The Ship
The Ship
Running of the Ship
AI Multi-Plex
Comm Systems

Level Six (The Hangar)
Level Five (Living Area)
Level Four (The City)
Level Three (Weapons and Possessions)
Level Two (The Caverns)
Level One (The Hub and Medical Bay)

The ship appears to be an underground city at first, a strange living place deep under the Earth, but it's actually a massive space-craft, obviously organic in nature, that looks like it was designed by H.R. Giger and Salvador Dali's bastard lovechild. Every aspect of the ship is alive, from the membranous jumpsuits it provides your character to wear, to the eyelid-like blast screens covering the windows, to--frighteningly enough--the toilets. Your character will get the impression that the walls are skin and tissue, they'll feel the floor pulsing and constricting under their feet, and in some parts of the ship, hot air rushes through the corridors in great sweeping waves, as if the ship is breathing. It's a muggy, stifling atmosphere with few open spaces, and will likely make them feel claustrophobic, as if they're living inside blood vessels or someone's armpit.

There are parts of the city on the ship made of Stacy's flesh, but the main parts, however, appear to be made of stone or plastic or a strange amalgamation of both.

  • Level One—The Hub and Medical Wing.
  • Level Two—The Pod Caverns, and Clothing Room.
  • Level Three—The Weapons and Possessions Lockers and the Main Armory.
  • Level Four—The City (Includes the Vatican Fortress and the Precinct, with Brig and Smaller Amory)
  • Level Five—The Top Level and Living Area.

Also of note:

  • AI Multi-Plex—A list of all the AIs currently operating on the ship.
  • Comm Systems—All the different ways your characters can get in touch

Areas Locked Off, But Occasionally Accessible Edit

While all the other areas listed are open to the public, so to speak, the following areas are only occasionally open due to circumstances in gameplay.

The Vents
Which are small and expand when exposed to heat. It's very hard to squeeze through them, and easy to wander somewhere dangerous through them, like into a central heating vent, where you'd be fried. What would be more frightening, however, would be getting lost in the vents--you run the risk of being stuck in Stacy's nostrils until you die in the dark.
Stacy's Brain
Exactly what it says on the tin. Very hard to get to, though. Even the neuropathy cars require extensive authorization to transport you there. Not even the captain has that authorization. Daligig command grants it or Stacy can grant it in an emergency situation.
Godhead Row
This is an area that seems to contain prison cells, along with more stasis units in each. This is where more powerful crew members were stored when they weren't being kept in the Special Weapons Division. However, most of these beings have been put back into normal stasis. Most of them.
As Stacy stops at various alternate worlds, new settings will become available. A writeup on these new settings, complete with areas of importance and interest, will be made available for each mission.

Running of the Ship Edit

The Ship
The Ship
Running of the Ship
AI Multi-Plex
Comm Systems

Level Six (The Hangar)
Level Five (Living Area)
Level Four (The City)
Level Three (Weapons and Possessions)
Level Two (The Caverns)
Level One (The Hub and Medical Bay)

These are things your character will not know immediately, but will discover as time goes on, as well as IC rules of a sort, and common knowledge. These are also some IC processes to help us deal with OOC things, like hiatuses.

No violence Edit

No violence outside designated areas. Any initial attacks on a person might get a strike or two in, but then Stacy's energy tentacles will separate the people fighting, tend to the injured and whack the worst offender around. Attacks result in Violations. If the attack is particularly violent or was attempted on more than one person, it causes the offender to acquire more than one Violation. The Sensorium can be fought in, and people can also ask Stacy to make a wide space somewhere a temporary sparring area. There are also sensor "Cold Zones," where Stacy's sensors don't work. Most of them are in the City.

Do not go into Restricted Areas Edit

The first attempt to enter a restricted area will result in a warning. After that, attempts to enter restricted areas will result in Violations. However, due to the energy tentacle projectors around the ship being damaged in many places, once you're in, Stacy can't forcibly toss you out.

