skitties: (Default)
kerry. ([personal profile] skitties) wrote2015-08-11 07:36 pm

(no subject)

THE RESERVATION
Phase One
You wake up in a small, quaint community. Everyone you speak to calls it a sanctuary - a safe place. At first you are able to settle in, the town administration encouraging you to become a part of the community, helping you to find jobs and find peace in your new life. The confusion about being there doesn't fade easily - all you're told is that you were rescued from a great disaster in your homes - in everyone's homes.

Whilst at first everything feels fine - life is nice and quiet there's something off about the place that you can't quite put your finger on. You have everything you could want, even if the community is small and technology isn't thriving, it feels too good to be true, like you're missing part of the big picture.

That's because you are - two big things.

The first thing you find out quickly. After a few months of settling into your new life, and having your questions dismissed, something happens. Although the town is guarded - patrols around the borders and high walls - something manages to break past that. This is the reason everyone calls the place a sanctuary - it's safe from the outside world, and the supposed disasters of your own world.

The attacks slowly begin to happen more frequently, more creatures getting in - stronger things attacking. Eventually something goes wrong, and then you find out that second big thing. That second truth.

None of this is real.

Phase Two
It's during an attack that it happens, with everything around you that you've known over the past few months shutting down. One moment you're in the town, things around you slowly disappearing, the next you're struggling to breathe, falling to the floor.

The floor hits hard, something that is real, and once you've caught your breath - once you look around - you'll see everyone around you. In the room are devices - machines and wires that you were connected to, along with everyone else in the room. The people are familiar - people that you've known for months in the town, but the place isn't.

It's a mess - destruction all over. The lights are dim, wires crackling and explosions happening in the distance. As you question what happens, try to figure out a plan someone comes in the room. There isn't time for many explanations. Any questions that you manage to get out result in one thing - the base is under attack.

If you leave the room you'll see exactly what they mean - people in armour fighting against what you can only think of as aliens, or monsters. Helping will go a long way, saving some of the fighters. Once the battle is over the explanations come.

The previous environment - the settlement - was a test, a virtual reality projection to test your responses to the stimuli. Although they weren't ready to pull you out and explain what was happening the attack was unexpected, and disrupted the power systems across the base. Hopefully the situation in the settlement prepared you enough for what's to come - war.

You're divided amongst the base - medics, fighters, repair, and training is given where needed. Although you were conscripted into the fight you're given a choice afterwards - you can stay after the war, or return home, forgetting everything that ever happened. Whilst the base is severely damaged it can be repaired, and basic functions are still possible. Food is replicated, with power reserves separate from the main power, and there are comfortable sleeping arrangements - although the off duty facilities are a little lacking.

As the war progresses the attacks will become more frequent, and participation and efforts in the war will determine your survival - and the survival of everyone in that quadrant. Successful efforts will result in winning the war. Failures?

( Phase Three )
Abort. Escape. When the last attack comes, should your efforts have failed to fight back and win the war, your only course of action left is to escape in the remaining escape pods. They have a destination set in place - a new world for you to start again. If you can make it there.

(Only just thought of phase three but that only depends on the outcome of phase two
The length of phase one depends on player action. Same with phase two, and the outcome of it
Player action determines how the war progresses, how characters affect the war, if they will win - rewards they can receive. Action and inaction )
savedadance: (Default)

phase one

[personal profile] savedadance 2015-08-12 10:55 am (UTC)(link)
minimum 6 months

month 1 welcoming party, job fair, basic welcoming and introduction affairs
month 2 (end of the month) hear whispers of town officials doing something, advised to stay away from the forest
month 3 first breach happens - small raiding party, minimal damage to the town and casualties
month 4 asked for help in patching up the damage and assured that patrols are doubled. volunteers welcome. weekend fete held as a distraction. end of the month more raiders are sighted - a larger group
month 5 investigations determine the raiders have set up a camp X distance from the borders. discussions on how to proceed go (go attack, help defend the town + wait for them to come). regardless of choice made small raiding groups will slip past patrols and go into the town. if teams are sent to attack the camps more groups will come at once/more quickly
month 6 the fight has been brought to the town. anyone that went out to the camp/to fight oncoming raiders was urged to come back and defend the town. damage to the town, some casualties - easy to take down the raiders with planning and working together - month 5 good for planning the bigger fight

maybe something where the fight can be won and help rebuilding town before the program fails?

if people want a longer phase one there can be a bigger gap between the first raiding party and the sighting between the camp
savedadance: (Default)

phase two

[personal profile] savedadance 2015-08-12 11:05 am (UTC)(link)
length as yet undetermined

month 1 wake up on the base (=base on a planet). choice to help X defend the base. explanations received once the attack is over. everyone is split up into groups based on skills, assigned rooming, given jobs to help look after the base
months 2-X work on rebuilding and repairing the base after the X months of attack. the more work done to rebuild the base the more perks are given.

e.g. no network/communications are on an ear piece channel frequency set to the people in your group (e.g. small repair teams, small scouting teams). repairing communications will give a wider net - comm systems all over the base
e.g. food is basic ration packs. repairing the replicators + scouting the area will bring in fruits, vegetables + replicated food

there have always been gaps between the attacks in the history of this planet/war. info available if characters choose to read it/ask npcs. pcs were brought to the base as reinforcements to help win the war - everyone needed not just fighters. the previous scenario was a test to help build up readiness, a programme planned and set in motion but on a lighter scale than the current war (but ended early due to power fluctuations)

player actions determine war actions. diplomacy, scouting parties, how the attacks end. all death is permanent. need to work on med systems to get it functioning for high tech med procedures (takes a few months to get everything working)

if diplomacy pursued war/attacks will still continue but can send out delegations/talk to the leaders to try and solve the war. why did the war start, etc etc
if diplomacy pursued but not done well the war will not end - diplomats may die
if diplomacy pursued + a strike attack during negotiations war will amp up diplomats die (if discovered)
if no diplomacy pursued war ending will depend on player activities in the war - how successful they are - where they attack, how well they fight

3 endings: diplomatic peace treaty, enemies surrender from successful attacks, players have to abandon the base - war lost