THE RUINED HULL

Your First SpacecraftThe encounter with the Trilobite Queen has left behind more than just meat and chaos. Where the gargantuan creature originally rose out of the sand, an equally massive sinkhole has formed--and exposed something gleaming in the bottom of it. Something old, something metal, something
huge...
Welcome to
THE RUINED HULL.The Ruined Hull is an enormous derelict ship, long-entombed beneath the surface of the sand. The Trilobite Queen's egress has disturbed the ground significantly enough to open a way down to it, and while there are no doors that lead inside, a large gash along one side permits entry. Unlike those seen before, this particular gash doesn't look like it was made by anything organic.
What is this thing? Well, you'll have to
discover what's going on with it. But characters must be careful while exploring... While inside the Hull, the
suit's power drains at an alarming rate: anyone at 100% has about one hour before dropping completely down to zero.
The derelict craft is a seemingly-infinite maze of rooms that's all too easy to lose one's way in. The deeper one goes, the faster the power drains. Characters will need to watch their power levels to make sure they return to the surface in time for a recharge, or risk freezing up somewhere in the bowels of this abandoned spaceship. One thing is common to most of the rooms, though: the unique nature of the metal in this ship has condensed moisture in the area, making much of the surfaces slick and moist. Water drips from the ceiling in many places, especially those rooms closest to the surface.
There is bounty to be found inside the Ruined Hull! It's much too large for the interlopers to completely explore (especially given their suit restrictions), but there's plenty to be found for those brave enough to search.
How does all of this relate to world-building?
We'd like you to help flesh it out!
How do you do that? It's a simple as commenting to this entry. We've provided some sample locations below here to help get you inspired, but what we're looking for is for players to submit their own ideas for locations, items, or things of note to be found inside the hull. Are there maze-like corridors? A room with giant hole in the middle of it, falling for floor after floor until it goes too deep to see any further? Maybe your character is looking for some kind of central command-looking area, or a terminal to interface with in the hopes of gleaning more information.
Whatever it may be we'd like you to come and help flesh out the ship's layout! And that's where
Exploring come in!
To explore the Hull, comment to our
Exploration thread below. This can be mid-IC thread or ahead of time if you have plans, whichever works best! The comments themselves should be along the lines of asking about interacting with objects in the rooms or what you might find from exploring a given room. Feel free to ask about anything that is there or that one might find. As details are worked out, the descriptions of the rooms will grow and there will be even more for everyone to play around with! The descriptions and the responses given are your building blocks to create posts as characters explore.
To start the start the event off we have provided
(4) rooms for characters to explore & uncover. As things progress and players move throughout the Ruined Hull, more items, supplies, and areas will be unlocked!
Final Notes
As there will no doubt be a lot going on in terms of exploration and suggestions, feel free to throw up threads here to work out ideas or plans, set up groups to go exploring together, or even potentially get your character in a fix from staying down deep too long and needing to get dragged out. There is a lot of potential for what you can find, so don't be afraid to ask if you have an idea!
While this post is to keep planning in one place, it is largely up to everyone to make their own logs detailing their explorations! There will not be a mingle or mass post to reply to, so don't hesitate to make up a post of your own to get things started. Have an idea for something a bit bigger in scope or plan? Hit up our
plotting post! More general
discoveries are still open so don't feel as though you can only attempt discoveries from the new setting. Everything is still fair game!
The
Ruined Hull will be available for exploration until November 11th.
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EXPLORATION
Want something? Don't be afraid to ask :)
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2. Is there an accessible engine room? What is the engine system? (The power source is something Ves would go looking for sooner than later, but "how the ship flies" seems like a fairly big deal and I don't want to step on mod toes with that one.)
3. What is the light situation like outside the Green Room? Like, how does anyone see anything.
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2. There is indeed an engine room! Would you like to roll to see if Vestara finds it?
3. "Broken lights flicker in the ceiling when approached." This means that when characters enter the room, the lights flicker on and off. Kind of like a dingy house in a horror movie :)
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1. Checking the weapon room thoroughly.