Pod Releases Edit

Pod pops don't seem to follow any particular schedule. Everyone starts out naked. Various AIs help them and explain things as best as they can--unless they're busy. Everyone walks up the big spiral walkway to the Clothing Room, then to to the transport tubes, then to the Hub and Possessions Lockers, then through the transport tubes of the City (which are clear so they get a nice view as they're carried up) then are taken to the Living Area. They can go back to the pod rooms and other unlocked areas later. Stacy just always takes them to the Living Area first when you're popped. There's no particular rhyme or reason why who is popped when, and some are near the walkway or ON it, and others are farther away when they pop. It is virtually impossible to find someone they know in a pod if they go in to look for them.

Characters are not giving their old clothing. The Clothing Room gives them a plantsuit. In the Weapons and Possessions locker, they may find maybe a few items that are iconic (a leather jacket or whatnot) and some accessories (a cape or belt), but that's it. They will also not get much more than semi-automatics or sword, weapon-wise. No power suits--those are being stored elsewhere, and will be made available in time.

Violations Edit

Violations are the result of disobeying Stacy. They can be acquired by attempting violence on someone outside of a designated area, by the leader of a mission disobeying a direct order of Stacy's or the mission objective, or by trying to foray into Restricted Areas after being warned not to. If possible, we'd like players to keep track of their own violations and possibly edit "# Violations" in your profiles and update it if more are added, but it's not required. 15 Violations leads to Punishment. It has only happened once so far, and there are visual records of it available in the Media Library, and on every person's omnicomm. Good behavior for two months, with no more Violations removes a Violation.

People Disappear Edit

Short spurts of busy-ness on the player's part are explained as a character just puttering around elsewhere. Hiatuses are explained by GLaDOS spiriting people away to have them run mazes in their minds. This is not particularly traumatic--just annoying. Especially since she never gives them the cake as promised. Stacy does not tell people where they've gone, only that they're alive and fine, and they likely won't know where they go until after the first time GLaDOS does this.

In the past, longer player hiatuses led to everyone's minds being temporarily erased of the memory of that person so they didn't have to worry about them. If the player dropped, that memory loss lasted until a new player picked up the character--if they wanted to keep the character's old history--or forever if they didn't or no one ever picked up the character. Everything a character did was left behind, however, and all the characters vaguely remembered them and knew something is off.

Several months ago, a team attempted to destroy GLaDOS, but were stopped by Stacy, and it was explained why she was allowed to do what she does. Crazy as it seems, GLaDOS does serve a major purpose on the ship.

She helps protect everyone's Avia.

Avia are... well, it's kind of an existential life energy. Very high concept stuff, but the short version is that Avia are That Which Makes You Sentient. It's effectively the difference between people and animals, and also what separates AI/robots crew members from a really advanced version of Windows. Each Avia is attached to a single physical/spiritual host, and only that one host.

Normally an avia would only separate from its host at death, but with universes going kersplodey, and all the energy they release, and the omniverse being not entirely stable as a result, avia have been separating slowly from their hosts. Symptoms of avia separation include loss of cognitive ability, delirium, insanity, and death.

In the pods, any separation can be halted, and over time can be healed. Outside of the pods, however, with crew members walking around with only a few layers of Stacy meat separating them from the Bleed, with universes falling apart around them left and right, with the laws of physics constantly in flux, with exposure to energies not native to their home universe, and so on... the risk of separation rises.

GLaDOS is tasked with monitoring the crew, and eyeballing them for signs of avia separation. Those who present symptoms, or prove to be at high risk, are taken to the test chambers, and run though a series of tests to see how stable their avia is. As each person is unique, each avia is unique, and thus each test is unique and will take as much time as is necessary. Those who pass return to the crew, those who fail go back to the pods (though they may be released and tested again before returning to the crew). GLaDOS is responsible for zero fatalities among the crew.

(Incidentally, avia are also another reason why getting pregnant on board the ship is a bad idea. Avia need a relatively stable environment to attach to a growing fetus, and traveling through the bleed is anything other than stable. So, for any pregnancy, there would be a dangerously high risk that the child would be stillborn, or suffer a number of mental birth defects. Going through the whole pregnancy on an hospitable planet in a stable universe, though, the odds of a healthy baby would be whatever is normal for your character's species, age, and physical condition.)

