Jan. 3rd, 2015

ataraxionsupport: (Default)
Description of Duties
The Support Department handles miscellaneous tasks and spillover from other departments. This can range from fetching food, drinks or necessary supplies, to compiling data or learning how to do the basics of someone else's job on a temporary basis. We're temps, office managers, and administrative assistants as required. You should ideally be flexible, quick to switch tracks, detail-oriented, and cool under pressure. Although Support duties tend to be relaxed on a typical basis, that can change very abruptly during a crisis.
 
Division of Duties
In short, duties are rarely divided officially in any manner. Support staff are expected to be able to pitch in when and where they're needed, which means simply moving on to another department or task if another member of Support is already assisting in a given area, and further assistance is unnecessary. In the rare event that Support staff is stretched thin throughout too many departments at once, Chief Support Staff Officer Murphy Pendleton may contact staff individually and assign key duties by order of priority. Otherwise, we are essentially freelance.
 
Members of Staff
  • Murphy Pendleton
  • Death (bones)
  • Death (not-bones)
  • Bahorel
  • Remus Lupin
  • Ai Enma
  • Feuilly
  • Samantha Traynor

Other Information
The Support Department is located on deck 249. Storage is located adjacent to the Shuttle Bay and is accessible by Support Department nanites only. Please refrain from racing the hovercarts unless you intend to invite everyone. And please don't overload them. Capacity is six people maximum.
 


OOC:  FOR SUPPORT ONLY
Please fill out the following information in the comments below. Thank you kindly!

Jan. 3rd, 2015 07:27 pm

Welcome

ataraxionsupport: (Default)
ARRIVAL

Welcome aboard the star ship, Tranquility. For many of you, this will come as a shock, but you are, in fact, in space. You are likely feeling disoriented and nauseous. This is a normal effect of the stasis you arrived in, and will wear off by the end of the day.

Since the first jump, the year in this reality is 941 AE (After Earth). Our current trajectory is unknown. We are unsure the exact reason you have been pulled onto this ship, and we do not, currently, have a way of sending anyone home. Many of us are working tirelessly to figure out a way to get everyone back to their native continuum, but until that time, take a moment to read the following information and familiarize yourself with what's going on and what you can do.

This communication device will be an important piece of equipment during your stay. It connects to a central network on the ship that allows us to keep in touch with one another over long distances. Think of it like a phone, or a small computer, or for some of you, a bird or other carrier animal that you would use to send messages. You can contact everyone on this device currently on board the ship, assuming everyone keeps their communicator on them. If you need help for any reason do not hesitate to access the network and ask for it.

As you've probably noticed, there is a number tattooed on your arm following the designation --- >> --- >> ---. This number allows you access to parts of the ship and, as you might have noticed, will lead you to both your locker and your cabin.

MEDICAL BAY & STASIS

When you awoke, you were ejected from a stasis chamber. While disorienting, this chamber is what keeps everyone alive during the time of the jump. It is necessary to our survival on this ship.

The Medical Bay (or Medbay) is attached to the stasis chamber you awoke in when you arrived. We ask that everyone visit at least once, preferably after you've come aboard so that our team of doctors on call will be able to tend to your needs.

Some of you might have woken up in a humanoid body you don't recognize. If you were once animal or metal, for example, this will probably be a massive and uncomfortable change. It is imperative, in this case, that you visit medical so that you can learn how to function in your new body. Unfortunately we don't have any way to return you to your original form.

Another thing to note is the wide range of dietary needs that have become apparent on the ship. You may have special needs due to your race or species, and our doctors and scientists on board will do our best to accommodate these needs. This includes those who may have potentially been hunters or predators in their own universe (a primary example being vampires). Do not be shy about approaching a doctor confidentially. It will help everyone in the long run and stop misunderstandings from happening in the future.

THE SHIP

There are plenty of places to go on the Tranquility, but this also means there are plenty of places to get lost. At times, the interior of the ship seems to rearrange itself, and as such the map that passengers have created attached may, at times, be inaccurate. We strongly advise that nobody goes wandering around alone; not only is the interior of the ship labyrinth-like in nature, but there is potential for danger should you wander far enough.

The Passenger Quarters are the safest place to be, but there is plenty to do. Your room will be located on one of these decks, as will various common rooms, the kitchens, holodecks, and recreational areas. The kitchens will be stocked with non-perishable food items and fresh produce from the Oxygen Garden, which is not unlike a small jungle and provides oxygen for the entirety of the ship. You can take the lift to visit it if you find yourself missing a more natural environment.

