Second Dawn:Location Descriptions
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This is a reference document for the LARP The Second Dawn.
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[edit] The Launch Gantry
Metal scaffolding and stairs rise along the Second Dawn’s well-lit hull, allowing intrepid dignitaries and partiers to climb along its 150’ height. You can even walk right up to the ship’s hatches and peer in through portholes, though entry is forbidden.
For the less intrepid, the massive fusion engines closest to the deck rest above hardened vents, delicately roped off to prevent drunken partiers from stumbling in. Workers perpetually move to and fro, making final preparations for launch beneath the watchful gaze of security guards.
- Security: 2
- Crowd: 2
- Recovery: Talk about the spaceship itself (+1 point, once ever)
[edit] Middle of the Spaceship
Eighty feet off the ground, a walkway leads to the cargo bay. Through a porthole as hard as seerstone, viewers can see the satellite, a bristling metal-and-glass structure held on a single metal arm, ensconced in a web of spun glass filaments.
If you wish to enter the cargo bay, you must be able to pass the following ratings. You remain visible to other players in the Launch Gantry.
- Security: 3
- Crowd: 2
[edit] Top of the Spaceship
One hundred and thirty feet off the ground, a walkway leads to the cockpit. Through a porthole as hard as seerstone, viewers can see the place from which Captain Pearce will control this vessel. Two padded chairs sit before a dashboard with a bewildering array of levers, switches, and monitors.
If you wish to enter the cockpit, you must be able to pass the following ratings. You remain visible to other players in the Launch Gantry.
- Security: 4
- Crowd: 1
[edit] The Cockpit
It is difficult to move in the cockpit, oriented with its floor where the wall should be. You must step over the padded chairs, while the abundant instrumentation hangs over your head. Sticks, levers, switches, buttons; dials, monitors, lights. Many of these components have been made from Ancient alloys rather than ordinary steel. On the side opposite the hatch, a solid metal box surmounted by a single seerstone sits against the far wall, connected to the dashboard by thick cables.
- Security: 0
- Crowd: 0
There are no good nooks or recesses in which to hide anything.
- The Metal Box
- Qualities: N, U, B, Valuable
- Data Rating: 6. If you bypass this data rating, you may open the Metal Box envelope. This process takes 30 seconds.
- The Metal Box
- Navigation Value: 2
- Code: 0402
- If you have opened this using any ability other than “Hack,” stop reading; you may not perform any of the options below.
- If you wish to upload code onto this item, write your “ID” rating below the most recent value in the “Code” field.
- Then, replace its “Navigation Value” with a number of your choice, as low as 0 or as high as your “Navigation” rating. If you have no Navigation rating (on character sheet or items), then you cannot change this number.
- If you wish to explicitly remove code, that will be a long and involved process. See a GM.
- If you wish, you may replace this item’s Data Rating with your Mental Pool Rating +2.
[edit] The Cargo Bay
The cargo bay has more space than it needs to hold its one passenger. The satellite is an ungainly piece of metal studded with antennas, plates, glass panels, and other Ancient appendages. It lies atop the end of an articulated metal arm, and rests cushioned within a web of glittering filaments, each one as flexible as spider silk but as strong as seerstone.
- Security: 0
- Crowd: 0
- Search difficulty: 3
The cargo bay has many nooks and recesses in which something might be hidden. If you wish to hide an item, leave the item card in the Cargo envelope below. If you wish, you may spend Mental points, and replace the current Search Difficulty with the number spent.
If you wish to search the cargo bay, you must spend a number of Mental Points equal to the Search Difficulty. You may then examine the Cargo envelope and take anything you wish.
[edit] The Satellite
- Qualities: U, Extremely Valuable
- Data Rating: 6. If you bypass this data rating, you may open the Satellite envelope. This process takes 30 seconds.
- Function: Active
- Code: 0402
- If you wish to upload code onto this item, write your “ID” rating below the most recent value in the “Code” field.
- If you have a “Navigation” rating available (on character sheet or items), you may upload code to prevent the satellite from functioning normally. To do so, change the “Function” to “Inactive.”
- If your Navigation rating is at least 2, you may restore the satellite to normal operation; to do so, change the Function to “Active.”
- If you wish to explicitly remove code, that will be a long and involved process. See a GM.
- If you wish, you may replace this item’s Data Rating with your Mental Pool Rating +2.
[edit] Main Deck
Out on the launch platform, the cold March wind blows against your clothes, filled with the ocean’s salty smell. Electric heating elements line the walkways, allowing even the most fashionably-clad guests to stay outside at least for a little while. From here, one can walk to the launch gantry, or the exclusive lounges of the command tower.
- Security: 0
- Crowd: 2
[edit] VIP Lounge
Above the main deck and below the command deck, a well-appointed room awaits the world’s diplomats and dignitaries. Comfortable chairs surround circular tables, backed by picture windows that provide an excellent view of the Second Dawn’s floodlit majesty.
