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Mid Range 50: The Northern Wind II


DeTess

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MR 50: The Northern Wind II

On the construction site for the Northern Wind II
The wind seemed to be blowing much more fiercely today. The construction for the NITC’s latest attempt at an airship after their previous ship’s failure was going much faster than it had last time and everyone seemed to be in a good mood. Or, at least, they had before they found out someone had tried to sabotage one of the engines.

“Who are you working for?” The captain yelled, holding the man they’d found sneaking around the engine room just that morning. There was a group of people forming around the captain and the wannabe saboteur, though the man seemed unfazed by all the attention. 

“I swear to the Father, Patji,” the captain said, tossing the man to one of the guards near him, “if you, or anyone else, is here because of that damned Southern company, I’m gonna have you locked in jail. You hear me?”

The crowd seemed stunned by the outburst coming from the normally calm and collected captain, but there were some murmured assents and the crowd began to disperse as the saboteur was led away to be locked up. Perhaps this ship would suffer the same fate as its predecessor...
 

In a cheap hotel near the Northern wind's construction site
"They caught Itmes." The burly man proclaimed once the door to the small room had closed. The room was crowded with the members of the sabotage team.

"We're off to a good start then..." Another saboteur, a woman said while using a knife to clean her nails. "We should have known they'd be on the lookout for trouble, seeing how things went last time."

The burly man nodded. "I've also got word from headquarters. One of their spies has confirmed that this time those NITC bastards managed to get a lot more funding for the project this time. Just breaking their toys won't stop this."

"So what do we do then?" Another saboteur, a thin bespectacled man that would look more at home in an accountants office than among a group of hardened operatives asked.

"They might be able to replace any part of the airship we break, but the same can't be said for the crew." The burly man looked around. "The accidents we arrange this time will just have to be of a slightly different nature."

The room fell quiet. Then the woman slipped the dagger back into its sheath with an audible rasp. "Well we should egt to work then, shouldn't we?" She said, a predatory grin on her face.

Somewhere in orbit
“Any questions?” The chief of special operations asked of the one in front of him.

“What if there’s another attempt to sabotage the airship?” The agent asked. They’d been hand-picked for this operation due to their skill at infiltration and subterfuge, as well as their knowledge of a variety of disciplines of engineering.

“We’ve ensured enough resources are available for the project that the SICS won’t be able to shut it down.” The chief responded. “Just keep yourself out of the line of fire if there’s trouble. Your job is to advance their level of technology, not settle a local dispute.”

The agent shrugged. “They might not give me a choice in the matter. Ah, well, I wouldn’t want this to be boring. I’ll head planetside. I’ll inform you once I’m set up, but I doubt I’ll have time for detailed reports until I’m done.”

“Best of luck down there.” The chief watched the agent leave, then made sure to delete the records of the meeting. This was a more hands-on operation than was technically allowed. That would only be an issue if they were caught, however. If this worked though… The chief grinned. Things would be about to get very profitable.

***

Welcome to MR50: The Northern Wind Redux! I will be your GM, along with @StrikerEZ, and @Elbereth will be the IM. This game is a rerun of MR36 (you can link to it here if you want). This game is based on the short story Sixth of the Dusk. 

Here is a link to the rules doc, though the rules are also down below.

Rules:

Basics:

Spoiler
  • Each cycle is 48 hours long, with no difference between day and night.
  • PMs are limited, only available in certain circumstances. When PMs are available, they must include DeTess and Striker.
  • Each turn will end at 17:30 CET, and the next turn will be posted as soon as possible. 
  • Each player can submit a single action per cycle at most.

factions:

Spoiler
  • Southern Influence Commerce Syndicate Saboteurs
    • You’ve heard of the NITC’s attempts at making a new Northern Wind, and decided it could do with a couple of set-backs again while the parent company rushes to rebuild the Southern Wind.
    • The Saboteurs are the elim team. Each cycle, this faction can attack one player and sabotage one airship part. Victory is achieved when all of the Crewmembers have been hospitalized or dismissed. This faction has a doc to conspire in.
  • Northern Interest Trading Company Crewmembers
    • You’re all making the final preparations for the Northern Wind II’s maiden voyage. Construction work is being finished up, and you are all preparing for and looking forward to the big expedition. In addition, you’re also hoping that this voyage goes better than the last one....
    • The Crewmembers are the village faction for this game. They win when all of the Saboteurs have been dismissed or have been hospitalized.
  •  Agent of the Ones Above
    • You’ve been sent by the Ones Above to make sure that this expedition goes exactly as it needs to. In fact, the airship should perform even better than expected. Ideally, this one project will catapult the people of this backwater planet into a new golden age of technology. Or well, an age of technology at any rate. The gold and other valuable resources this planet has will be going to your masters, after all.
    • The Agent is a neutral party in this game that can not win with either of the other factions. Each cycle, they can 'improve' an airship part to smuggle in advanced technology into the airships construction. If the part being repaired is broken, it will also be repaired. Improvements are lost if a part gets sabotaged, and are only restored if the agent repairs that part. If a normal engineer repairs the part the improvements are lost, though the agents can re-apply them later. The Agent alone wins the game if the Airship has 5 improved intact parts by the end of the game. They don't need to be alive to win. The GMs provide a tally of how many parts have been improved, but not which parts. When the Agent is sent to the hospital, their role is revealed as engineer. Once they die (whether by being dimissed or attacked again after having been hospitalized), however, they will be revealed to be the Agent.
    • The agent can attack another player once per game.
       

dismissal vote:

Spoiler

This is the execution. It is used to decide who should be dismissed from the project and put under police investigation. It works just like any other execution, only your character is merely fired and imprisoned, not outright killed. The role and alignment of the dismissed person is revealed.