As previously mentioned, we do not encourage exploration of the ship, particularly in groups smaller than four. It's easy to get lost up here, and if you find yourself in a locked room, it could be a while before someone finds you, if at all. There are blacked-out ares of the ship that make communication between the devices impossible. There are also locked doors that your number won't let you access, and we have found hostile creatures inhabiting the ship.

SMILEY

You may sometimes hear passengers referring to an entity known as Smiley. He/She/It has been given this name because every time we've encountered it, it has littered its messages with a smiling emoticon: :)

While it's impossible so far to discern Smiley's motives, and its methods can be creepy and sometimes frustrating, it has offered invaluable assistance during crises that would have otherwise killed us. We wouldn't encourage seeking it out or even considering it friendly per se, but we can tentatively categorize it as helpful.

THE CREW

Aside from yourselves and those who have already been brought on board via the stasis chamber, this ship has no crew. When those of us of the first wave arrived, we were told that the crew had been missing for a month prior to our arrival. How or why they disappeared is still up for speculation.

Ward and Resnik claimed to be the only two members of the original crew left behind, and they inherited the titles of Captain and First Officer. However, there is considerable reason to doubt their version of events and trusting them is highly discouraged. Use great caution when interacting with them.

William Tsang ([personal profile] dogbane) is the Chief Medical Officer in the Medical Bay. We encourage everyone to check in at least once so that, in case of illness or injury, we can treat everyone to the best of our ability.

Tyke ([personal profile] puppydogeyes) is Chief Security Officer. Please don't hesitate to contact her or any members of the team with any security concerns.

Ryuuzaki ([personal profile] ryuuzaki) is Chief Communications Officer.

Jax Teller ([personal profile] kutte) is Chief Gunnery Officer.

Hoban "Wash" Washburne ([personal profile] dino_zarf) is Chief Flight Officer in the shuttle bay.

Raven Reyes ([personal profile] regulatingpressure) is Chief Engineering Officer.

Netherlands ([personal profile] handelaar) is Chief Agriculture Officer, in charge of upkeep in the Oxygen Gardens.

Severus Snape ([personal profile] darkart) is Chief Xenobiology and Genetics Officer.

Jasper Jordan ([personal profile] trynotodie) is Chief Physical Sciences Officer.

Murphy Pendleton ([personal profile] yardbird) is Chief Support Staff Officer.

FURTHER READING

Hopefully this introduction has answered some of your immediate questions, but we encourage people to read the entirety of this guide. Should you need assistance or if you have further questions, just ask.
Jan. 3rd, 2015 07:35 pm

FAQ

ataraxionsupport: (Default)
Q » Why was I chosen?
A » Your guess is as good as ours. We have yet to find many commonalities between all the passengers.

Q » Where are we going?
A » Previously, Resnik told us we were headed to Alexandria. However, it was recently discovered that our true destination is unknown. Ward and Resnik do not possess override codes for the jump drive, and our course cannot currently be altered.

Q » I'm sorry. Did you say jump drive?
A » Yes. The jump drive is what accelerates the particles around the ship to extreme speeds to create a wormhole. Think of a wormhole as a tunnel leading to two points in spacetime. This wormhole folds to create a bridge, allowing space to fold around it.

Don't worry if none of this makes sense. I can't really make heads or tails with it, either.

Some more useful facts to know about the jump, though:

1. Each jump takes place monthly. Be sure to check into the medbay when you hear the alarm calling.

2. During the periods where the ship is in jump stage and everyone is safe and snug into their gravity couches, one year passes.

Q » People have been on this ship all this time and no one's figured it all out and gotten us all home? What incompetence! Clearly no one has tried (insert your idea here) / I'm really good at this sort of thing, I'll rescue us all in no time / Why haven't we just mutinied and taken the ship and flown home?
A » Thank you, our great and wonderful savior, for telling us how much better you are at this than any of us after being here for ten minutes and reading a guide. The rest of us are simply little people who have never thought of such things. You are clearly more experienced than all of us combined. Nothing has ever been tried, as you suspect.

We're being perfectly sarcastic here, in case you have trouble reading tone.

