Incident Response

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The universe is full of wonders and horrors beyond measure, enough for any to take their fill, if only they have the courage to seek them out, the strength to survive the struggle, and the wisdom to understand that which they find.

Not everyone will survive the process...
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Incident 1 - Setting the Stage
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Blame @OneirosTheWriter for this one, because the Captain's Logs in To Boldly Go... were scratching an itch that has returned. There's also been a lot of ideas bouncing around in my head for 4X games where you don't just fill up a meter on a research bar with "Science" but that you go out and do things. Finally, as much as I want to do some more standard quest fare there can be a lot of busywork in many management style quests. Going "One more turn" can be incredibly addictive in a computer game where all the fiddly bits are automated away, and over a few hours of gameplay in a computer game a couple of +5% research speed bonuses will add up in a satisfying way, but for a quest that takes forever and is very taxing on the QM.

As such, I am cutting straight to the narrative core here. Welcome to Incident Response! Where humanity pokes things they probably shouldn't poke, and the survivors learn something... eventually. It might take a while for there to be survivors, but we're only really interested in the stories of those who make it out intact enough to give a report. The quest structure will essentially be a few short questions to set up a scenario, and then basically a short horror story with a few decision points, and then an aftermath section that will set the stage for the next horror story - possibly even generations later. In Stellaris terms, imagine if rare techs could only be obtained through anomalies, events, and archaeological expeditions; all concept of balancing rare techs was tossed out the window because you have to earn those techs, not just grind through the tech tree; and The Worm was the standard for event chains in terms of difficulty, complexity, and narrative impact.

So! The first decision will begin by establishing initial genre conventions by picking the general setting for the first Incident. Your choices are:

  • The Silent City - The town of Fox Point is about as "middle of nowhere" you can get while still having a population of over a hundred thousand. There was nothing particularly significant there as far as anyone knew, until one day all communication went silent. What horrors have happened here?
  • The Crevasse - As the ice sheets on Antarctica recede, things long buried are revealed. A massive crack on the scale of continents has opened up on the glaciers, exposing a world sealed away for eons. The first research team isn't answering calls though, and a rescue/investigation mission is being prepared.
  • On the Dark Side - Moonbase Selene-3 is the first successful long term human settlement off Earth, but as they dig beneath the lunar regolith strange things are being stirred up. A distress beacon was activated and the base is no longer responding to hails, so a recovery mission has been launched.
  • Liminality - There are people and places caught between people and places. These are the forgotten, the dispossessed, that which has no place, and an extended stay is often unhealthy. Strange and sinister forces are stirring in the cracks of human civilization, casting unwelcome and unwholesome light and shadow upon the rest of society. The levees are about to be topped by something outside all standard context.
[] The Silent City
[] The Crevasse
[] On the Dark Side
[] Liminality

Once we have the location and a blurry idea of genre sorted, we will then choose the players for this story, which will refine the genre a bit more, and then the FUN™️ can start. If I could I would speed it up, but each of these settings has a different set of players to work with.
 
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Vote closed
Scheduled vote count started by Academia Nut on Jan 5, 2023 at 12:23 AM, finished with 29 posts and 27 votes.
 
Incident 1 - Setting the Stage Part 2
[X] Liminality

Something stirs in the shadows and cracks of the world. First it will consume those who are already lost, and then it will erase all landmarks and touchstones so everyone will be lost.

First on Scene

Someone was here first… probably because they were involved in whatever went wrong in the first place. The interests of this group thus suggests what the incident is.

  • The Agency - FBI?/ NSA? CIA? KGB, even though they are supposed to be decades gone? Whoever these guys are, they refuse to be pinned down on what exactly they do despite having obvious clout and resources. For those who have made contact with their Agents, they also have a reputation for using MKUltra as a blueprint on behaviour.
  • Ashcroft Technology Concepts - ATC is a developer of advanced technology for other major corporations and governments. While little known by the general public, among those that know them they have a reputation for not making things, but for figuring out more brutally efficient ways to use them. Has a shadowy reputation for transient individuals disappearing around where they do recruitment for their studies.
  • Church of Transcendence - A jumped up personality cult, the CoT is a theological mishmash of appropriated and syncretized esoterica that has managed to gain considerable reach through actual aid to the downtrodden rather than just robbing middling celebrities and suburbanites in the grip of modern ennui. All the dark rumours of indoctrination and abuse one would expect of such a cult surround them, but some of the whispers starting to escape the inner circle speak of truly bizarre and dangerous rites.
  • Eclipse Manufacturing - Originally a chemical manufacturer, Eclipse has since branched out into a conglomerated octopus hiding its full extent behind subsidiaries and shell companies. Verging on a self-sufficient economy on its own, Eclipse's latest interest has been in an aggressive expansion of their pharmaceutical research division, and an even more aggressive need to get their products turning profits as fast as possible.
  • Hobb College - A sleepy New Hampshire town serves as the improbable location of the sprawling campus of Hobb College. The ivy choked Victorian Gothic buildings are home to far too few students, but a vast collection of rare books and antiquities. How exactly the endowment grew so large that the college itself is almost a vestigial organ is a question the staff prefer not to be raised.

Characters

No matter how it starts, the Incident will resolve. How remains an open question, but someone will be central to that resolution, even though survival is not guaranteed. The following archetypes are likely to be involved:

  • Ardent - This person believes in something. Whether that is God, the indomitable human spirit, the Singularity, or something stranger, this person believes in it. Their faith will carry them places that perhaps they should not travel.
  • Criminal - Evading social attention because of the violation of laws means that criminals can easily get in over their heads away from the protection of the social contract, with no one but other outcasts to turn to for help.
  • EMT - The Incident is hurting people where they are noticed now, and the emergency responders are the first on the scene as things turn upside down.
  • Investigator - Just because someone is lost does not mean that no one is looking for them. Whether a private investigator or public servant, these people will venture into forgotten places seeking to learn the fates of the lost.
  • Monster - This person is dangerous to others, setting them apart. Perhaps they struggle with their urges, or perhaps they are an unrepentant predator of the lost, but away from watchful eyes they will discover that there is always a bigger fish.
  • Researcher - Whether for personal or professional reasons, this scholar has got in over their head in a situation their education has not prepared them for.
  • Sex Worker - Pushed to the edges of society and beyond by what they do, sex workers are often preyed upon by those that hunt where authorities won't go looking.
  • Social Worker - Society in general might not care, but these people do, and when their charges start to go missing, they start poking around.
  • Tactical Squad - Something is going truly wrong and people with guns are being called in to deal with the Incident. People are going to die, but at least one member of the squad will be crucial to the resolution.
  • Transient - Somehow unable to fit into society, transients move around in search of the essentials of survival and are easy to lose track of, making them frequent victims of those with ill intent.

Votes
Write-ins Allowed for Characters with approval, but Not Allowed for First on Scene

[ ] [First] The Agency
[ ] [First] Ashcroft Technology Concepts
[ ] [First] Church of Transcendence
[ ] [First] Eclipse Manufacturing
[ ] [First] Hobb College

[ ] [Char] Ardent
[ ] [Char] Criminal
[ ] [Char] EMT
[ ] [Char] Investigator
[ ] [Char] Monster
[ ] [Char] Researcher
[ ] [Char] Sex Worker
[ ] [Char] Social Worker
[ ] [Char] Tactical Squad
[ ] [Char] Transient
 
Vote closed
Scheduled vote count started by Academia Nut on Jan 5, 2023 at 8:47 PM, finished with 24 posts and 23 votes.
 
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