The hospital:

Spoiler
  • Any player that gets attacked is sent to the hospital. The role, but not the alignment, of someone who has been hospitalized is revealed.
  • They get access to a shared doc with with everyone else in the hospital, but they won’t be able to talk in the main thread, or respond to PMs. Everyone in the hospital is immune to all actions except the dismissal vote or actions submitted by someone visiting the hospital.
  • Any player can decide to visit the hospital by sending a message to the GM. This doesn’t cost an action. Visitors to the hospital can’t post in the thread, vote, or use actions other than the doctor’s heal/trapper’s attack. At the end of the cycle they leave the hospital again. Note that visitors are not immune to being attacked, or to being targeted by any other role. Elims will not be allowed to talk in the elim doc while visiting the hospital.
  • If a person gets hospitalized for a second time (either by getting attacked by a visitor or after being healed by a doctor and then getting attacked again) their alignment will be revealed and they can no longer be healed by a doctor. They will move to the spec doc.
     

Roles:

Spoiler

general roles:

Spoiler
  • Engineer: Engineers are the lifeblood of the airship. They know it back to front, and know exactly how to keep it operational. Each cycle, an engineer can submit an order to repair an airship part. Two repair orders are needed to fix a sabotaged part, but they don’t have to be submitted by the same engineer or in the same cycle. In addition to repairing broken parts, Engineers can inspect parts to ensure they match the designs, without any extra parts added. They can submit an order to inspect a part, and if this part has been improved by the agent of the one’s above, the improvements are removed.
  • Doctor: A doctor can spend a cycle in the hospital, following the same rules as a visitor. At the end of the cycle, one hospitalized player of their choice can return to work. If a player gets hospitalized a second time, they are injured too badly and can’t be healed again.
  • Trapper: You’ve been hired by the NITC to help their expedition. Unlike the corporate softies, you have no problem with getting your hands dirty to solve a problem. You can attack one player per cycle. If you attack a player that has already been hospitalized, their alignment will be revealed and they will be unable to be healed by the Doctor.
     

airship-dependant roles:

Spoiler
  • Internal Affairs: You’ve been hired to keep an eye on the workers and make sure none of them are selling information to the company’s rivals. Every cycle, you may lock one player in the brig for that cycle. That player is roleblocked for that cycle, but also protected from any attacks. If the brig gets sabotaged, all players currently locked up are hospitalized.
  • Navigator: You will be responsible for getting the ship to its destination once it sets out on its journey. For now, you’re tasked with familiarizing yourself with the tools at your disposal on the airship’s bridge. These tools include a number of high-power search lights. Every cycle you can use these lights to track one player. The target of any action that player submits that cycle will be revealed in the writeup (for example: Striker targeted Fifth Scholar or Devotary targeted the Brig). If the bridge gets sabotaged while in use, a flash of light from the lights will blind the navigator for one cycle. If they vote in the next cycle, it is randomly redirected to a random player.
  • Biologist: You’ve studied the flora and fauna of the Pantheon in detail, and will accompany the expedition to aid in the capture and study of the Aviars. Right now there’s not much to do for you though. You do have access to the ship’s laboratory, as well as a stack of detective novels. Each cycle you can target a single player, including someone in the hospital. You’ll learn the identity of one player that targeted them the previous cycle. If the laboratory is sabotaged while occupied, one occupant at random is hospitalized.
  • Messenger: It’s your job to communicate back to the company’s headquarters once the expedition leaves. To do so, you’ve got access to all of the most modern technologies in the communications hut, as well as messenger pigeons. Each cycle you can send a short message back to HQ (the spectator doc). You’ll receive a short reply whenever your boss feels like sending you one.
  • Investigator: You’ve been hired by the NITC to investigate the backgrounds of each member of the crew working on the Northern Wind. You’ve got access to the records room, a room full of files and notes on all of the crewmembers. Each cycle you can investigate a player and randomly learn their role. If you investigate a player a second time, you will learn their alignment.
     

 

The airship:

Spoiler

General Rules:
There will be a total of 10 airship parts. These parts can be sabotaged by the Saboteurs and can have different effects on the game if they’re repaired or not. Some roles require a certain airship art to be repaired in order to take actions. If the part with a role is sabotaged, that role can no longer take any actions.

