Perils of Indifference

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A good description of this quest's setting (from Star Trek: Beyond):
Kirk: Can you imagine what we'll find?
Bones: Alien despots hell bent on killing us. Deadly spaceborne viruses and bacteria. Incomprehensible cosmic anomalies that could wipe us out in an instant!

These are the threadmarks for Perils of Indifference, a quest set in a cutthroat original sci-fi universe.
Chapter 1
Location
Ohio
Pronouns
They/Them
Here's to my first post on this site, and my first real quest.

Perils of Indifference is set in my own homemade science-fiction universe, which originated as a "nobledark" (vague term, I know) alternative to Star Trek but has since grown into a much more original project. Think cyberpunk-meets-Trek, with more aliens thrown into the mix. Farscape and my time playing Stellaris have also contributed to the worldbuilding.

Because of my inexperience as a QM, this quest will be more character-focused and foregoes more complicated combat or point systems (though companions will likely feature in one form or another, as well as a basic inventory system). Information about the player character will be chosen soon, but not in the opening post, and lore about the world will be revealed as the story progresses in order to offer a more immersive experience – as immersive as it can be in writing, anyway, and the success of such an idea has yet to be seen. Don't worry about making a choice without sufficient information: if there's going to be a major fork in the road, I'll be sure that readers are well informed beforehand.

Enough talking, though, let's jump right into it.

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It's hot. Hot enough that your first instinct upon awakening is to spring upright to get your body off of the painfully warm concrete. Such an action is painful in and of itself, though, every muscle and bone in your body aching from the effort. To add injury to existing injury, blood dries on the left shoulder of your uniform from where you fell on your head. A splitting migraine makes it hard to focus on your surroundings, but it's not hard to figure out what's going on.

Fire is everywhere. The mangled skeletons of collapsed shelving units intermingle with the barely recognizable husks of what were once starship components, but are now blackened or scattered into pieces of shrapnel littering the concrete. One of the load-bearing pillars was been blown out, and there the ceiling caved in, dumping metal and concrete onto the floor. Next to the cave in is the immense, fractured hull of a formerly complete interstellar yacht, now broken and burned.

Instinctively, you raise a sleeved arm to your mouth and cover it. Silica dust and oily smoke swirl around you, corrupting the air and choking the life out of any living being inside of the warehouse.

Speaking of living beings, you scan the area to see if anyone else is still alive. A few corpses litter the ground, but it seems that everyone else was either outside of the storage room or made it out in the chaos. Despite the vastness of the warehouse, you find it difficult to see very far past any of the debris.

You need to find a way out, and quickly. Sleeve or no sleeve, the smoky air and oxygen deprivation will get to you soon, not to mention the searing heat inside the warehouse and chance of the building collapsing on you.

From nearby, a wheezing, struggling voice makes its way through the crackling flames and groaning metal to your ears: "Help! Help me!"

[ ] Ignore the voice and search for an exit.
[ ] Call back to the voice.
[ ] Try to find the source of the voice.
[ ] Write in.
 
[X] Call back to the voice.

I don't want to leave someone for dead, but I'm worried that if we go digging through rubble we'll just get ourselves killed. We can at least let them know someone's still here.
 
[X] Call back to the voice while trying to find where it's coming from.

How else can we start something called "perils of indifference" except by not being indifferent to this plight?
 
It's been enough time that I'll end it here, "[X] Call back to the voice while trying to find where it's coming from." being the most popular response. The next post should be up in perhaps an hour, so please standby.
 
You resolve to locate whoever is shouting, and to let them know help is on the way. "I'm here! Where are you?"

"The right side of the wreckage!"

The star yacht wreckage is long and virtually unbroken, so you run up its length until you find a wide enough split to pass through to the other side. The inside is broken and it's hard to find footing, but as soon as you set your hand on a hanging piece of its frame you pull your hand away reflexively – a neat, pointed burn mark now mars your left palm.

