Sweet Rain Technical Corps

From Flight From Darkness

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(The Player Characters)
 
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*[[Aliera Quinn]] also works for the Tech Corps, and is also a backup medic.
*[[Aliera Quinn]] also works for the Tech Corps, and is also a backup medic.
*[[Manakasha Melnora|Mana]] is an alchemist.
*[[Manakasha Melnora|Mana]] is an alchemist.
 +
*[[Minos]] works for the Tech Corps, oversees more challenging repair, and recently EVA qualified.
*[[Nadia]] can usually be found in the most dangerous of jobs.
*[[Nadia]] can usually be found in the most dangerous of jobs.
*[[Chill of Lingering Truths]] orders bugs around and spells small things back in shape.
*[[Chill of Lingering Truths]] orders bugs around and spells small things back in shape.
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**First Age Magitech (Specialized Focus)
**First Age Magitech (Specialized Focus)
**The Dream of Sweet Rain's Physical Systems (Protectiveness)
**The Dream of Sweet Rain's Physical Systems (Protectiveness)
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*Structure: Pseudo-military command structure, led by [[Dokukinoko Momo]], the Chief Engineer.
+
*Structure: Pseudo-military command structure, led by [[Dokukinoko Momo]], the Chief Engineer. Teams are organized by team leaders into 'cells'. At first most cells were hand-picked by the team leader; some errors in judgment by the team leaders made the assignment of teams Momo's job. It should be noted that teams are largely ad-hoc- other than the Emergency Response Teams (which are fixed and numbered), they are assigned to a particular project as needed. So you have "Factory Cell/Team" or "Manta Cell/Team" or "Education Cell/Team" or "Warstrider Cell/Team 3", as well as "Emergency Response Team Four". Any or all of these might share engineers, depending on what's needed at the time. The only ones with fixed membership and fixed number are the response teams which are organized into fives, and the Special Dispatch Team which works the comm terminals deep in the heart of Red Plate to organize emergency repair efforts.
**[[The Urchins]], a small team of "elite" orphaned children, brought aboard the Dream because they're destined to become the greatest artificers of their generation. Usually given a complex and non-vital project to work on.
**[[The Urchins]], a small team of "elite" orphaned children, brought aboard the Dream because they're destined to become the greatest artificers of their generation. Usually given a complex and non-vital project to work on.
**[[The Light Brigade]], the Corp's small and underfunded theoretical research division, led by [[Shining the Testing Light]].
**[[The Light Brigade]], the Corp's small and underfunded theoretical research division, led by [[Shining the Testing Light]].
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**[[Tulian Zianpang]], a Solar Exalt, is a rating 6 Special Asset if working on a project within her areas of expertise.
**[[Tulian Zianpang]], a Solar Exalt, is a rating 6 Special Asset if working on a project within her areas of expertise.
**[[Glen Iceblood]], a mutated mortal thaumaturge, is a rating 2 Special Asset if working on Deck 6.
**[[Glen Iceblood]], a mutated mortal thaumaturge, is a rating 2 Special Asset if working on Deck 6.
 +
**[[Chill of Lingering Truths]] is a  rating 2 Asset good for teaching or craft-related purposes. When making or replacing earth or wood related mundane goods and structures, her effectiveness rises to 3. And for  personal-scale magitech work, her effective rating is 4.
**The [[Factory Cathedral]], once operational, will be a rating 9 Special Asset on construction projects.
**The [[Factory Cathedral]], once operational, will be a rating 9 Special Asset on construction projects.
**[[Luxana]], goddess of recorded knowledge, is a rating 4 Special Asset who aids the Corps in research projects.
**[[Luxana]], goddess of recorded knowledge, is a rating 4 Special Asset who aids the Corps in research projects.

Current revision as of 17:10, 30 October 2012

The Technical Corps is a large and fractious group of thaumaturges, former Lookshyan sorcerer-engineers, Haltan scholars, Linowan shamans, Carnish talisman-makers, former Varangian clocksmiths, amateur artificers, Wind Fleet mechanics and inventors, and poorly-disciplined children. Needless to say, these groups have difficulty cooperating. It is a miracle that the bloody ship can fly at all, as most experienced Tech Corps officers will tell you, and they'll go on either so claim that this miracle was performed largely by Momo...or that the ship'll probably fall apart inside a year if she's left in charge instead of their preferred candidate for the position.

Contents

[edit] Insignia, Uniform, Talismans, Protective and typical equipment

A member of technical corps usually wears navy blue coveralls with lots and lots of pockets. Usually these are used for things like abaci, small tools, graphite, paper, and spare parts.

The insignia of technical corps (and similarly, the thaumaturgical protections contained therein) is a radial web, forged of copper. Momo, Maheka Taran, Smita Nayru, Aarin Kef, Eighth Son, and their respective proteges came up with the insignia (as it was the only thing they all could agree was aesthetically evocative) and together hammered out the basics of most of the various rank talismans you see aboard the Sweet Rain, as problems with safety occurred amongst all Corps in the first year of the voyage.

In particular, as the technical corps constantly has to deal with electricity and the ever-necessary and precious Heating Pumps, the copper web was developed with two theoprotective goals in mind- the first is inherent in the design of the web, placed on both shoulders. In the event of a lot of energy hitting that side or the front or back, the insignia itself is designed such as to conduct the Essence away from vital body parts. On all flat surfaces of the insignia is written thaumaturgical protections, directly on to the insignia; there is also a space to engrave one's name and rank (in Old Realm, of course). (mechanical effects later- perhaps soak against environmental hazards?)