Q » But why can't we just steal a shuttle and go home?
A » Because they're shuttles. As they're designed for short-distance travel, they have limited oxygen and fuel supply. They're also incapable of traveling through time or breaching the barrier between different universes, so they couldn't get most of us home. While they could conceivably get us away from the ship, we would again stress that they're designed for short-distance travel only, and we have no reliable maps of the space we're in. Our location also changes every jump, so any compiled data or tentative mapping becomes useless.

Q » You don't understand, I have [very important thing] going on back home, I need to get back!
A » You and everyone else. If it's any consolation, people are sometimes spontaneously sent back home, to just about the same time they were taken from. We know this because we've had people come aboard more than once, sometimes with their memories intact.

Q » What do you mean, "with their memories intact?"
A » Sometimes people disappear and come back weeks or months later with no memory of their previous time here.

Q » What happens to people who disappear and don't come back?
A » We think that means they go home. We can't promise anything.

Q » What is space and why can't I go outside?
A » There is no outside. Imagine space as something like the ocean. If you fall into it, you can't breathe, but in this case there's no hope of swimming, either. Space is the void between planets, like the ocean is the mass of water between continents. This ship lets us cross through space, but there's no going outside until we land.

Q » How do you know we're really in space? There are no windows. Clearly, you're all gullible.
A » People have gone out in the shuttles and we've taken a couple pit stops. We're in space. If you need convincing, there are windows in the shuttle bay.

Q » What system of law do we have on board?
A » We don't have one. We're working on it, but it's complicated. We do have a security team and a basic sense of ethics, so despite having no official laws saying so, we still don't abide by things like murder and theft, and security will take action against anyone caught.

Q » Wait, it's been how many months years and you don't have a system of law on board?!
A » If you can find the time to perfect one between people disappearing, people dying, and our regularly scheduled monthly horrors, you're a better man/woman/entity than us. But if you find yourself with an overwhelming abundance of free time, by all means, work on it. Just be aware that we have some wildly differing cultures and values on board, as well as few reasonable solutions for punishment. This has all been hashed out repeatedly to little success.

Q » Where do I go to... "relieve" myself?
A » We have these wonderful things called bathrooms. They contain toilets. Lift the lid, do your business, it flushes automatically.

Q » There are animals in the oxygen garden. And a dragon! Can we kill and eat them?
A » No. Those animals belong to people. Don't kill them, and don't feed them without permission.

Q » What do I do if I read the whole guide and my question wasn't answered?
A » Ask here, and we'll do our best to answer promptly.
Jan. 3rd, 2015 08:41 pm

Timeline

ataraxionsupport: (Default)
NOTE

William Tsang's archival research is the most up-to-date compilation of events and known entities available. The timeline below is less complete; however, it includes some additional details from contributors' first-hand experience.

001 Passengers Arrive (Initial Jump)

TANSEI
 » We docked at a space station called Tansei shortly after the first jump. Unfortunately, there was only one working shuttle at the time and no passengers were allowed to visit when Ward and Resnik docked for supplies. They did take requests, and there were stowaways. We're looking for first-person accounts of the station.

002 Second Jump

003 Third Jump


WRAITH FEEDINGS » Multiple individuals reported being attacked by an unknown entity. Primary symptoms included pain and severe exhaustion. The attacker was later identified as 001 » 099. As of Jump 015, he is no longer on board.

INESCAPABLE HALLWAYS » In apparent defiance of the laws of physics, the hallways of the Tranquility seemed to have a mind of their own for a time, trapping anyone who attempted to traverse them. Communication also suffered unknown technical interference.
The trapped passengers were eventually lead to a marked door. This was the first known encounter with the entity known as . Please see the entity files for further information.
 
 
004 Fourth Jump

ATTEMPTED MUTINY » A passenger named Megamind infiltrated engineering and attempted mutiny by threatening to engage the jump drives. Megamind was confined to the brig for a time and is currently serving community service under the supervision of James Kirk and Spock.

 
005 Fifth Jump

DEMON POSSESSION » Multiple passengers experienced demonic possession upon waking from the jump. The demons were capable of masquerading as their hosts and went almost entirely unnoticed until one was observed outside of a body, taking the form of black smoke. Passengers familiar with these entities recognized them and sounded the alarm. Exorcisms were performed.