Exiting the wreckage, you see that another shelving unit has collapsed, spilling more components across the floor. One such component, a section of hull plating, pinned down a hapless worker when it flew off the top of the shelf. You approach the worker and assess the situation.

"Oh, thank Salor," gasps the worker as you approach. Though you suspected it when you first saw them, your suspicions are confirmed as you get closer – the worker is a Dealan, with striped white-brown skin, two pairs of eyestalks, and a shell-like mouth. Its skin, normally damp, is clearly suffering from the surrounding heat, and you doubt that the worker will be able to tolerate the heat much longer. "I need to get this plating off me!"

"I'll see what I can do," you say, kneeling down by the alien. From a closer position, you can tell that it's a male, young for his species. The hull plating is far enough away from the flames that you can touch it without any discomfort. "Can you push from underneath?"

"Yes," replied the Dealan. "Push now?"

"Now!"

With your combined efforts, the plate is pushed up and away, falling on its other side with a loud clatter. You offer the Dealan a hand, which he accepts after sweeping up a bag that had been trapped with him underneath the plating. With no time for introductions, you scan this side of the warehouse for an exist, spotting a crashed forklift near a cleared path of rubble. Your rescuee notices as well and starts for it, and you pause for only a second before the pain of breathing returns and you follow after the Dealan at a run.

As both of you near the cleared pathway, you get a better picture of what happened. Someone apparently commandeered a forklift and used it to bulldoze rubble out of the way of the warehouse personnel entrance, crashing the vehicle against the wall. The Dealan reaches the door and slams against the crash bar, but the door gives not an inch. "Bastards must've locked it after them!"

Futilely, you try opening it as well, with similar results. "Forklift's busted too," said the alien. "No keycard either!"

Even this close to the outside of the building, the intense heat is having a profound effect on you. Drenched in sweat and coughing with every breath, you turn and lean against the door as you look upon what could be your final moment: a virtual hellscape inside of the warehouse, full of choking smoke and fiery flames. The Dealan falls to his knees as another wave of heat washes over you both.

In a wash of cold air, the door swings open behind you and you stumble backwards, falling onto the concrete as heavily clothed figures quickly file into the warehouse. "Survivors!" one of them shouts, and the Dealan is assisted out of the warehouse by one of the figures.

"Get them to the medical area," one of them replies. You make to stand up for the second time in the past ten minutes, savoring the cool air as you survey your new surroundings.

Unlike the warehouse, the immense service corridor you stand in now is free of fire, instead lit by rows of ceiling lamps that wash the entire place in stunning white light. Even the outer walls of the warehouse you just left appear untouched by the blaze, and any trace of the heat inside is undetectable from the hallway, except when very close to the door. The room is part of a complex, and you see dozens of doors just like the one you stepped through against the walls in both directions.

A crowd of people are milling about the door and several individuals are continually walking up and down the hallway, which stretches on for several hundred meters. One of them, a harried-looking human, approaches you.

"More survivors, huh? I'd better get you down to where the paramedics've set up."

"Water," croaks the Dealan. The human nods distractedly.

"They've got a tank on station. Come on, we'll take one of the carts."

He leads both of you around to the other side of the crowd, where a small fleet of low-riding factory trucks have been repurposed for emergency transport. Taking a seat behind the wheel, he gestures for you and your fellow survivor to sit in the back. Starting the electrical engine, he begins to drive down the service corridor.

You have time for two questions.

Who do you talk to?

[ ] Dealan
[ ] Emergency worker

What do you ask?

[ ] What happened?
[ ] Where are we?
[ ] Who just went into the warehouse?
[ ] What's your name? (Dealan only)
[ ] Will the Dealan survive? (Emergency worker only)
[ ] Write-in.
 
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[X] Emergency worker
- [X] What happened?

[X] Dealan
- [X] What's your name? (Dealan only)

Honestly, it just feels kind of weird to jump in with 'hey what's in that bag.' Could be his lunch for all we know.
 
