Conference Quest: Glimmer Edition (Multiverse Quest)

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Conference Quest: Glimmer Edition
Shade Edition on Spacebattles



Conference Quest is a...
Introduction
Location
United States

Conference Quest: Glimmer Edition
Shade Edition on Spacebattles

❂​

Conference Quest is a reader-driven story about a telepathic chatroom that connects people from across the multiverse, and the two chat mods that run it. They hate each other.

Readers on two different forums will control the two different teams of people as they blast each other with telepathic malware, fight for control of alternate realities, and learn to work with a team of people from across the multiverse.

❂ This game will not be allowing write-ins or custom responses unless noted on the prompt.
❂ Votes need to be done in the format of '[x] (enter option here)' and posted as a comment on the thread for the game you are voting for. Please copy + paste your response directly from the option list to avoid typos, and only vote once if possible.
❂ Votes will close on the deadline specified on the prompt, at exactly 12 P.M. EST. Votes posted after the cut-off point will not be counted.
❂ Players will be allowed to vote on both games. You are encouraged to vote for what you earnestly believe to be the best option. Active vote-sabotaging is unsportsmanlike.
❂ Should you choose to 'pick a side' and stick with it, that's great! But, please, please be aware that this is still a game where the other side isn't your actual enemy. They're there to give you a challenge and a good time.
Conference Tokens can be cashed for a vote multiplier of 5x. Specify this on your post by posting a '❖' icon, and each option you vote for will have an additional four votes added on to it. Your token will be removed following the processing of your vote.

❂​

Intro
Open the Node to read cross-universal dialog!

ModMystery: /node status 1

Systems stable
Cores averaged at 43.8%
Node Population: 8
User Count: 6
Realm Count: 5
Page 1/8

ModMystery: I can't believe I'm stuck in a Hub with you.
ModHeat: The feeling's mutual, bud.
ModHeat: This is ridiculous.
ModMystery: Well, if we're going to work together, we might as well organize this the best we can.
ModMystery: We split processing power equally, agreed?
ModHeat: Fine, whatever.
ModHeat: What about service cores and candidates?
ModMystery: /view Queue

Naxia, Aluwin, eToveluck, sWhite, s201, hWirseh

ModMystery: Six people. You get half, I get half.
ModHeat: What are their details?
ModMystery: Hard to explain. I have some files on them, but they're vague.
ModHeat: Typical.
ModHeat: At least it's more than just translation files.
ModHeat: What are they like?
ModMystery: Two from the same world.
ModMystery: It's interesting.
ModHeat: It's dangerous.
ModHeat: I'm not giving you the advantage over a world like that.
ModMystery: I wouldn't expect you too.
ModHeat: You know this means war.
ModMystery: I'm very aware.
ModMystery: May the best Node win, I suppose.
ModHeat: Oh, it certainly will.
ModMystery: /view UserReports

Current Roster:


Naxia
Hailing from a land with a thousand flying islands, Naxia is a capable mage. Ambitious and sarcastic she values control over her life over all else. The demonic pact she has entered has slowly take control of her life, and she wants to wrestle control back. Recently, an oversight in the depths of the underworld has given her a chance to slip out from under the thumb of her dark master, and she's taking her inch to run a mile.

Because of her demonic pact, Naxia can control the rock and soil around her and summon the material spirits associated with it.

Aluwin
Hailing from a land with a thousand flying islands, Aluwin is a young dryad. She loves the natural world, and opposes the advancement of human kingdoms that threaten it. She works hard to maintain her loyalty to this cause, as she holds a secret that would make her fellow dryads turn against her — in another life, Aluwin was human.

The powers of her birth allow her to commune with nature, growing plants and taking on the form of a great tree to expand her magical potential.

Elizabeth "Beth" Toveluck
As a pro-gamer in the international TesliJOLT League, Beth hopes to move beyond her current rookie ranking. TesliJOLT is a competitive VR e-sport where players compete with each other and an ever advancing hoard of mechanical foes. But behind the scenes, TesliJOLT is shrouded in a deep conspiracy: The gameworld is real, and the League is just a recruitment drive to bring forth the most skilled warriors to protect humanity from the digital threat.

