ARIA JumpChain
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11)
The space dock is a bit crowded – there are plenty of tourists besides yourself
departing for Aqua, and this is one of those commercial shuttles you happen to
be boarding, not a private cruiser. But the number of people about doesn’t stop
the old from pinpointing you out of the crowd and taking you aside.
Perhaps this is the first time you’ve met this old man, perhaps you’ve met him
before. He’s in a bit of a rush evidently, as he keeps introductions brief – he’s
here strictly to attend to your administrative needs before he gets on his way.
After all, he has a vacation of his own to get to as well.
Administrative needs – first things first, he hands you a manila folder, inside of
which contains a travel brochure as well as a map. As he assures you, during your
flight, take a gander through them, as they’ll help you prepare for the decade
ahead of you. Well, it should be a decade, he reckons, but time flows strangely in
space. Sometimes things aren’t quite as long as they seem.
“It’s a bit early to say this when you’re not even there yet, but welcome to Aqua,
though you might know it by a different name – Mars.”
The year is 2301, and Mars has undergone over a century and a half’s worth of
terraforming – rendering it into the pristine paradise you’ll see in the brochure. It
quite literally has become a water planet, the efforts of a successful terraforming
operation. Most tourists see Aqua as a vacation resort – but there are long term
residents on the planet as well, namely residing in the replica of Venice that
serves as the first point of contact for anything arriving surface side.
The travel brochure will tell you plenty about Aqua, but the old man is more than
happy to explain some other important details in the brief time you’ll spend with
him before departure. For starters, you’ll be spending 10 Earth years on Aqua,
equivalent to 5 Martian years. He did tell you time was a bit strange after all.
He warns you that Aqua is a planet which has never had any instances of conflict
or crime to really speak of – and they’re rather keen on keeping it that way, so
your cooperation is appreciated. If your intentions are ill, perhaps this isn’t the
best place to be, but of course, that’s up to your discretion.
To help you fit in, the old man has garnered some aid from Administration. It’s
nothing more than the usual favours that she would be willing to give, but enough
for you to settle in during your time here.
+1000 CP
What will you do for your ten years? Well, that’s up to you to decide, but there
are plenty of ways for you to fit in with the local community – and they’re very
open and accepting, perhaps more so than any other community we’ve seen yet.
If you’re not so sure where to start, well, the old man will introduce you to a pink
haired girl by the name of Akari Mizunashi. This young lady also happens to be
immigrating to Aqua and she’s studied up on the culture extensively.
Akari would love to help you get acquainted, but first, shouldn’t you introduce
yourself?
You and all of your companions may take up a human form of your liking.
Age for your form can be determined by 10+1d8 or 20+1d8, or you may retain
your current age, gender, and physical appearance. The different age rolls have no
impact, save for how your physical form will appear if you did not retain your form.
With those personal details out of the way, there is the matter of your
occupation. It certainly doesn’t mean you’ll have to work, but an occupation is an
excellent way to fit in with the local community. You can certainly change your
occupation while you’re here, but for the purposes of any customization you wish
to obtain, only your first chosen occupation is taken into account.
Akari will point out the list of occupations on the brochure. Thankfully, you’ll have
plenty of time to decide before departure.
Don’t tell me you were expecting us to send you anywhere but Aqua? That is what
you came for, right?
Before you even proceed to consider that however – there are still other
preparations for you to make. Perhaps you have some skills to learn or some
other travelling companions to address? If you’re looking for any souvenirs, there
are some available as well.
There’s that apprentice space time researcher doing his research wandering
around here in the space dock as well…though honestly I don’t think you should
help him. I already tried convincing him that this was supposed to be a vacation
for us, but he seems to insist on investing some “anomaly” he’s found. It’s up to
you if you want to help him he’s probably willing to compensate you.
Seriously though…I wish he’d just take a vacation already. He’s probably still hung
up over what happened in Tyria.
{PERKS}
Well if you needed to make personal preparations, maybe some of the options
below might interest you? It’s nothing too extravagant…really; preparations for a
vacation need not be too excessive, right? Discounts are specific to backgrounds,
with the first perk free.
TOURIST
Whether it’s travelling to a brand new planet or travelling to the next island over,
you’ll still want to make sure that all of the basic preparations have been met
right? It might feel like basic preparations – but having a solid foundation is
important to make sure you aren’t caught in a nasty situation.
Lost and without a clue of where to go – that’s probably something every tourist
from Earth has experienced before, and with all of Aqua’s old passageways and
unmarked alleys it’s more than likely to happen to you as well. Coming to Aqua for
the first time, don’t worry too much if you happen to get lost. For one thing
regardless of where you go from now on, if you find yourself lost, just ask around for
help – you’ll always find at least one person willing to show you a way out.
