Second Dawn: Jill Deasey

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This is a reference document for the LARP The Second Dawn.

Jill Deasey Player: Kendra T Socialite, spelunker, and infector of the ocean Age: Late 20s

Additional information (read first): Black Science, Society of Spelunkers, Seerstones

Background: Ever since you were a young girl, the sciences and ways of the Ancients have fascinated you. The games of your childhood imagination had you heroically exploring hidden Ancient ruins, fighting off the demons of black science and bringing long-lost knowledge to light. As you matured, that fascination drew you to numbers and knowledge, the tools and techniques of seerstones- but when you wanted to learn more, your tutors and parents discouraged you. “That’s Tinker stuff,” they warned you. “Not for good science-fearing girls like you.” Eventually, you gave up on seeking a formal education in the sciences; you were not a Tinker, and you could not be one. But once you were old enough to start getting access to your parents’ small industrial fortunes, you found ways to learn what you could in secret. You found out about the Society of Spelunkers, a loosely-knit group of those who explore Ancient ruins. These ruins may all belong to the Tinkers, but sometimes they need outside help, and sometimes you just act under cover of stealth. They taught you how to climb and crawl and identify rare and valuable sciences, how to use the tools and gauges that would keep you safe from radiating decay and other dangers. Most spelunkers were in this job for the money as much as the wonder, but you just did it for fun; you were (and are) an independently wealthy idealist, after all. Because of this, you often left your discoveries where you found them; you took careful notes, but left things for the Tinkers to find in due time. One year ago, you had a terrifying experience. You were exploring alone (a dangerous choice, but you do so often to avoid the anger of partners seeking to profit from finds), among some submerged ruins east of New Providence, near the base of Cape Cod. You found a hidden vault with a large pocket of air and an incredible cache of Ancient sciences. The best part of it was the rack of glass cylinders, tubes containing tiny glittering grains of sands, still slowly moving under their own power. You realized these were “nanomachines,” Ancient devices smaller than eyes can see, the last and greatest science of the Ancients before their fall. You’d heard of them from other spelunkers, but never seen them with your own eyes. You were excited, thrilled, and opened one cylinder to examine them. But all that excitement in knee-deep seawater made you a little too quick, a little sloppy. You made an uncharacteristic clumsy mistake. These things happen to everyone- but rarely do they happen with such poor timing. You spilled that tube of nanomachines into the water, and as you watched in horror as those infinitesimal grains spread and flowed, seeming to dissolve into the water. What had you done? You still don’t know for sure- but you know it was staggeringly irresponsible. You have no idea what that thing did; you doubt it’s black science per se (you know it’s not a device of power or decay, though it could have carried a demon), but that’s cold comfort when some mighty and unknowable science is growing and replicating unseen in the ocean’s depths. Over the year since, you’ve paid less and less attention to your family business as you worked on a solution. Without the knowledge of a Tinker, you could apply only trial and error, carefully using the remnants of the spilled tube to test possible ways of destroying it. One by one, you mixed samples of the escaped machines with the cache’s other nanomachines, changing the water and heat and light and anything else that could conceivably affect the outcome. Eventually, you found an answer. One of the nanomachines proved able to consume and destroy the released one. For better or for worse, this nano-weapon did not replicate itself, no matter what you tried; it destroys those machines (and many other kinds) , and stops. This is good because you could release it safely, knowing it won’t replicate and fill the ocean; however, it’s bad because the tiny sample you have isn’t nearly enough to deal with the machines that have been reproducing for months now. You convinced your parents to get you a ticket to tonight’s party, ostensibly to make a social appearance and perhaps meet some suitors. But you have bigger reasons to be here. This party will contain powerful government figures, and even some of the reclusive Tinkers. You need to find someone whom you can tell about what you’ve done, and who can help undo the damage you’ve caused. You’ve been quite circumspect so far; the nanomachine release may not have been specifically illegal, but you were engaged in illegal ruin-diving when it happened. You can’t wait any longer, though; you need to take the risk, sound out some people, and find someone who will help you take responsibility for the damage you’ve caused. Of course, you might be able to take care of a few pieces of old business while you’re out there tonight. You found a most curious seerstone in some ruins a few years ago, and despite your best efforts, neither you nor any of your spelunker friends have been able to understand its contents: snowy white static with definite hidden patterns, countless rows of incomprehensible numbers and characters. It’s been a curiosity so far, but you would like to understand it, and it could prove an excellent conversation piece! It might even gain the attention of some Tinkers. Ahh, Tinkers… when you were young, you wanted to be one; when you were a teen, you hated them for keeping their knowledge all to themselves. But you’ve never gotten over your feelings of awe and reverence for them, and you’ve never before had the chance to really meet any.

Roleplaying Notes: You are an independent-minded young woman, but not aggressively so. Your bottomless curiosity has been your life’s strongest drive, though it’s been shaken with your recent misstep. You care little for normal cultural social boundaries on their own merits, but neither do you break them just because they’re there; you follow them when useful, break them when you must. You combine courage with restraint and a powerful sense of responsibility.

Goals: 1) Get help undoing the damage you caused to the world’s oceans. 2) Win the attention and approval of Tinkers. 3) Find someone who can understand the information in your “snowy seerstone.” 4) Promote the interests of your family and its business.