[X] Emergency worker
- [X] What happened?
[X] Dealan
- [X] What's in bag he rescued?
 
Update time draws near...

Nearer, anyway. The outcome of the vote seems pretty clear, but I'll give it another 1-2 hours until I throw up an update: first, so I can let more votes filter in if anyone would still want to cast theirs, and second, so I can make an update with some halfway-decent prose that isn't ridiculously barebones. I'll probably be laying out some guidelines on the update cycle I'm planning, game mechanics, etc., in this coming update or one soon after.

Standby!
 
I'm tired and it's getting late, so I will post information about the update cycle and game mechanics tomorrow. Probably. In the meantime...

------------------------------------

[X] Emergency worker
- [X] What happened?

[X] Dealan
- [X] What's in [the] bag he rescued?


You lean forward in your seat, momentarily clutching your abdomen in pain. You must've been injured before you were knocked out in the warehouse, because as the adrenaline wears off, your body starts aching in places you didn't know could ache. No broken bones, you muse, but such a fact is little consolation when considered alongside your pounding headache and worn-out body.

The emergency worker, on the other hand, looks merely stressed and tired. Dressed in the typical blue outfit, he sports the city's – Hatteras' – emergency services emblem, a stylized rocket circling a moon, with the Rod of Asclepius layered over it.

"What happened here?" you ask. The worker raises both eyebrows in a gesture of "I-don't-know-where-to-start" that leaves you even more curious.

"There was an explosion. What caused it, we don't know. It killed nearly everyone within twenty meters and a good few more outside of that radius from all the falling debris, not to mention all the ones who suffocated afterwards. A lot of people are calling it corporate sabotage – someone out to cripple Welrukken – but the company hasn't made a statement yet."

The Welrukken Group, you recall, is one of the megacorporations with a presence on the planet. Its monopoly is on starship design and distribution – the destroyed star yacht in the warehouse must've been a Welrukken vessel. The company has been reportedly facing some financial troubles planetside for the past quarter, but nothing too serious. If the explosion in the warehouse was planned, though, then perhaps the company is in a worse state than the public is being led to believe.

You turn to the Dealan next to you. The fresh air has made him look a little less sickly, though his skin remains dry and quite unhealthy. His burnt clothes look like the hazard yellow fatigues of a warehouse worker, and you figure that he could've been present at the time of the explosion. He would certainly remember more than you – you can't recall anything about the incident whatsoever.

The bag he rescued from the warehouse is resting in his lap. You turn to him and gesture toward the pack. "So, what was worth the effort?"

"–Well," rasps the Dealan, "My company ID, wallet, PDA, and some work supplies… it'd be a pain to file for a new ID and bank card, and I don't think I have the money to put down for a new PDA, so I'm glad I got it out."

As he speaks, the alien opens the back and looks inside, checking to make sure everything he said was there. You look front again to see that you're nearing the exit of the warehouse service hallway. The great, hangar-sized door has been pulled away so vehicles can enter and exit the corridor from the outside. An even cooler breeze ruffles your singed clothes and hair as you pass over the threshold.

Once outside, you can see what the situation is like. The gargantuan staging area typically used for transport vehicles has been cleared and repurposed as a temporary emergency services headquarters for the fire. Several large medical units have set up shop closest to the corridor exit, while the fire department's communications and coordination center has been conveniently placed at the center of the entire police and fire department setup. Hundreds of humans and aliens in uniform and out mill about, running between locations as they update each other on the situation, greet friends and family, and receive medical attention.

The emergency worker stops at the nearest empty ambulance and stops the cart, gesturing for you and the Dealan to get out. Two paramedics rush over, one escorting the Dealan to what looks like a large aquarium while the other approaches you.

"Form of injury?" she – a Tarassian – asks.

"I was burned on my hand, and it feels like I fell ten meters."