Travelling light is one thing, but you should always remember to pack the essentials
along with you. The tough part lies in knowing what those essentials are…but no
worries – with this you’ll develop an instinct as to what items you might need
before you embark on your journey – a sixth sense as it were.
As a tourist, no one can blame you if you fail to grasp some of the less apparent
cultural nuances of the place and people that you encounter – and while this
might usually have grave consequences for an ordinary person, you’ll find that the
people you encounter seem to be a great deal more accepting of your
ignorance than what you might have expected.
Actions you take that might normally offend a person will be overlooked, and as
long as your actions aren’t harming anyone, even if you can’t blend in after a long
period of acclimatization, no one will notice any difference. Perhaps it is ignorance,
or perhaps it is talent, but any cultural nuances will be immediately
comprehendible when you encounter them – such as accents, behaviours and
mannerisms.
Sightseeing Fanatic 600
Sights to see, places to experience, but sometimes, you might miss out on
opportunities because you were at the right place at the wrong time. With enough
travelling, with enough experience, you’ll come to realize – and even perceive –
these events, even if they haven’t come to happen yet. Though you won’t be
able to see what has already come to pass, if you concentrate hard enough you
may be able to glimpse a little ways into the future, enough perhaps, to see a
beautiful sunset you would have otherwise missed.
UNDINE
As the first, and often the only point of contact for any tourist arriving on Aqua, the
Undines have held a long tradition of maintaining the image of Aqua for all who
visit. Though the pace of Aqua moves much slower than that of Earth, you should
be wary that a slower pace doesn’t mean an easier life – Undines, like all other
occupations, demands a measure of dedication and above that, a measure of
patience and acceptance.
Approachable 100
It doesn't seem to matter if you're in your company uniform or if you're just wearing
everyday clothes, you can approach anyone and strike up a conversation.
Pleasant weather, the shirt they're wearing, even casual conversation seems
engaging for you and your counterpart.
You have a slightly better recall of facts about the places you've been to, or
where you currently are - you know, as an Undine you need to know a bit about
Aqua!
Are you...rowing backwards? Oh, now you're rowing sideways. Haha, you can stop
showing off now. We get it; you've finally mastered the art of gondola rowing.
Congratulations, with the gondola handling part down, now you're one step closer
to becoming a Prima. But the attitude is equally as important you know! If you work
at it hard enough, maybe one day you'll be able to do the same things with other
crafts?
In the process of terraforming Mars, substantial work was put into controlling the
tidal patterns, but with the difference in the moons, a substantial amount of
compensation had to be done in order to regulate the tides. You're not going to
calm the seas by stepping into a boat, but you've practiced so often under a wide
variety of conditions that you can row in any weather condition. Maintaining
control of ships and crafts is much simpler regardless of what weather
phenomenon you’re pushing forward into. Naturally this works best when you’re
dealing with water.
There are quite a number of inexplicable things which happen in Aqua, and as
Undines leading tourists to explore every nook and cranny, you'll find more of these
places than anybody else – well you probably can’t beat out the Cats, but that’s
just to be expected. But seeing these things have not only made you more
inquisitive to the world around you - you've also come to expect new and bizarre
things every day. You have a way of approaching every situation calmly, and your
words seem to convey your intended mood without likelihood for misinterpretation.
With this, you should be ready to become a Prima!
SALAMANDER
The Undine uphold a lifestyle and a tradition, but the Salamander uphold one of
the necessities to maintain the tranquility ever-present on Aqua. Not unlike the
Undines, Salamanders are taught from a young age, a process of slow
acclimatization for the task which will become a lifelong vigil for them.
As I'm sure you're aware by now, Salamanders do most of their work in the sky
above Aqua, controlling the weather from the control stations tethered above
Neo-Venezia proper. A fear of the heights? Of course not! You've spent practically
all your life up here! Handling challenging heights and maintaining balance in
tricky pinches is a piece of cake for you.
Climatology 200
Well, when you only do a single thing all day, it's only expected that you eventually
become a subject matter expert right? When it comes to the science behind
controlling and modifying weather - yeah that's your niche alright. Anything
related to the weather is something you can pick up and incorporate into other
things with only a fair bit of effort.
When you can spend a year in Aqua, you'll see that the weather controllers have
really done their job, and they've done their job well. The weather never seems to
take any violent turn and even minor storms never seems to linger for too long – it
goes to the point that you have to wonder if seasonal rain storms and snow flurries
are staged on purpose for atmosphere.
Spend enough time as a weather controller, and you'll also understand the
necessary skills to ensure that the weather around you stays relatively pleasant. It
won’t help you have complete control over weather already existing without the
use of technological aides, but you can weaken the effects of storms and other
such weather with greater ease.