Anyway, Stacy did the memory wipe thing to keep people from worrying whenever GLaDOS took someone to be tested. However, since the crew has grown exponentially, but more importantly has grown closer emotionally, the memory wipe thing isn't working so well. Coupled with the fact that the crew organized an attempt to kill GLaDOS, and Stacy has reconsidered her position on that.

So, tl;dr, GLaDOS still lives, the cake is still a lie, but now everyone knows why GLaDOS is allowed to screw with everyone, and the memory wipe thing is now more or less optional.

Missions Edit

Missions are trips down to planets, space stations, and drifts for various purposes. Stacy gives the mission objective, the crew is sent down in Obs Deck--which remains attached to Stacy in the atmosphere via a long, friction-shielded "umbilical cord," and they have to bring back items, kill enemies, do political dealings, and other such actions. Stacy cannot enforce any rules on the surface of a world, though she can reprimand whoever led the mission or key members in it if they disobeyed her orders or actively worked against the mission objective, when they get back. Sometimes everyone goes. Sometimes only a few select people are sent down, for their particular skills. The worlds they go to are not all in the same universe. Some of these worlds may even be variations on worlds the crew know or worlds the players know. Some may be entirely unfamiliar. Some worlds have access to Macrospace--Multidimensional space, and treat it as just another form of space travel. Some worlds are so primitive they don't even have faster-than-light travel in NORMAL space, let alone interdimensional travel. On more primitive worlds the crew may be asked to blend in and not reveal they're from space. Some worlds are meant for shore leave, for the crew to relax.

People Get Left Behind Edit

If Stacy specifies a certain time to return to Obs Deck, for it to return to Trans9 proper, the entire group had better be back or the stragglers risk getting left behind on an alien world. Stacy'll budge a little bit if it's a relaxed mission or shore leave, but if she has places to go...

People Die Edit

This is something that will become readily apparent to characters, and should be readily apparent to players. ICA = ICC. Doing the wrong thing can get you killed. Maiming and death won't be overabundant, most of the blood baths will be their enemies' blood, but even in Star Trek hapless crewmen get severely injured and bite the dust if they're not careful. Your characters will get hurt, sometimes by surprise, without us asking you. Sometimes fatally--but that's what the Med Bay is for, to get them back on their feet. Down time after most severe injuries is three or four days of achiness, tiredness, and wanting to sleep, more for when a character was tortured or mangled. Less, one or two days, for minor things like broken bones. Some characters might be hardass enough to push themselves to keep going without relaxing for a bit, though they'd likely need to sleep even more later when they do get to rest.

Beyond mild to severe injuries, we will warn you if your character's actions are liable to get them permanently maimed or disfigured, tortured (or if they might suffer great pain somehow), or killed. If you choose to pursue things further from the point of being warned by us, what comes will come, just as the character would likely understand what they're doing is risky.

Translation Edit

There is a Translation Core in the media center, of all places, and computer consoles--if the crew get to them--can display in a sort of "universal language" they'll automatically understand. Characters can't communicate in a language others won't understand unless it's not in Stacy's system (and only very obscure languages aren't), or unless they just toss out occasional words amidst another language. An example: Jaime and Paco won't be able to communicate privately in Spanish. It will get translated. Paco can, however, say "Hey pretty chica" without chica translating to "girl" since it was among other words. Certain words in other languages might not translate on different worlds dude to this glitch. On the ship, everything will be translated, due to the Core, without the crew needing personal translators. Off world, they will have personal translators implanted on wristbands or the collars of their suits that translate what comes in and what goes out.

Altogether, translation means that for some people, their mouth movements won't match up with what your character hears, even though translation is nearly instantaneous.

Communication Edit

Explained in detail here.

Canon Puncturing Edit

"Particles of raw inspiration sleet through the universe all the time. Every once in a while one of them hits a receptive mind, which then invents DNA or the flute sonata form or a way of making light bulbs wear out in half the time. But most of them miss. Most people go through their lives without being hit by even one."

