your city, after all. You live here now. Please post logs to the community, and mark whether the threads are open to all, select few, closed, etc.

EVENT DURATION: This event will run through mid-September. After that time, the Agrii may have something else in store for you, he rows...

ANYTHING ELSE? Drop us an ask or comment on the MOD QUESTIONS comment down below!
doubled_speed: (Default)

Re: MOD QUESTIONS

[personal profile] doubled_speed 2019-08-20 03:04 pm (UTC)(link)
Since the TDM brings it up and some characters clearly seem a bit more predisposed to it, are any of these structures the 'strip mall' like area referenced in the TDM?
beenalongday: (pic#13353959 (CW))

[personal profile] beenalongday 2019-08-21 04:39 am (UTC)(link)
Regarding the contagion, just so I know how much wiggle room I have, is it sort of a make-your-own-symptoms kind of thing, or is it limited to just paranoia/chicken pox, as mentioned as examples? I mean, paranoia with a side of chicken pox is a pretty funny combination
beenalongday: (pic#13387857 (Endgame))

[personal profile] beenalongday 2019-08-25 01:33 am (UTC)(link)
I wasn't thinking of anything in particular, just wondering what we were allowed to do! Thanks for the response!
pileofspirits: (shedding)

[personal profile] pileofspirits 2019-08-22 07:33 pm (UTC)(link)
I also have a question about the contagion! Is it a normal disease, meaning something that would affect flesh-and-blood things in a flesh-and-blood way, or is it something different that might have an effect even on creatures that would normally be immune to disease?
goldenglasses: Maker on LJ (Default)

[personal profile] goldenglasses 2019-09-03 11:26 am (UTC)(link)
Question about the crystal rods/power plant. Vash's species is basically a power source and could create just about anything. Vash isn't that good at using his powers so he can't create anything from nothing, but could he possibly send through raw power to get things running from the power plant?
goldenglasses: (Thumbs up ftw)

[personal profile] goldenglasses 2019-09-14 04:26 am (UTC)(link)
This works great for me! Thank you!
jadzia: (Default)

[personal profile] jadzia 2019-08-28 12:57 pm (UTC)(link)
Since we’ve got two Starfleet officers in game now, would their comm badges work for them to communicate? In the show, they seem to work even in the distant past in time travel episodes, so they don’t have to be on or near a ship or station to function.
jadzia: (Prettyful)

[personal profile] jadzia 2019-08-30 03:25 am (UTC)(link)
Very helpful, thanks!