Hathaway. (
futurologists) wrote2016-10-03 03:22 pm
Entry tags:
MISSION: PERDITION'S REST
MISSION: PERDITION'S REST All characters, established or new, will receive a form of this dossier to their devices. Thus, consider all information hereon as ICly available to all characters. Please direct questions here, and follow this link to view locations. The Bounty Board for Perdition's Rest has extra side-missions for your character to take until the end of the mission, which is currently slated for mid-December. PERDITION'S REST BRIEFING
Perdition's Rest is the primary settlement on Q-65, a boom town colony whose main purpose is to mine for argecite, a crystal that is found in rich veins throughout the planet. Q-65 is a chaparral planet, mountainous terrain mixed with scrubland and the occasional pine forest. It can be very dry and hot in the summer, upwards of 33ºC (92ºF) in midday, but luckily, you'll be here during the winter season. Expect rainfall to break up the otherwise arid conditions, with temperatures averaging around 24ºC (75ºF) during the day and much cooler at night. On arrival, all recruits will receive a modest sum of local currency to spend on clothing, housing, transportation, etc. If more money is desired, recruits may consider taking on tasks for locals. The locals are called the Qorral, a spacefaring species that survives by sending colonists out to argecite-rich planets, mining them hollow, and then moving on to other planets to do the same. The Qorral have brightly-colored eyes and sepia-toned skin, but otherwise appear to be very close to humans biologically; they require argecite in their diet for nutritional purposes, their home world's supply having run out centuries ago. Their society appears to be egalitarian, and are quite accustomed to dealing with non-Qorral people, so recruits should not expect any discrimination. As a spacefaring people, the Qorral are very technologically advanced, though frontier life necessitates they use fossil fuels; they appear to have little use for animal husbandry, all their working animals replaced by mechanical versions. Prior to the Qorral's arrival on Q-65, ALASTAIR has no records of intelligent life here. ![]() Perdition's Rest has existed as a colony for roughly 30 years, with a few prior years spent at another colony, located at the ruins known by locals as Boneyard Junction. Earthquakes brought on by mining efforts caused this original colony to half-collapse, leading the colonists to move to a location further away from the mines. After 30 years spent mining for argecite, the deposits are nearly depleted and the colonists are working to scrape the last remains from the planet before moving on, resorting to frequent use of fracking, which results in earthquakes. It's only a matter of time, ALASTAIR analysts say, before the entire planet meets the fate of Boneyard Junction and collapses into itself. Within the past year, some Qorral have left Perdition's Rest to live out in a separate camp up in the nearby mountains. These separatists are religious fundamentalists that call themselves the Redeemers, and that the Perdition's Rest population refers to pejoratively as the Deemers. This group proselytizes that the continual galaxy-wide search for argecite can end if they only dig deeper and further into the planet -- a so-called path to salvation. The Deemers' numbers have been steadily growing over the past several months, new members leaving Perdition's Rest to never return. The Deemers are not aggressive, so the sheriff has no cause to raid their camp -- but that doesn't mean there are no bodily threats around Perdition's Rest. Some colonists who have grown unsatisfied with their lot have become bandits out in the desert, robbing any of their former friends and family who stumble too close to their camps. In addition to this, the local fauna includes giant spiders and lizards, snakes, scorpions, and canines. But these threats all pale in comparison to the sandworms that have recently been driven to the surface by the more aggressive mining tactics. As you work toward your mission objectives, be careful -- this planet is wild. ![]() |




QUESTIONS?
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The Qorral don't actually put argecite in their food; they consume it in a refined form in capsules. So the chances of a recruit eating argecite on accident are very slim! However, in case ingestion does occur, the results would be similar to metal poisoning: nausea, digestion issues, etc.
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The Qorral are aware of ALASTAIR and that they are here to investigate the Deemers. Beyond that, it will be up to recruits to explain (or hide!) any further information.
Regarding the previous ALASTAIR mission to this planet, which was one thousand years ago, the Qorral know nothing -- they've only been living here for 30 years, after all!
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There will be a number of odd jobs from locals available on the bounty board for cash and other rewards. As for working at an establishment on a more permanent basis, the Qorral are aware of ALASTAIR's temporary presence here, so they will be reluctant to hire anyone at an actual staff position. If characters are particularly persuasive, they may be able to swing temporary, menial jobs.
As for working as a performer, that's absolutely fine! Be aware that the Qorral performers are escorts, so recruits may wind up being propositioned...
There is also a bounty available for saloon performers (open until 22 October).
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We would estimate that around four people can comfortably stay in one room, unless you like slumber parties! There is only one bed per room, so everyone must learn to share.
Otherwise, characters may work odd jobs in exchange for room and board; for example, the reverend may let people stay in his house in exchange for helping out at the church. Other locals may not have the room (or inclination) to allow strangers to stay in their homes, so they may wind up sleeping at their shops instead of a comfy bed.
If a character would like to camp outside, this is perfectly feasible; the weather to expect is listed above (around 75ºF during the day and colder at night). Expect frost in the morning. Keep in mind that bandits and wildlife are also a danger if camping outside the city limits, where the sheriff does not patrol.
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Some children might be surprised, but the adults are used to AI and wouldn't bat an eyelash.
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None of the NPCs will have much to say about the Deemers beyond general grumblings of distrust or an occasional more personal story of how a friend or relative up and joined them without warning.
As for the bandits, characters who listen closely may hear the weapons dealer at Corbucci's speaking to his employees using suspicious phrases like a "special delivery" for "special clients."
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Of course!
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Characters may steal horses from the bandits, but be careful -- if they bandits aren't "disposed of," they may be looking to take their property back! As for the horses themselves, they behave like living horses but aren't sapient in any way.
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Basically, do they move as a cohesive unit, do they seem to take any orders from any specific Deemers (is there a clear pecking order beyond Black being the leader etc), or is it basically a civilian militia running around willy-nilly and shooting at everyone like crazy people.
Basically, anything interesting Urahara could pick up on to inform the rest of the Audentes of when we inevitably end up fighting them a second time. Because he likes his plans.
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wrt the new log, since pete made those trackers for his bounty, is it at all possible for him to plant one on a Demurr horse or two in the fray or one of the demurrs period, to try and get a beat on where they are?
also relatedly, is his tracker actually bringing in information for recruits/the town to be more prepared for bandit attacks?
also relatedly relatedly, he and tony were casually talking about putting together an alarm system for potential attacks, is this possible/a plot we could facilitate (having some other characters help build it)?
thx!!!
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Thanks!
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I'm not planning for it to be a safe escape. The rough idea is: after she breaks the window, she steps onto the slanted roof extension (I don't know the specific term for it, but here's a pic to show what I mean); she loses her balance and rolls off the roof, landing hard but at least she's out of the burning building.
Just want to know if this is all okay.
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Re: QUESTIONS?
Thanks!
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And if that's possible, would there be any resistance from the Taraxa itself on the way out? Like would it do some internal damage to the body as it's being pulled out in a last ditch effort? And could Lucy prevent that by keeping a good grip on it?
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How successful do you imagine this might be in dealing with the Taraxa?
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I thought it was worth checking in with you guys just in case.
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Re: QUESTIONS?
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Re: QUESTIONS?
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now in the right spot
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:')
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Also, re: luring that's mentioned above, how much external stimuli (in this case, with elemental/destructive magic spells) would be needed to divert the attention and movements of a single sandworm? Thank you!
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As stated above, we will not be answering any hypotheticals about the CYOA. Just try something and we'll let you know if it's successful!
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