modormenace (
modormenace) wrote in
f20202020-09-01 06:37 pm
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Frequently Asked Questions (FAQ)
FAQ
What happens to the incoming ImPorts?
Your character will arrive in a facility containing a Porter, in the equivalent of Florida. All processing happens with automated processes and robots. Characters are shown a welcome video explaining all information in this FAQ and a brief primer for each of the established factions willing to accept new arrivals. They are also given mandatory nanite injections, without which they will be unable to leave.
Afterward, the Porter feeds power to an array of Gates, each of which lead to one of the factions from the infomercial. Your character is then free to choose which faction to join by stepping through that Gate. Alternatively, you can wait for the annual train but the automated Porter building isn't provisioned for living beings outside of the Synod (see below).
An attempt to leave the shielded Porter building by any other method than the Gates (or the train, when available) will expose your character to the conditions inside the Porter's "Deathdome", which will result in instant molecular dispersal and scattering across the multiverse. Nasty.
What is the annual Synod we are coming into?Afterward, the Porter feeds power to an array of Gates, each of which lead to one of the factions from the infomercial. Your character is then free to choose which faction to join by stepping through that Gate. Alternatively, you can wait for the annual train but the automated Porter building isn't provisioned for living beings outside of the Synod (see below).
An attempt to leave the shielded Porter building by any other method than the Gates (or the train, when available) will expose your character to the conditions inside the Porter's "Deathdome", which will result in instant molecular dispersal and scattering across the multiverse. Nasty.
Once a year, the warring ImPort factions set aside their differences and hold a bastardized "United Nations" type meeting that culminates in the Porter facility, with several related lead-up parades and parties taking place in the White City of Florida. Picture boring diplomatic meeting. Other ImPorts, even the ragtag fringe residents, are permitted entry if they can agree on representatives and entourages. However, it is often prone to drama. Political and conflict-minded characters are welcome to plot around these events.
When things go "well," the Synod involves a lot of superhero-themed parties (including commercial goods), discounts, and a parade. Apolitical characters can enjoy this entertainment.
An open event log will be posted on 9/14 with opportunities for both lower-key social events, as well as more action-oriented battles/duels, sabotage, diplomacy, etc. Note, the facility is basically "ImPort-proof," meaning characters can go hogwild!
When things go "well," the Synod involves a lot of superhero-themed parties (including commercial goods), discounts, and a parade. Apolitical characters can enjoy this entertainment.
An open event log will be posted on 9/14 with opportunities for both lower-key social events, as well as more action-oriented battles/duels, sabotage, diplomacy, etc. Note, the facility is basically "ImPort-proof," meaning characters can go hogwild!
the import cities and factions
What is the history of the ImPort cities and the overthrow of native government?
In 2009, the native government realized that the worsening dimensional instabilities were caused by highly concentrated gatherings of ImPorts. These instabilities included strange, destructive monsters, folding of time and space, etc. At the time, almost all of ImPorts lived in Central Florida. As a result, the government started the ImPort Relocation Program, with registration and removal of ImPorts to other communities around the world. A previously permissive government started to institute slightly stricter policies, albeit with a sensible rationale.
Though the government used diplomacy, native civilians began to express anger at ImPorts, who were largely unintentionally responsible for significant harm.
Some ImPorts had old trauma from their original canons, which were retriggered by this initiative. They moved to seize power of the Porter on September 14, 2010, distrusting the government and their peers. Other ImPorts sympathized with the plight of the natives. Still others were simply in it for themselves! Ultimately, those that seized the Porter accidentally triggered a cataclysmic event, the expanding "Deathdome," destroying over 80% of Florida, nullifying technology, and native populations.
After that fateful day, ImPorts came into power, and began to relocate on their own terms.
What cities are there?Though the government used diplomacy, native civilians began to express anger at ImPorts, who were largely unintentionally responsible for significant harm.
Some ImPorts had old trauma from their original canons, which were retriggered by this initiative. They moved to seize power of the Porter on September 14, 2010, distrusting the government and their peers. Other ImPorts sympathized with the plight of the natives. Still others were simply in it for themselves! Ultimately, those that seized the Porter accidentally triggered a cataclysmic event, the expanding "Deathdome," destroying over 80% of Florida, nullifying technology, and native populations.
After that fateful day, ImPorts came into power, and began to relocate on their own terms.
As many as you want! As a player, you are invited to create your own. There are two (2) prefabricated Gate cities: the city in Florida ruled by the White Tower faction, and the secretive capital of Sanctum Aurorae in the arctic circle. You are welcome to make your character part of White Tower, its opposition, or start a whole new society from scratch.