However, as Momo and every other trainer tells prospective Technical Corps members, this protection should never be relied upon. Like the spider the insignia evokes, the first and foremost defense that any Technical Corps member has is care, and plenty of it; and that starts with the basic safety equipment, issued as necessary to accomplish shifts- electrical gloves, insulating coats against the possibility of punishing steam breaks in the primary heating pumps, and of course, there's always space for a spanner somewhere, and you never know when you might need one.

By far the greatest equipment every Tech Corps member has, however, is knowledge. Knowledge keeps your protective gear from harm, for you know how to deal with problems before they are needed. Knowledge keeps your talisman from being needed, for it supplies you with how to use your equipment and fix problems without endangering yourself or others. Knowledge is life in the Technical Corps.

We Are The Engineers.

Tech Corps Insignia

Tech Corps Uniform Insignia

[edit] Torches

Technically not a real torch by any stretch of the imagination, this interesting device is handed out to most Technical Corps members as an emergency measure, in case other lights go out. Shaped rather like a tuning fork, with a consumable small stone in the middle, a SRTC-issue torch is lit by striking it hard against any surface. Doing so causes the fork to emit a tone, the vibrations of which awaken and excite the little god therein, providing a few hours of harsh, orange light before going out. It is possible to reserve time on a torch by stilling the fork's vibrations, though this is usually not necessary.

[edit] Characters:

[edit] The Player Characters

  • Momo is the Chief Engineer. She recently Exalted as a Twilight.
  • Sis is Momo's semi-unofficial Second-In-Command. She recently Exalted as a Changing Moon.
  • Sagacious Ferret works for the Tech Corps and is also a message runner.
  • Aliera Quinn also works for the Tech Corps, and is also a backup medic.
  • Mana is an alchemist.
  • Minos works for the Tech Corps, oversees more challenging repair, and recently EVA qualified.
  • Nadia can usually be found in the most dangerous of jobs.
  • Chill of Lingering Truths orders bugs around and spells small things back in shape.

[edit] The NPCs

[edit] "The Orphans":

  • Slip: Haslanti Urchin and general fix-it kid. Possibly a weak feyblood.
  • Bug: Dirty-faced mop-haired urchin girl unhealthily fond of electricity.
  • Night of Thunder: 6-year-old boy. Shy but amazing prodigy. Son of Maheka Vinh, the Chumyo of the Last Legion.

[edit] Dedicated Locations:


[edit] Creation-Ruling Mandate Stats: The Sweet Rain Technical Corps

  • Policy: "Keep the ship operational."
    • The Wyld (Hatred)
    • The Sanitation Corps (Friendly Rivalry)
    • First Age Magitech (Specialized Focus)
    • The Dream of Sweet Rain's Physical Systems (Protectiveness)
  • Structure: Pseudo-military command structure, led by Dokukinoko Momo, the Chief Engineer. Teams are organized by team leaders into 'cells'. At first most cells were hand-picked by the team leader; some errors in judgment by the team leaders made the assignment of teams Momo's job. It should be noted that teams are largely ad-hoc- other than the Emergency Response Teams (which are fixed and numbered), they are assigned to a particular project as needed. So you have "Factory Cell/Team" or "Manta Cell/Team" or "Education Cell/Team" or "Warstrider Cell/Team 3", as well as "Emergency Response Team Four". Any or all of these might share engineers, depending on what's needed at the time. The only ones with fixed membership and fixed number are the response teams which are organized into fives, and the Special Dispatch Team which works the comm terminals deep in the heart of Red Plate to organize emergency repair efforts.
    • The Urchins, a small team of "elite" orphaned children, brought aboard the Dream because they're destined to become the greatest artificers of their generation. Usually given a complex and non-vital project to work on.
    • The Light Brigade, the Corp's small and underfunded theoretical research division, led by Shining the Testing Light.
  • Size 3: The Corps features several dozen highly skilled master artificers, and about twice that number of hastily-trained mechanics who are good at following instructions.
  • Competence 5: The Technical Corps is well-trained and practices regularly, with special equipment and magical tools to aid their work.
  • Influence 4: If it has to do with ship functions, the Corps' advice is almost always taken. If not...it's not.
  • Wealth 2: The Technical Corps' resources are mostly spent just trying to maintain the status quo. It has few to spare on trivialities.
  • Reach 4: The Technical Corps is welcome anywhere aboard.
  • Special Assets:
    • Tulian Zianpang, a Solar Exalt, is a rating 6 Special Asset if working on a project within her areas of expertise.
    • Glen Iceblood, a mutated mortal thaumaturge, is a rating 2 Special Asset if working on Deck 6.
    • Chill of Lingering Truths is a rating 2 Asset good for teaching or craft-related purposes. When making or replacing earth or wood related mundane goods and structures, her effectiveness rises to 3. And for personal-scale magitech work, her effective rating is 4.
    • The Factory Cathedral, once operational, will be a rating 9 Special Asset on construction projects.
    • Luxana, goddess of recorded knowledge, is a rating 4 Special Asset who aids the Corps in research projects.

Capital: 18/18

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