The weather being pleasant hardly means that the weather is static – make no
mistake, Aqua isn’t static at all, just vibrant in a way that nothing ever really
happens. You’ll notice quickly that the weather doesn’t seem to have any effect
on you – though it might still irritate you mentally – but your presence alone seems
to weaken the effect of weather in your general vicinity. Weather isn’t the only
thing that’s affected – the same goes for seasons as well.
The Winters don't feel so cold, the Summers only feel hot when you have a cup of
ice tea nearby. And where there were no seasons, your presence seems to slowly
shift the weather somewhat to form seasons.
GNOME
Unseen, unheard, the Gnomes work at what some might consider a thankless task
– but the results of which are felt by everyone on Aqua. Like the Salamanders, the
Gnomes play a crucial part in maintaining the foundations of Aqua, ensuring that
the planet remains hospitable as it is. The Salamanders may naturally become
familiar with manipulation of weather, but the Gnomes become very well versed in
the handling of gravity and tectonics.
Other professions might say you have the most boring job on Aqua - but it sure
doesn't seem that way to you. Sure, delivering mail can get monotonous for some,
but there's more to it than just handing off a parcel - there's a human element
involved as well. You're unfazed by the routine monotony of certain tasks -
because you can see a different purpose behind it. Regardless of what task you
perform, you’ll still gain a bit of experience from performing it – you have to love
what you do after all!
Mail Delivery! 200
Years of experience in delivering packages? Well, that's not much to boast about -
but to date you have never failed to complete a delivery on time, and you've ever
had your fair share of hunting down lost packages for other Sylph as well. With it
comes to paid tasks, you're never late - and you come across "lost" items more
often than most. It almost seems like the tasks you take on bend the rules slightly to
accommodate you – but it’s not a very noticeable effect.
While old fashioned delivery by foot is still in use in Neo Venezia, for the most part
mail delivery has been largely facilitated by the use of air bikes. In a circumstance
that would normally require one to wear substantial amounts of protective gear,
you've grown so accustomed to the practice of going without when you ride that
you've developed a sort of natural resistance. Your body resists the effects of high
speeds and flight to a small degree. With time and practice you’ll probably be
able to develop this further.
From the air, it seems like you could see all of Aqua in one go. Not from a fixed
place like the Salamanders, or some digital view like the Gnomes, but honestly
taking in all of Aqua's sights while moving from place to place.
Practice your flying long enough, and it becomes second nature enough that
you'll find yourself with more than enough time to take in all of the sights even as
you're flying. Regardless of what craft you’re handling, you’ll be able to weave
and dive with inhuman ability – as if there’s a truly wind spirit that has possessed
the vehicle. With practice, it’ll almost feel as though your chosen craft can fly itself.
Well...you've also seen enough of the world that you're not likely to get lost, but
sometimes...getting lost is a magical experience in itself too! This uncanny sense of
direction will linger so long as you require it.
CAT
Taken for granted or not, cats have existed on Mars since time immemorial. The
cats of Mars are certainly…different from the breeds that you might find on Earth –
for one thing some people believe that they are magical. Whether this is
true….well there’s only one way to find out, right?
You're not just some street alley cat, you're the mascot of a Company, and that
means everybody will know your presence, even if they have no clue what you're
thinking or what you're doing. People take to you rather easily, or maybe it's just
that in Aqua, everybody takes to new people and experiences rather quickly and
in a very accepting fashion.
Isn't it marvellous how cats always seem to land on their feet? Well, President Aria
aside, but that fat kitty never seems to falter after a fall anyhow. You, as befitting a
cat, will always land on your feet regardless of the situation. This will carry over,
even if you happen to not be in a feline form, but falling from excessive heights
may still hurt slightly, even if it isn’t as much as before.
Cait Sith? Who is Cait Sith you ask? Aren't you a cat? Oh...I hope you're not one of
those immigrant Manhome Cats. Cait Sith is the King of the Cat Kingdom here on
Aqua. With his blessing, you'll find that all of the cats on Aqua (and presumably
elsewhere too!) are rather amicable with you, and keen to help you out.
Wait...that's just like the people of Aqua isn't it? With time, you might find that
felines of other locales will also take to you quickly as well – though it’ll work best if
you are in a feline form, for familiarity’s sake.
All over Aqua, there are hidden nooks and crannies where a bit of the magic in
the world gathers and spills forward. It’s a magic that’s hard to quantify, a magic
that’s hard to explain – but in a world where the “Cat Kingdom” can exist outside
of man’s prying eyes, some things can only be explained by magic.