 


006 Sixth Jump


☺ 

FEAR GAS » A dose of hallucinogenic gas was released in the vicinity of the oxygen gardens. Affected individuals experienced visual and auditory hallucinations inspired by their fears. Many were driven to panic or violence in response.

  • text appearance 04 First network post. Puzzle linked to two separate encrypted files. The solution to the puzzle provided a password for the second file (ARGO), which eventually revealed a map.
    Maze map
  • text appearance 05 We know now this is completely true. Our messages can be locked against intrusion from other passengers, but not from Ward, Resnik, or Smiley.
  • text appearance 06 Another puzzle, leading to two hidden subfiles within the previously mentioned files. These files provided the second half of the infamous list, as well as the starting point for the previously mentioned map. Additionally, it lead to this.

HOTSPUR'S DEATH » A passenger nicknamed Hotspur (designation 001 » 060) found information regarding the ship's previous captain and confronted Ward and Resnik about the matter. He was trapped outside of the gravity couches under suspicious circumstances directly before the jump, but managed to convey what he'd found before dying.

007 Seventh Jump

AFTERMATH »

STASIS SICKNESS » Passengers began to suffer from a mysterious illness. Symptoms included fever, bleeding from orifices, digits and eyes turning blue, and seizures. Even individuals normally exempt from illness, such as vampires, found they were susceptible. Others were not, for reasons still unknown. The entity known as announced the way to the cure on the network. Retrieval was successful with some delays in the form of black holes in the hallway (again in defiance of the laws of physics) and hostile creatures in the science lab where the maze lead.
Smiley maze

 
008 Eighth Jump
STRELA ASSIMILATION » A hive mind infesting the space station Strela attempted to assimilate a number of Tranquility passengers on shore leave. Some attempts were successful, but were reversed with distance from the hive. Others never returned. The entity known as  is reported to have helped some escape before assimilation could be completed.
 
009 Ninth Jump


010 Tenth Jump

NIGHTMARE FOG » Passengers reported a strange fog before becoming lost in some of their worst nightmares come to life. It was sometimes possible to cross into another person's nightmare and help them. There's little documentation of this time, aside from the initial reports of fog, but indications are that it lasted approximately a week.
 
 011 Eleventh Jump
POWER LOSS + MASKS » The ship lost power and entered emergency standby mode. Room doors malfunctioned, sometimes locking people in or out, and resisted even significant brute force. Most passengers gathered in the garden while the engineering crew worked to restore normal functions. Sometime during this incident, some of the locked morgue drawers in the medical bay were found opened and empty. Some supplies went missing. Communications picked up a disturbance over audio channels coming from the ship itself. After a few days, the ship regained power, only for passengers to find that masks were left on all the doors to rooms currently occupied, one for each person and unique in appearance. Previously occupied rooms also had masks on the doors, identical to each other. The purpose of the masks has yet to be determined.

 
012 Twelfth Jump

 

013 Thirteenth Jump

STASIS COMA » While the network was down during this time and there is therefore no publicly recorded documentation of the incident, some people failed to wake from their stasis sleep proceeding this jump. Concerned friends were unable to free them from the gravity couches. However, they functioned normally upon the next jump, releasing their occupants. No one reported any negative effects from the experience, although many people experienced a shared dream.

014 Fourteenth Jump


015 Fifteenth Jump
LIFTS MALFUNCTION » People using the lifts began to disappear, being relocated throughout the ship to unintended destinations. Once there, the lifts would no longer respond and people would become lost in the hallways, sometimes finding each other but unable to find a way back. Eventually, those lost found themselves at the entrance to a genetics laboratory. Inside, a former passenger, Keller, was found unharmed but trapped, accompanied by the message: YOU'RE WELCOME :). Unfortunately, he came accompanied by more of the same creatures previously found in the science labs, as well as some very large rat-like creatures.
016 Sixteenth Jump

017 Seventeenth Jump

PIRATES » A crew of pirates identifying themselves as belonging to the ship Scylla boarded the Tranquility to take supplies. Passengers did not react positively, but many tried warning the crew about the ship. Those warnings were met with disbelief. Some pirates were killed in self-defense or in defense of personal belongings, but others appear to have died under much more hostile circumstances. Security eventually rounded up all remaining crew members and brought them to the brig. Ward took it upon himself to murder them all in cold blood, including a girl of no more than sixteen, so they couldn't tell the outside world about theTranquility. We boarded the Scylla, but were unable to pilot it due to a dead man's switch. The body of a pirate previously having died in medbay was reported missing and later found mutilated.