Security: 4
Crowd: 0
Recovery:
Meet with a dignitary from another nation (+1 point, once ever)
[edit] Meeting Room
This meeting room stands above the command deck, though its angled windows provide a good view of the launch platform’s main deck instead of the spaceship. Still, its businesslike chairs and tables and chalkboard provide an excellent forum for a more focused conversation.
Security: 3
Crowd: 0
Recovery:
Talk about matters of business, finance, or commerce (+1 point, once ever)
[edit] Observation Deck
A vast ballroom has been prepared, with an excellent view of the waiting spaceship. A wall of exotic, crystal-clear material separates the warm, well-lit interior from the cool night air outside. Here, servants carry trays of refreshment, and a string quartet plays the most fashionable music. Outside, spotlights illuminate the Second Dawn, a 150’ tower of steel bristling with wings and engines, cradled by delicate-looking scaffolding.
Security: 2
Crowd: 4
Recovery:
Discuss the larger vision or implications of the Second Dawn project (+1 point, once ever)
[edit] A Quiet Corner
Despite the ballroom’s hubbub, one can always find a quiet corner or vestibule that provides a little bit more privacy. Fewer hors d’oeuvres make their way to those who linger out here, however.
Security: 2
Crowd: 0
Recovery:
Meet one person here for a brief (< 5 minute) conversation (+1 point, once ever)
[edit] Infirmary
This room contains elegant couches and beds, its equipment unobtrusive, all intended to minimize the hospital feel. Mostly designed for over-indulging guests, this room provides a quiet place to rest and recover under professional supervision.
Security: 1
Crowd: 2
Recovery:
Visit with a sick person for at least 5 minutes (+1 point, once ever)
Special: If you are Disabled, you may rest here for 20 minutes to recover, without using any abilities during that time. This cures your Disabled condition, but your Physical Pool Rating is permanently reduced by 1. If you need to use the Infirmary repeatedly, this does not stack.
[edit] Belowdecks
Few partiers come down here to the launch platform’s quiet lower decks. Hatches and hallways seem designed for sea-legged crew members, not drunken revelers. Somewhere in the distance, you can hear the slow drip of water and the engine’s bass rumble.
Security: 0
Crowd: 0
[edit] Crew Area
This is the section of the boat where the crew lives and works. The hundreds of workers who keep this launch platform and party running need dormitories, cramped lounges, mess halls, and other quarters. They would be surprised to see any partygoers in this section of the boat, but would respectfully keep their distance.
Security: 0
Crowd: 2
Recovery:
Talk about something that would be beneath the notice of most politicians and dignitaries (+1 point, once ever)
[edit] Engine Room
Two massive ring-shaped fusion engines dominate this room, with their profusion of cables, lights and pipes. Workers and the occasional Tinker move about, as well as a slim security detail. The engines and their cooling systems produce constant noise, rumbling and rushing and hissing and clanking, which aids privacy rather than hindering it.
Security: 1 Crowd: 0
Recovery:
Discuss something illegal or illicit (+1 point, once ever)
[edit] Private Meeting Room
Here in the depths of the platform, a meeting room lies mostly unused. Perhaps once intended to be a place for construction staff meetings, it now lies fallow but still equipped. If lit, the lights illuminate chairs and tables and a blank chalkboard.
Security: 0
Crowd: 0
Recovery:
Have a meeting that would be best kept out of the public eye (+1 point, once ever)
[edit] Lifeboat Room
This area is open to the waves’ salt spray, just above the waterline. Many small boats hang on hooks, ready to be lowered into the water should an emergency occur. Presumably they have enough space for everyone, but it’s impossible to tell. When everything runs smoothly, few people bother to come here.
Security: 0
Crowd: 0
Recovery:
Talk about the ocean, or about a hazard (+1 point, once ever)
[edit] External Stairs
These stairs climb along the outside of the boat, though railings and glass protect partygoers both from falling and from the sea’s spray. Vents of warm air keep you comfortable despite the clear March night. These stairs provide an excellent view of the quiet ocean’s wide, dark waters.
Security: 0 Crowd: 1
[edit] Internal Stairs
These stairs allow partygoers to travel among all of the launch platform’s decks without leaving the warm, well-lit comfort of the boat’s interior. Servants and security guards favor this staircase over the half-external one on the far side of the boat.
Security: 1
Crowd: 1
[edit] A High-Tech “Elevator”
A wonder of the Tinkers, this room moves up and down between decks, carrying partygoers without requiring them to set foot on stairs. Its hidden mechanisms make the ride smooth and comfortable. One security guard always stands politely in the corner.
Security: 1
Crowd: 0
Recovery:
Express awe about the elevator, or other works of the Tinkers (+1 point, once ever)