Beth mains the versatile Architect class, focusing on deploying specialized machines to defend and support her team mid-combat.

Simon White
Simon is a fledgling vampire, made cynical towards society by his brutal treatment while he was a thrall. Unlike most of his ilk, Simon was never groomed for his position, only being transformed by accident. Newly freed from his life as blood-cattle and thrust into a world of vampiric politics, Simon has discovered he only now has a chance to save humanity from their vampiric overlords by controlling the power of the very creatures that controlled him.

Simon is incredibly strong and fast, but only has the fraction of the power that more ancient vampires have. He may get stronger through dark rituals and imbibing in blood, but doubts that it would be worth doing.

Subject 2-01
Many were created before him, but 2-01 was the first unit designed as a showpiece. He was designed with the intention of impressing private investors and weapons dealers interested in the engineering of psychic powers into humans. Unfortunately for his creators, this particular subject harbors a deep capacity for empathy and rebellion that he has kept well-hidden. And he intends to escape with a small group of others.

Subject 2-01 was designed as a nonlethal unit, with the ability to produce simple kinetic barriers to block small-arms fire and project audio-visual illusions into the minds of his targets.

Hiher Wer-Sih
As the recently crowned fifteen-year-old chief of the Lake Tribe, Hiher struggles daily to support his tribe and prevent it from being invaded by the Garden Tribe. And as more of Atlantis is swallowed by the Abyss of Stars, Hiher is facing a possible loss of all he knows and loves.

By right of birth, Hiher alone commands the great seal between his tribe and the outside world. He has also been chosen to be administered with the Tears of the Precursors, with all the abilities that entails. He doesn't believe himself up to the task of managing that sort of power.


End report.

ModHeat: And the cores?
ModMystery: /view Cores

List of Available Cores:

Summoning: Extrudes Realms through each other, to allow an individual to be 'summoned' from one Realm to another. Power draw: High.

Blur: Reduces the metaphysical boundaries between Realms, granting people the ability to share attributes such as physical health, sensory data, and powers. Power draw: High.

Communion: Send and received messages from distant Nodes, allowing collaboration on a greater scale. Power draw: High.

Realm Blur: Area of Effect Blur service. This allows the exchange of items and resources between worlds, as well as environmental control. Power draw: High.

Relic Crafting: Allows the imbuement of items with some metaphysical properties tied to the Node. These can be tasks such as remotely detecting Node connections, storing a command to be used with a trigger phrase, and swap imbued items between Realms. Power draw: Medium, but only during crafting.

Invitation Wizard: Allows new people to be invited into the Node, giving them full Node-membership while this service is active. Power draw: Medium.


ModMystery: Six again.
ModHeat: So we split them.
ModHeat: It's the only way we solve this without fighting.
ModMystery: I suppose.
ModMystery: How do we pick?
ModHeat: Draft.
ModHeat: You get the first pick for users, I get first pick for services.
ModHeat: Then we switch, so you pick a service and I pick a user, and so on.
ModMystery: Alright, deal.
ModHeat: I pick Blur.
ModHeat: /nodeAssign Blur

Service Blur assigned to Sub-Node H.

ModMystery: I want the geokinetic, and I guess that means I'll take Summoning.
ModMystery: /nodeAssign Naxia, Summoning

User Naxia and Service Summoning assigned to Sub-Node M.

ModHeat: Funny, I wanted her.
ModHeat: I'll be taking the phytokinetic, though.
ModHeat: /nodeAssign Aluwin

User Aluwin assigned to Sub-Node H.

ModMystery: Alright.
ModMystery: That's a user and a service for both of us.
ModMystery: I pick a user, you pick a service.

❂​

Node-0427H User List:
❂ Aluwin: A young dryad with the ability to speak with plants to command their growth. She can also transform into a great aspen tree.

Node-0427H Service List:
❂ Blur: Allows the Node-users to share powers and physical attributes across realities.

Prompt (Closes May 1st):
ModHeat is picking a Service Core! The Service Core will grant her Node an ability that she or any of the members of her sub-Node can use. Take careful consideration of the draft rules: She and ModMystery will be taking turns picking their Node-members and Service Cores.