2. Checking for a computer database.
3. Checking for a medbay.
4. Checking for a hangar. Any type of transport craft.
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-2 small power cells (think C-batteries)
-a plasma knife (no charges left, roughly the size of a kitchen knife)
-a plasma pistol (no charges left)
2. The weapons room contains no active terminals for use. Sorry!
3. The COLD ROOM is listed as a medbay! Would Elma like to investigate the area?
4. Elma has discovered: The Glowing Room. Details can be found here.
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1: Weapons. So many weapons. But also you know, what kind of ammunition do they take, how much is available here, how easy will it be to find more once they exhaust what's here.
2: Looking for some kind of an engine room, any kind of... Power... place? Can the ship be activated, can it be used?
3: Escape pods, smaller ships, any kind of ship/travel tech that can be salvaged.
4: Do the chairs in the cockpit spin
5: Also are there any maps/star charts/telemetry in the cockpit
6: Will vertigo cause him to fall down and die because one should not be exploring a cold ship when one is dizzy and disoriented as all hell
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4. These chairs can totally spin.
1. We suggest checking out the Disorganized Room for weapons and ammo!
2. The Glowing Room was just discovered! If Cayde is so inclined to look around he will notice that whatever working displays he can find are flickering from a lack of power.
3. See answer to question #6.
5. There are no paper documents, but if power can be supplied to the room...
6. .......Well, he didn't roll a fail! But he can most certainly fall into the deeper, more mysterious parts of the ship if you'd like. He would need a rescue though!
THIS TIME IN THE RIGHT ACCOUNT
Ask and ye shall receive!
BET YOU GUYS THOUGHT YOU WERE DONE WITH THIS
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Lexa's main goals will be the following:
1. Finding a weapon that she can use (something bladed, spear-like, or anything that is not gun-like—though she may seek out something gunlike for Clarke). Lexa comes from a culture where going through "garbage," so to speak, is basically what has kept her people alive, so this will be her main focus at first.
2. Finding a place where they might have stored rations and/or containers to get water. They desperately need that above all else. Is the water safe? Is it all right to store up water? Are they desperately licking the walls of the ship to get water? (Lexa isn't, but. Y'know.) Would any of the rations have survived given the moist atmosphere, and if not, can they empty out containers to store their stuff?
3. In GENERAL, storage will be a focus, too. Things that the exosuit-wearing folk can wear on their backs so that they don't have to awkwardly carry things in their arms.
Mostly, because of the battery drain, Lexa will be viewing the hull as a resource for them to pillage and move on from down the line.
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2. The water is safe and will actually boost characters' immune systems if drunk! Unfortunately the moisture has destroyed most rations in the room, but there appears to be a single intact case. Would Lexa like to open it?
3. A suit upgrade is available. Would you like to roll to unlock it?
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UPGRADE UNLOCKED
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2) New location: Crew quarters! Shep wants to get some idea of what the creatures piloting this lived like.used
3) Med bay: Totally poking at those cold containers in the background.
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-1 small power cell (think C-batteries)
-1 Assault-class plasma rifle (no charges)
-1 assault-class plasma rifle (4 charges, firing mechanism damaged and in need of repair)
2. Shepard has discovered: The Honeycomb Rooms. Details can be found here.
3. Shepard search the containers and found the following:
-1 medkit (1 sypringe filled with clear fluid, gauze, scissors, tape wrap)
-3 pill packets (green)
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-12 empty power cells (think C-batteries)
-1 burnt data cylinder (must be plugged into a port to display contents)
-1 plasma pistol (1 charge)
Clarke successfully pries open (1) sealed box and discovers the following contents:
-3 power cells (think D-batteries)
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2. She will also be looking for weapons in the disorganized room and cockpit. She needs something to defend herself with.
3. Clara will be on a specific lookout for any kind of mess hall / dining area to see if there are canned foods or bottles of water or pans/cooking tools that can be salvaged and used.
4. She will also be looking for any books or maps that may be located on board the ship.
5. Possible new location: are there any kind of holding cells / containment areas located on board?
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2. Clara will find the following:
-1 power cell (think C-battery)
-1 plasma grenade
-1 data pen (data stored inside a pen-looking device, no power)
3. There is no Mess Hall, but the Honeycomb Rooms have special chutes inside of them where tightly-packaged metal capsules can be found!