018 Eighteenth Jump
 
019 Nineteenth Jump 020 Twentieth Jump?!

JUMP SKIP » Expecting to wake up on the nineteenth jump, all new passengers are marked with a 20. There is a single passenger with a 19 on his arm, but he does not recall waking before anyone else.
 
021 Twenty-First Jump
 
TRANSMISSION » Clara Oswald uncovers a transmission between Ward and Resnik, courtesy of Smiley.

022 Twenty-Second Jump

KELLER'S DEATH & SMILEY » The remains of a jump victim were found immediately outside the medical bay after the jump. Those remains were quickly identified as belonging to Matthew Keller. Soon afterward, the following was posted to the network by Smiley:

THE CYLLENE » Inexplicably, we found ourselves docked at the space station <i>Cyllene</i>, a beautiful, high-class, well-stocked affair that was mysteriously abandoned. If you've been paying attention, you know by now this was obviously a Bad Idea, but no one aboard this ship is capable of passing up fresh food and supplies. By the second day, doors were behaving erratically and there were reports of "shadowy figures" in the hallways or voices over the loudspeakers. By the third day, the station was actively hostile, trapping people in rooms and setting off some emergency protocols. The voices became less ambiguous, demanding that people leave with urgency.

On the plus side, no one seems to have sustained any lasting harm and we got out of there with quite a haul. I suppose that makes us the pirates now.

023 Twenty-Third Jump

SICKNESS » Without explanation, we find ourselves unable to sleep through the night, or at all at times, save in moments of complete exhaustion. That coupled random bleeding from ears, noses, etc, make for a pretty lousy time of things.
  • Dr. Leonard McCoy
  • Nathan's grumpy announcement. Includes excerpts such as This ship will kill you.
  • Tara randomly bleeds over the network.
  • Gwen asks for a sleeping draft.
  • Charlotte can't sleep and is offering mani-pedi's.
  • Annie hopes John Grisham will put her to sleep.
  • Legolas offers wine, honey mead, and tea to calm the sleep-deprived nerves.
  • Claire wonders about the side-effects of no sleep.
  • Dr. McCoy and Simon make an announcement about coming to the Medbay if you're ill.
  • Amy wants boring stories.
  • Neal starts reciting Gone With the Wind with himself.
  • Zeke offers his own personal sedative to try and help.

DEMON ATTACK » Tyke announces that humanoid creatures, likely with extra abilities, have infiltrated the ship and advises passengers to exercise extreme caution. Many areas go into lockdown in response to the threat (ooc post here).

  • Epsilon wonders if it's safe to venture out again.
  • Peter Bishop wonders how normal this sort of thing is for everyone.
 
024 Twenty-Fourth Jump

MEMORY TRANSFERS OF CURRENT CREW » TBA

025 Twenty-Fifth Jump

MEMORY TRANSFERS OF PREVIOUS CREW » TBA

026 Twenty-Sixth Jump

TEMPERATURE FLUX » TBA

027 Twenty-Seventh Jump

STASIS DREAMS » TBA

028 Twenty-Eighth Jump

HALLUCINATIONS » TBA

029 Twenty-Ninth Jump

STASIS DREAMS » TBA

030 Thirtieth Jump

GENETICS LAB » TBA

031 Thirty-First Jump

FIRST RECON MISSION » TBA

032 Thirty-Second Jump

SECOND RECON MISSION » TBA

033 Thirty-First Jump

FIRST RECON MISSION » TBA

034 Thirty-Fourth Jump

TBA » TBA

035 Thirty-Five Jump

SICKNESS » TBA

036 Thirty-Six Jump

MURALS » TBA

037 Thirty-Seven Jump

NIGHTMARES » TBA

038 Thirty-Eight Jump

TBA » TBA
ataraxionsupport: (Default)
Leave advertisements under the relevant category. Anonymous ads permitted; contact information encouraged.

OOC Notes: Ads don't replace public network posts (probably) (unless everyone in the game tracks this post) (that's unlikely)! This is just to help new characters get involved, keep track of recurring events without needing a new announcement every jump, etc. Ads for one-time events will be screened after the event passes. All other ads will be screened when the original poster leaves the game. If you need the text of a screened ad, ask! Credit due to Nathan Petrelli for the original idea.