Opinions: Second Dawn: Fascinating, utterly fascinating! Your family business has suffered lately with so many resources focused on its construction, but that doesn’t really bother you on any personal level. Space: The Ancients had so many glorious sciences, surely they’re still alive up there beyond the Shroud. Black Science: Dangerous stuff; you’ve heard of spelunkers dying horrible deaths from staying too long in ruins. Still, you can’t muster the kind of reactionary superstitious attitude most people have. Tinkers: You view them with a bittersweet but clear longing. Your fondest childhood dream was to become a Tinker, but of course it was impossible. Religion: You’ve never been religious, but you do still consider yourself a believer in natural theology. Sometimes, in those Ancient ruins, you think you can hear the susurration of their long-dead thoughts in the walls and air and water. The Watch: They do good work protecting the Union from black science, but you suspect they’d look harshly upon private spelunkers.

Key Information •About a year ago, you released some Ancient nanomachine into the ocean. You have found a counteragent, but it doesn’t self-replicate, so you must find backing (government or Tinker) to reproduce or alter and release it. You do not know what the original nanomachine does, but it has been free to reproduce and spread for all these months. •The “snowy seerstone” is one you discovered a few years ago; neither you nor any other local spelunker have yet been able to make sense of the information it holds. •Your family owns Deasey Locomotive, a major producer of railway parts in the Eastern Union. Your family’s interests would be served by expanded railway services into one of the 3 foreign nations, or by finding a beneficial marriage for you. Your parents wouldn’t even think to try and marry you to someone you didn’t like; a truly beneficial marriage would be one in both your business and personal interests.

People (in approximate order of importance): Russ O’Malley (Santo S): The other active local Spelunker, he’s a construction worker on the Second Dawn by day. You and he get along well enough. The few times when you have sold some finds, you’ve gone through him, so he surely knows who trades in Ancient stuff. Jackie Drake (Sheyna G): She’s famous! The most widely-renowned spelunker on the entire continent. She works for the Plains States government, so she doesn’t have to hide her activities. You’d love to meet her at last. Rosetta Jones (Suzanne G): A familiar face from the local social scene, her parents are rich miners up in independent territory to the north, she moved into town 6 years ago. Fun-loving and charming, but sometimes a bit much for you. You do trust her, though; she’s a friend you can count on. You haven’t told her about your spelunking, which has left a touch of nagging guilt. Isaiah Whittaker (Joey B): Another familiar face from the local upper crust, he’s got a charming air of mystery because he heads his own religious sect. Some sort of star thing, it’s gained some popularity lately in New Providence with this spaceship being built. He tried to convert you, but its strength-based philosophy didn’t appeal much. Artair Tinker, Minister of Sciences (Hed S): He might be the one most able to help fix the ocean, but it probably wouldn’t be wise to jump straight to the top with self-incriminating information, not until you know more about him personally and politically. Beathag (Sue B), Ceallach (David B), Malamhin (Abrihette Y) and Niallghas (Aaron B) Tinker: Four other Tinkers. Ceallach and Niallghas are rather cute, but you know Tinkers never fraternize with outsiders. Kathleen Penland (Kaite G): Her family owns the Green Fox, one of the best and most diverse clubs in town. You and she have a passing familiarity, though her family is notoriously reclusive. She strikes you as quite friendly and approachable. Donald Baxter (Jerry S): The wealthy owner of Baxter Imports, another well-known local. The few times you’ve met, he’s been quite polite, though not really engaging. Elizabeth Rowell (Isabel K): Rumor has it that this construction worker is some kind of hired assassin! This is considered entertainingly scandalous gossip by most of your friends, but you can’t help but be frightened.

Ratings: Pilot: 0 R: 1 D: 2 G: 2

Nametag Symbols: R, E, H, L

Attributes: Physical: Defense 3 Pool Rating 3 [] [] [] Mental: Defense 3 Pool Rating 3 [] [] [] Social: Defense 3 Pool Rating 4 [] [] [] []

Recoveries: -Reveal your release of nanites into the ocean to someone (+3 points, 1/hour) -Discuss something related to adventures and explorations (+1 point, 2/hour) -Discuss something related to social scenes, finances, or other debutante concerns (+1 point, 2/hour)

Abilities: Penetrating Insight, Charm, monitor, suspect, diversion, sneak, black ways, entice, familiarity, monitor readings

Items: slippery yellow powder, piece of jewelry (x2), pouch of coins, vial of glittering sand, snowy seerstone, decay monitor


Black Ways System: Any item with the “B” quality seems suspicious, potentially using black science. Only an extensive study of its workings or uses could verify this with complete certainty, so you will have to use your personal judgment tonight.

Familiarity System: Recognize a “Vial of glittering sand” item with the “N1” quality as being the nanomachines you found to destroy the ones you released last year.

Monitor Readings System: This is the key for interpreting the readings of your Monitor ability. Your decay monitor picks up the amount of harmful emanations (from the black science path of decay) from a person or object. 0 = no decay 1 = minor decay 2 = significant decay 3 = severe decay 4+ = life-threatening

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