futurologists: (Default)
Hathaway. ([personal profile] futurologists) wrote2017-09-03 12:02 am

MISSION: MOTHERSHIP

MISSION: MOTHERSHIP

All characters, established or new, will receive this dossier to their devices. Thus, consider all information hereon as ICly available to all characters. Please direct questions here. Once the mission starts, the Bounty Board will have extra side-missions for your character to take until the end of the mission, which is currently slated for mid-October.

MOTHERSHIP BRIEFING
ALASTAIR cosmologists have pinpointed the location of the Mothership, the gigantic home base of ALASTAIR's enemy organization, Zymandis. The Mothership moves throughout space, never staying in one place, but rift technicians have devised a way, with the TIMELINE.exe's help, to calculate its path for the next month. This will enable ALASTAIR recruits to rift directly into the Mothership and then safely be rifted out once their tasks are complete.

PRIMARY OBJECTIVE: LOCATE ZYMANDIS'S TIMELINE.EXE MACHINE. Without the guidance of their own TIMELINE.exe machine, Zymandis will no longer be able to pinpoint universes ripe for destruction. Find the machine and either destroy it or disable it in some way.

SECONDARY OBJECTIVE: DESTROY THE MOTHERSHIP. Without their home base, Zymandis's mobility will be crippled. Destroy the Mothership, commandeer it, or otherwise make it unusable.

OPTIONAL OBJECTIVE: FREE THE TARAXA-INFESTED AGENTS. Rumor has it that the Taraxa Mother that Audentes encountered in Perdition's Rest is on the Mothership. If she is destroyed, the Zymandis Taraxa hive will be without a leader and will be more easily subdued.

For further information on Zymandis, please review the files on your magitek device.

MOTHERSHIP OVERVIEW

The Mothership is Zymandis's sprawling, mobile home base of 1600 meters (roughly one mile) in length, with three main decks and a large hangar taking up nearly the entirety of its length in the bottom of the ship. There are thousands of Zymandis agents in the Mothership at any given time, from field agents on leave to support staff, so an extra eighty bodies won't be suspicious.

To help our field recruits blend in, you will be given gold-and-white Zymandis uniforms in your choice of style: the suitlike uniform of support staff, the lab coats of scientists, the fatigues of field agents, the leisurewear of an off-duty agent, etc. No matter what style you choose, all uniforms are outfitted with a hidden bioelectric monitoring system that will alert our staff in Oska to any abnormal changes in your energy signature. In the case of extreme physical stress, the uniform will emit a high-pitched whistle that will stun any organic being in the immediate area who isn't also wearing one of our uniforms.

While there is no way to predict who or what you will encounter on the Mothership, Zymandis is known to have robotic footsoldiers, and so we have also outfitted each recruit with three electromagnetic pulse grenades as well as a reusable anti-robotic tazing device.

Please note that this is a dangerous undertaking, and we will be unable to recall any individual recruit without recalling the entire team, so it is recommended to travel in small groups to look after one another.

MOTHERSHIP LOCATIONS


We do not have a complete map available of the Mothership, but thanks to the cooperation of captured Zymandis agent Mavahari, we have a general outline of the different sections of the ship.

Hangar: Encompassing nearly the entirety of the length of the ship, the hangar is where the smaller (in comparison) Zymandis ships are held, from fighters to transport ships. This section also includes maintenance bays and entry ports.

Science Wing: This is where medical bays and laboratories are located. There are also two lecture halls, as well as engineering and robotics labs.

Engine Core: The Mothership's engine and controls are located here, along with its rift machines.

Bridge: Where the commander of the Mothership gives orders and where the steering controls are located.

Personnel Quarters: This section fills an entire deck of the ship and is where agent housing is located, in addition to shopping, cafeterias, practice ranges, gyms, and other entertainment venues. Water treatment plants and energy generators are also located here.

Off Limit Areas: These include maintenance corridors, officer's quarters and offices, and other unknown sections that require security clearance.
ofobedience: please do no take (Default)

[personal profile] ofobedience 2017-09-20 10:36 am (UTC)(link)
I have a slightly odd question that came up in a thread with Gio and another character! So Giovanni has heightened senses, think dog sense of smell! He was asked whether he'd be able to detect a difference in the scent of Taxara-infested people, and at first I was thinking no, but then I wondered whether there would be any subtle change in the host's scent, or whether it would be something he'd be able to detect, the way some dogs can detect when someone has cancer etc (not that he's a literal dog, but you see what I mean!)

I'm totally cool with him not being able to detect anything at all. But thought I'd ask before ICLy responding to that particular thread!!

sorry for the bizarre question, lol
ofobedience: please do no take (Default)

[personal profile] ofobedience 2017-09-20 06:43 pm (UTC)(link)
Thank you for the quick response! That makes perfect sense to me.

(and lol, thanks dyslexia + words spellcheck can't correct for me! ;_;)