4. There are no analog maps to be found, but as Clara was one of the few involved in the code-cracking thread you & those that replied have the option to receive a log journal if the group would like!
5. There are no holding cells, suggesting that this space-faring race didn't take prisoners...
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2. Are there any ill effects to touching the crystalline substance?
3. What happens if he pulls out the strange cylinders in the Cold Room?
4. If Clark looks over the panels in the Cockpit, would his suit be able to comprehend any of the alien text/symbols?
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-2 small power cells (think C batteries)
-1 power cell (think D batteries)
-1 warm blanket
-1 med kit (1 syringe filled with clear fluid, 1 cauterizing laser)
2. Yes! Direct contact with the crystal solution will drain suits from 100% to 0% in 10 seconds flat. Not a good idea!
3. Liquid nitrogen will rapidly begin to evaporate and spray mist everywhere. Looks like those were for cooling something down.
4. Yes indeed! Clark will be able to discern the words "enter", "warning," and "cancel" on the panels; his skill will rise from 10% to 11% upon reading it.
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2. Jess is going to keep up with her long tradition of being a garbage human being and search for booze, she'll start with the honeycomb rooms but if there's nothing there, just dig into any kind of storage she can find
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Suggestion, alternate: a cargo bay or hangar? Was this ship transporting anything besides personnel?
2. In the crew quarters, are there any personal belongings left behind?
3. GREEN ROOM -- maybe Lance is just missing Pidge, but he'll be spending a bit of time in here. He's too dumb to look too hard lbr, but he'll be on the lookout for anything that looks usable--saps, salves, edible fruits. Is he dumb enough to put things in his mouth? As we've previously established...it's not unlikely, especially if it looks safe-ish.
4. Water's his element, and for the whole ship to be so damp there's got to be some of it somewhere--are there any rooms that are significantly more moist?
I hope I did this right... (also, finding 'spaceship interiors' that aren't the Normandy is hard, wtf)
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2) noting that nothing happens when you push buttons/switches in the chair room unless you have power, is it possible to power them with anything found on the ship?
3) can anakin open some of the passcode sealed drawers (cold room) or footlockers (glowing room) with the force?
4) holo room: what are the chances of getting star maps, communications/messages, or even just a schematic of the ship OR ANYTHING from the screens, cracked or not?
5) does the wrist comm react to anything on the hull? or vice versa? alternatively, he's going to be touching a lot of tech things - can any of it be absorbed or would it be too broken?
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1. investigating the holo room, trying to figure out what all it can do, the features of the ship, etc. hopefully there's some kind of mapping system in place or at least have information on the routes the ship has been on so they can get a sense of where they are and what to expect next
2. investigating the acrid room, namely all the intact things, trying to open up the safe and seeing if there's anything behind the panels
3. investigating the weapons cache, taking tally of what's available and probably getting some kind of weapon for himself, as well as anyone else that might have an interest. hopefully he can find some kind of other body armor as well? if he finds a lot of good things, he'll be dragging things out and trying to distribute the weaponry
3. investigating the rooms, hopefully finding something about who used to be on this ship and if there's anything worth salvaging, as well as if the rooms are safe enough to stay in for the time being
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Any chance of finding something useful in the Acrid Room when Inui goes with Clark? Items, info?
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1. Medical supplies.
2. Weapons. Preferably a blaster, but at this point she's not a picky.
3. Anything at all that looks like a communications hub.
4. Anything at all that looks like it may contain tools.
5. Anything at all that can be used to write or take notes whether by actual pen or etching lines into something.
6. Further things that may be edible, but that's not as high on the list anymore for now.
Particular areas of interest: green room (you bet she's carefully opening the tiny shelves and trying to get some idea of what is what); disorganized room (insert joke about trash here); holo room (for obvious reasons.)
Heavy or tough to crack is not really a problem; that's what her husband is for :')
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2. What is the atmosphere of the room like, beyond the mist and rust? Any sounds that might indicate... well, anything?
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