Airship Parts:

Spoiler
  • The Brig: See Internal Affairs.
  • Airship’s Bridge: See Navigator.
  • Laboratory: See Biologist.
  • Communications Hut: See Messenger.
  • Records Room: See Investigator.
  • Crew’s Mess: This room provides a place for the crew to eat, relax, and unwind. It also contains a message-board where people can leave anonymous messages. If this room gets sabotaged the messages posted that cycle are still posted, but will not be anonymous. 
  • Aviar Holding Area: The Holding Area will carry the Aviar back from the Pantheon. Several Aviar and other birds are currently being kept there to test the facilities. Crewmembers are encouraged to interact with the birds to learn their behavior. You can use an action to request an Aviar for the next cycle, but no more than three Aviar are loaned per cycle. If the Holding Area is sabotaged, everyone gets a bird at random. The Saboteur is guaranteed to get an Aviar. The birds available are: 
    • Sak: This bird warns you of impending danger by showing you visions of your own mutilated body. If you would be attacked while caring for this bird, you are instead roleblocked. The human psyche can only handle seeing themselves die so many times, so you can only benefit from a Sak once per game, and you will not receive the bird again once you’ve received the benefit.
    • Kokerlii: This bird shrouds your thoughts from the dangerous predators hunting on the Pantheon, which isn’t particularly useful here. It is a particularly pretty bird with a mind of its own, though, and it’ll prevent people from tracking you.
    • Kukupa Twins: This peculiar bird is always born as a set of twins, and they can communicate long distances, as well as mimic human speech in a manner similar to a parrot. You can open a single PM with another player of your choice as long as you’ve got the birds. This does not cost an action.
  • Captain’s Quarters: The captain gets his own luxurious room in the ship, and that’s where he’s been staying ever since it’s been finished. It’s quite a nice room, actually, all things considered. Which makes him all the more angrier when it’s sabotaged. When the Captain’s Quarters are sabotaged, he has no mercy when it comes to dismissing people he suspects. Tied votes result in all tied players being dismissed. 
  • Crew’s Bunks: While these rooms aren’t nearly as good as the Captain’s Quarters, they’re decent, and they have beds. Most importantly, however, they have privacy...at least, despite having to share a room with a roommate. Players can go to the Bunks and get assigned a random PM with another player in the Bunks. If the Bunks are sabotaged, all Bunks PMs are closed and the Saboteurs get to see one page from each of the PMs for that cycle.
  • Engine Room: This room is, obviously, where the engineers work on maintaining the engines and making sure everything is working properly. Can’t have an airship without some power to get it going, of course. When the Engine Room is sabotaged, there is a lot of chaos and confusion as everyone scrambles to figure out what’s going on, and those in charge are a bit more strict with trying to keep everyone under control. While the Engine Room is sabotaged, the dismissal vote requires a 50% majority to go through.
     


 


Players:

  1. Illwei
  2. Matrim's Dice as Philico
  3. Gears as Roko the Basilisk in the aspect of Fourth of the Dark
  4. Random Bystander
  5. Tani as Tevris
  6. Azmine_king
  7. Devotary of Spontaneity as 36th of the Tundra, who hopes to bring the secrets of airship travel back to their nomadic community so she can help them with future moves.
  8. The Unknown Order
  9. Experience as Zara
  10. Sart as Fourth of Legend
  11. Szeth_Pancakes
  12. |TJ| as Sixth of Shade
  13. Archer as First of the Red Dawn, whose defining character trait is that he is ridiculously unlucky. 
  14. Biplet
  15. Jondesu as Second of the Passing Wind
  16. Quintessential

Pinch-hitters:

  1. Xinoehp512 as Rich Hipnett
  2. Ashbringer as Faleast
  3. Liranil

Spectators

  1. Flyingbooks

 

Quicklinks

 

Edited by Elandera
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8 hours ago, Illwei said:

@DeTess @StrikerEZ

When do signups close?

 

20 minutes ago, Liranil said:

When will this game start? If it starts after my finals end, I'll definitely play, but for now, I'll sign up as a pinch-hitter.

Signups close at 10:30 AM CDT/17:30 CET next Thursday. The first cycle will go up basically as soon as we can get everything sorted out. :P

Rollovers will be at the same time as the signups end every other day.

59 minutes ago, Devotary of Spontaneity said:

36th of the Tundra

....how does one person have so many kids?? :P

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9 hours ago, Gears said:

I shall play as Roko the Basilisk in the aspect of Fourth of the Dark.

But... Rvoikno...

Quote

....how does one person have so many kids?? :P

Adoption, Striker. It exists. :P

Or maybe that number was picked because someone wanted to be silly.

Edited by Tani
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7 minutes ago, StrikerEZ said:

....how does one person have so many kids??

Tundra's people have communal raising of children, so children get assigned First, Second, Third, etc. sequentially regardless of who their parents are, looping back to First after they leave a particular location. Tundra was the 36th child to be born to the community after leaving an island with a notably tall mountain.

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Well, for what it's worth, according to google, a woman in Russia in the 1700s had 69 children over the course of her lifetime, so I guess 35 isn't unreasonable. To be fair, she had 16 sets of twins, seven sets of triplets, and four sets of quadruplets.

Anyway, back on topic now. :P

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