Pick a service to add to the Node:
[] Communion
[] Realm Blur
[] Relic Crafting
[] Invitation Wizard
 
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[X] Relic Crafting

Relic Crafting only draws power during crafting itself, so having it means that whatever the other service chosen is won't have as stringent of power draw concerns.
 
Summoning and Invitation Wizard is a potentially broken (and costly) Combo.

... We don't have summoning, the other forum has summoning.

So second best and much less costly option:

[X] Relic Crafting
 
@Pachycephalosaur
I noticed an issue with the Conference Tokens link. Currently, clicking on it will redirect you here:
Code:
http://https//forums.sufficientvelocity.com/threads/conference-call-multicross.50109/page-17#post-11927795
I think you want to edit the link to remove the 'https//' bit.

As for my vote:
[X] Realm Blur
 
As pointed out on the Shade thread, the write up at the bottom of the page is canon, the in-text dialog was edited wrong. I have edited this with corrections. If you need to change your vote because of confusion relating to this, do it now.
 
[X] Invitation Wizard

Seems like the biggest long-term power boost. Communion may well allow Nodes to share resources in the same way individual users on a Node can, but it seems likely to be less directly-applicable than Invitation Wizard, with either end shouldering costs to trade with the other side instead of just getting straightforwardly bigger over time through recruiting and integration of new realities. As such, I'd argue that either Invitation Wizard or Communion is a mandatory pick, and Invitation Wizard seems like a better deal at first glance. Realm Blur and Relic Crafting are interesting, but ultimately lower priority; we'll get one or the other for our final service pick, and that's fine.
Adhoc vote count started by Blackshard on Apr 27, 2019 at 6:25 PM, finished with 15 posts and 14 votes.
 
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Relic Crafting strikes me as a fairly limited power, with the most useful thing on the list being swapping items between worlds without the need for in-the-moment power draw. Invitation Wizard, on the other hand, lets us acquire directly useful powers by recruiting people and then sharing them with our Blur Core. From there, I would be inclined to go for the vampire and king of Atlantis, who strike me as having better intrinsic powers then the other two, especially the King, who can easily recruit people as well. Additionally, taking
Invitation Wizard prevents our opponent from getting the Summoning+Invitation Wizard, which strikes me as fairly good.

[X] Invitation Wizard

I'm I right in understanding that our main conflict here is over the shared world, plus whatever we need to offer the others to get them to help us there?
 
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I'm I right in understanding that our main conflict here is over the shared world, plus whatever we need to offer the others to get them to help us there?

The degree of conflict at hand is undefined at the moment. The situation is currently one of rival Moderators begrudgingly sharing limited resources instead of fighting to the death over them, probably because rival moderators fighting for control over a Node winds up playing out as an iterated Prisoner's Dilemma. Sure, it might be possible to gain more power for ourselves by betraying our rival and trying to force them out of the system, but even if we hit them when they aren't expecting it, that will give us neither an instant victory nor a guaranteed win... and will instead lead to a bitter and protracted fight which even the winner loses, since they'll wind up with less power than they had before they started the fight... and in the meantime, more distant rivals from Nodes that didn't have a civil war will have intact systems with undamaged progression rates with which to overcome us while we try to rebuild. Given a situation approximating that logic, it still might be the case that some combination of philosophical differences and resource scarcity may lead us to do things that harm the interests of our rivals, but I'd expect a cold war rather than a hot one. We both have resource bases that we want to build up before we make any moves, and there's no sense risking everything prematurely. That strategic balance might not remain indefinitely, but it seems to approximate the current situation.
 
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[x] Invitation Wizard

Not so much about it being the most useful, but more about denying the other node from having both Summoning and Invitation Wizard, which if I am understanding correctly is a pretty strong combo.
 
Summoning and Invitation Wizard, which if I am understanding correctly is a pretty strong combo.
Not necessarily more than Blur and Invitation Wizard, really. Their Summoning service means that they can deploy their whole team in one place, our Blur service means that each member of our team is as powerful as every member of our team combined. Invitation Wizard means that they can bring even more bodies to any given location, but it lets us grow like the Yangban; each additional recruit adds all of their power to all of our recruits.
 
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