"You probably did," the paramedic says dryly, taking your hand in hers and turning the palm up. The furred alien's paw-like appendages are pleasantly soft. "If you're walking and breathing normally, then I think you'll be fine. We've got a diagnostic station free, though, so might as well give you a check-up while it's possible."

You follow the paramedic over to the ambulance, next to which is a man-sized cylindrical structure. Following her gesture, you stand in the cylinder and wait as she gets ready to start the check-up.

"Well, first things first. You have your UID on you?"

You check your pockets for the universal ID, but find nothing. Given the tattered state of your uniform, it was expected, but you're still muffed that you've lost it. After all, as the Dealan mentioned, it's quite the pain to procure a new ID.

"Nothing? Well, a name will suffice. We've got access to the whole civilian profile database."

It's time for the first part of the profile construction: information about your past!

What is your name?
Humans in this universe continue to use names from today, but obviously new naming conventions have filtered in from other species as well as sociological drift. You are welcome to come up with something conventional or new – maybe a combination of both! Let us assume that the character for this story will be male (though rest assured that gender will have an imperceptible impact on the story).

What is your origin? (The origin you choose can have an effect on your options later on in the story, though the effect is not stated here.)
[ ] Immigrant. You're not a native of Verne, but were instead part of the constant flow of immigrants onto the planet. There's always people looking for something better, and whether or not you came for money, for opportunity, in exile, or all of it, you're a resident of the planet now. It was a lonely life at first, but as a first-generation resident, you've grown accustomed to fending for yourself and as a result are quick to learn something you might need down the road.
[ ] Native. You were born and raised on Verne, and as such you're intimately familiar with the planet as well as its myriad inhabitants. Even if you haven't visited every location, you've at least seen or read of them, which is more than immigrants could say. On a planet where nothing is permanent except the buildings themselves, it pays to be able to call yourself a native when surrounded by merchants and immigrants from out of the system. You'll always know more about Verne than them.
 
[X] Carlos Cayn Linosa
[X] Immigrant. You're not a native of Verne, but were instead part of the constant flow of immigrants onto the planet. There's always people looking for something better, and whether or not you came for money, for opportunity, in exile, or all of it, you're a resident of the planet now. It was a lonely life at first, but as a first-generation resident, you've grown accustomed to fending for yourself and as a result are quick to learn something you might need down the road.
 
[X] Swote Arely

Random name is random.

[X] Immigrant. You're not a native of Verne, but were instead part of the constant flow of immigrants onto the planet. There's always people looking for something better, and whether or not you came for money, for opportunity, in exile, or all of it, you're a resident of the planet now. It was a lonely life at first, but as a first-generation resident, you've grown accustomed to fending for yourself and as a result are quick to learn something you might need down the road.

Maybe I'm wrong, but I have the feeling we might not stick to Verne all that long, in which case the Native's advantages would become less useful.
 
[x] Native. You were born and raised on Verne, and as such you're intimately familiar with the planet as well as its myriad inhabitants. Even if you haven't visited every location, you've at least seen or read of them, which is more than immigrants could say. On a planet where nothing is permanent except the buildings themselves, it pays to be able to call yourself a native when surrounded by merchants and immigrants from out of the system. You'll always know more about Verne than them.
 
[X] Jacob Grant

[X] Native. You were born and raised on Verne, and as such you're intimately familiar with the planet as well as its myriad inhabitants. Even if you haven't visited every location, you've at least seen or read of them, which is more than immigrants could say. On a planet where nothing is permanent except the buildings themselves, it pays to be able to call yourself a native when surrounded by merchants and immigrants from out of the system. You'll always know more about Verne than them
 
[x] Native. You were born and raised on Verne, and as such you're intimately familiar with the planet as well as its myriad inhabitants. Even if you haven't visited every location, you've at least seen or read of them, which is more than immigrants could say. On a planet where nothing is permanent except the buildings themselves, it pays to be able to call yourself a native when surrounded by merchants and immigrants from out of the system. You'll always know more about Verne than them.
 
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