—Terry Pratchett, Wyrd Sisters

The nature of the Multiverse is such that anything is possible. Every choice, every chance, even radioactive isotopes degrading in different ways and speeds alters the entire course of a universe's future. This means there are there are an infinite number of worlds, a whole rainbow of possible realities.

Including some where characters are fictional--and famous. This doesn't mean they're not real, it means either by chance or because of inspiration particles traveling across worlds, authors are struck with a story that is real somewhere else. Ideas and Stories are living things. They're one of the only things that can freely pass between universes and in fact, some of Stacy's mechanics are derived from this basis.

As such, telling someone "You're fictional" is rude. Stacy will explain to the characters that what they thought was fiction was in fact real somewhere else, and anyone that tries to abuse their knowledge of someone else's life when they were "fictional" in their world, will have it roto-rootered out of their brain with nanites so they forget they ever saw or read it.

On the other hand, characters who are a famous character in someone else's world should simply regard themselves as "famous." Their exploits just reached farther than they thought.

Please do not have a character know someone else's canon unless their canon has been firmly grounded in reality, and the character would likely know it. Animorphs and Buffy have made frequent mentions of different canons and pop culture, making it clear that they'll know many canons. On the same token, Buffy or Faith are not nerds and may not really know Battlestar Galactica that well. Marvel has been mentioned in Buffy, explicitly, but while Xander knows Sergeant Fury, he's likely not to know more obscure or newer characters like the Young Avengers. Marvel is MOSTLY grounded in reality with some differences. DC has a few similar things, but more TV shows and movies and books as alternatives to famous ones (like Wendy the Werewolf Stalker, as opposed to Buffy). Fandoms like Danny Phantom have mostly altered versions of fandoms like "Femalien" and the "Terminatrix." For Danny, he may know of Spider-Man as "The Man-Spider! Whose motto is 'With great strength, comes need for great selflessness."

The rule of thumb is: Communicate with the other player to make sure it's cool, don't use it unless it's been explicitly mentioned or highly likely they'd know the canon, if you use it don't abuse it, and if you abuse it, the knowledge gets RIPPED OUT OF YOUR CHARACTER'S BRAIN.

Canon puncture wisely.

ADDENDUM: Please see the Rules, under Canon Puncture, for the OOC rules about it.

Injury ScaleEdit

This injury scale is going to be used to give players a general idea of how bad injuries will be for certain parts of the plot. They are not to exceed the levels given, unless they ask permission. (The mods thanks the former mods of Daisychain RPG for letting us use their scale).

  1. Character got really damn lucky-- suffering from external or superficial injuries only, cuts/bruises/aches and pains. You'll feel it tomorrow.
  2. Character is mildly wounded-- external or superficial injuries, though more traumatic or damaging than #1 (large cuts, embedded glass/metal, etc)
  3. Character is mildly wounded-- external or superficial injuries. There is probably limb damage, a bad twist or minor sprains.
  4. Character is mildly wounded-- external or superficial injuries, plus definite sprains to vital limbs*.
  5. Character is moderately wounded with impeded movement. Definite limb damage including severe sprains and a remote possibility of a broken bone (non-vital**).
  6. Character is moderately wounded with impeded movement, limping, severe pain to walk. A vital bone (leg, arm) could be broken.
  7. Character is severely wounded with impeded movement-- walking and running are very difficult. A vital bone (leg, arm) is probably broken.
  8. Character is severely wounded, movement is severely impeded (requires crutch, assistance, etc) Includes broken bones and many cuts and bruises. Mild internal injuries possible.
  9. Character is too wounded to move. Includes multiple broken bones and many cuts and bruises. Moderate internal injuries possible.
  10. Character is wounded within an inch of their recoverable life. Includes multiple broken bones, ABSOLUTELY restricted (if any) movement and many cuts and bruises. They might just wanna sleep this baby off for a while.

(*VITAL LIMBS: any body part that will severely hinder normal movement ie- arm, leg, rib, collarbone).

(**NON-VITAL LIMBS: any body part that will not severely hinder normal movement (you could get around it by limping/being careful): ie- finger, nose, toe.)

Pages in category "The Ship"

The following 5 pages are in this category, out of 5 total.

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