Florida’s White Tower City is nominally the most politically charged and powerful society, but that can change at any moment during the plot.
Can you give me some ideas for making my own Porter city?Florida’s White Tower City is nominally the most politically charged and powerful society, but that can change at any moment during the plot.
Please feel free to make your own and get creative!
The city is arc-shaped, curving ‘around’ the Porter 200 miles away. That intervening distance is an energy-charged zone uncrossable except during the Synod, when a bullet train activates.
Within, the urban area is a standard metropolis with the usual amenities, including hospitals, small city parks, a small national park, shopping malls, and a river with beaches. ImPort powers are used for agriculture and other resources normally unavailable in cities.
However, there’s a catch. Peculiarly, this city’s physical structure is prone to morphing and changing constantly.
How and why does the White City change? How about the other ImPort cities?Within, the urban area is a standard metropolis with the usual amenities, including hospitals, small city parks, a small national park, shopping malls, and a river with beaches. ImPort powers are used for agriculture and other resources normally unavailable in cities.
However, there’s a catch. Peculiarly, this city’s physical structure is prone to morphing and changing constantly.
Because of the unstable dimensional energy permeating from the Porter, the city physically changes at least 1x every week. Restaurants move to new locations or disappear altogether, homes find new suburbs to sit on. For whatever reason, life energy is less prone to disappearing or moving.
The other ImPort cities experience some geological shifts, but most likely fewer of them… unless your character plans to change that.
The other ImPort cities experience some geological shifts, but most likely fewer of them… unless your character plans to change that.
What do the Gate, Porter, and nanites do?
Note, the Porter is related but different to the Gates. The Porter is a remnant of the three Fates. As in the MoMverse, the Porter landed in Florida and is alone responsible for the movement of ImPorts between worlds (including canon and power updates). It provides the energy required for ImPorts to survive.
Separately, technological Gates were retro-engineered from the Porter and placed in the other ImPort cities. These do not have the same cosmic functions, and can only transport matter between one another.
Injected nanites interact with Porter energy by organizing its flow. Without nanites, an ImPort would find themselves frequently physically ill, with their powers cycling rapidly between normal functioning, loss of control, and temporary nullification.
What are the IC rules regarding the Porter?Separately, technological Gates were retro-engineered from the Porter and placed in the other ImPort cities. These do not have the same cosmic functions, and can only transport matter between one another.
Injected nanites interact with Porter energy by organizing its flow. Without nanites, an ImPort would find themselves frequently physically ill, with their powers cycling rapidly between normal functioning, loss of control, and temporary nullification.
ImPorts have agreed not to interfere with the original Porter. The main concern is that tampering will lead to the death of both ImPorts AND natives, as demonstrated by the historical destruction of Florida.
The other, beta-level Porters are generally guarded to prevent tampering and potentially destructive explosions. These machines wouldn’t wipe out an entire state, but could still damage the surrounding cities. Please plot with other players if your character wishes to compromise a lesser Porter.
What happens if an ImPort strays too far from the Porters/cities?The other, beta-level Porters are generally guarded to prevent tampering and potentially destructive explosions. These machines wouldn’t wipe out an entire state, but could still damage the surrounding cities. Please plot with other players if your character wishes to compromise a lesser Porter.
In a manner reminiscent of "Tessie the cryptid" during the 2019 OTO plot, an ImPort that spends too much time away from a Porter (original or retro-engineered) will experience a wasting death. The minimum distance to experience degrading effects is ~50 miles from the Porter, and it takes 72 hours to die at that distance. The negative impact is proportionately greater or smaller with miles.
Nanite differences from MoMverse: can ImPorts have biological children? Do they have enhanced healing?ImPorts cannot have biological children. The healing factor of the nanites is the same as it is in regular flavored MoM.
What else is there besides the Porter cities?
There are many other cities and lands. However, most other civilizations are less successful due to ImPorts monopolizing every industry from technology (technopaths) to agriculture (reality manipulation, agrokinetics). Natives are paid to play emissary when external resources are needed.
In close proximity to the Deathdome, there is a ragtag civilization of ImPorts and natives who live with less regulation and more rural and wilderness living. They hunt, gather, and farm. Rebels, exiles, and pacifists live here, but it is a hard life.
We invite you to de-emphasize RP beyond the borderlands and focus closer to home.
In close proximity to the Deathdome, there is a ragtag civilization of ImPorts and natives who live with less regulation and more rural and wilderness living. They hunt, gather, and farm. Rebels, exiles, and pacifists live here, but it is a hard life.
We invite you to de-emphasize RP beyond the borderlands and focus closer to home.
What's the log format for
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