As a Cat, you'll be able to hone in on these places. In these spaces, you’ll find that
you seem to be safely isolated from the outside world – and the majority of
potential intruders will not even see an opening to come inside. Regardless of
where you go there will always be places where you'll find tranquil serenity...if only
for a fleeting moment.
You can’t expect magic to last forever you know. The longer you linger in these
places, the quicker they’ll fall apart, and you’ll have to find another one.
OCCUPATIONS/ORGANIZATIONS 300 CP
A large variety of occupations and organizations exist on Aqua, even though the
community’s population is significantly smaller compared to that of Earth. Not
everybody stays in a single occupation forever naturally – and with these options,
you’ll be able to pick a different profession, which comes along with the necessary
preparations. You may make the swap to that profession at any time naturally.
Note that some organizations are inherently tied to certain professions.
Just as a note, each occupation/organization comes along with the [Mentors and
Pupils] locked perk when you choose it as an option. You can only pick a single
occupation or organization, so choose carefully.
Shop Owner
Aqua isn’t all about the Undine you know, and having merchants around is
important to keep things running smoothly, especially on a planet like Aqua, where
the majority of society has chosen a more…traditional lifestyle in contrast to those
who reside on Manhome. As a shop owner, you’ll have your own shop of course
for the duration of your stay here, which will be regularly stocked with a variety of
goods.
If you choose a specialized craft – like bread making, wine fermenting, glass
blowing, or so forth, you’ll also develop a strong proficiency in this field – something
that you can teach to others. Naturally as a shop owner, your abilities to interact
with others and develop relationships with them improves – can’t really be
successful without that now, can you?
Theatre Singer
As with its namesake, Neo Venetia has a strong operatic history, and while it’s not
like you’ll find theatres on every calle and fondamenta, it’s not hard to find a
theatre nearby while you’re visiting the city. Of course, if you’re working as a
theatre singer, then you’ll be sure to know where the local theatres are.
Traghetto Crew
While gondolas are a common sight in Neo Venetia, they still happen to be a
specialty service – the vast majority of tourists and residents go about the city on
the larger traghettos. Due to its size as well as its capacity, handling a traghetto
requires a good measure of teamwork between both rowers handling it.
The Gondola Association of Aqua is the governing authority for all Undines
operating in the city. Everything including logistic details, monthly reports, and
passenger census is handled by members of the association, many of which were
former Undines themselves. As an official member of the Association, you’ll find
that a large amount of administrative paperwork is associated with the job, but at
least you’ll gain a fair bit of experience in managing large groups of people.
Undines that join the association are exempt from their regular duties, but there are
a good number who return to active duty from time to time. As one who works
with all of the Undines, you’ll find that over time, your ability to get others to open
up and help them overcome their personal dilemmas improves.
After all, working in the service industry, even Undines need an outlet right?
No one knows better just how important it is to continuing making progress on the
science of climate control. Should the Salamanders ever become too lax, all the
efforts of their ancestors may well go to waste. As a member of the society, your
skills in developing new weather control techniques down to the fine details of
precipitation control and enhancement. Naturally, being a scientifically focused
field as it is, the society has a wealth of information on anything climate related,
and not strictly information from Aqua either.
The Gnomes follow the tradition of handing down knowledge from old to young as
well, and like the Salamanders they are very well aware of how crucial their task is
in maintaining the workings of Aqua. The importance of maintaining gravity as well
as ensuring that the tidal movements occur regularly is not lost on them, and for
most apprentice Gnomes the importance of this is etched into their teachings from
a young age.
As part of the society, you’ll be brought to understand the inner workings of a
planet such as Mars, including what was necessary as part of the terraforming
process. The knowledge you’ll gain here might help you bring life to new planets if
you can grasp the concepts to apply them to other circumstances. Knowing
astrophysics might help you with studying a planet at its exterior, but the Society is
most involved when the planet itself is alive and moving.
There’s no better person than a Sylph to compile the Navigation Guide, given that
the travel brochure generally requires intimate knowledge of all of Aqua, not
merely Neo Venetia. In another world, you might be considered an expert scout,
but here the efforts of your work will be used in helping tourists get to know Aqua a
little better than they did before.
Those who work as part of the Navigation Guide Society are well seasoned
travellers, and even if you take your skills to another planet, you’ll find that
discovering landmarks and vistas comes as second nature. Naturally your ability to
survive alone improves as well – can’t expect to return home every day when
you’re out exploring after all.
LOCKED PERKS
A Salamander doesn’t do a Gnome’s job, just as a Sylph doesn’t perform an
Undine’s job. You’ll find that some talents are specific to the profession you choose
– these aren’t discounted, and they’re specifically open only to the profession
indicated.
One of the challenges of being a tourist isn’t so much not knowing the native
language, since typically the locals will be keen to accommodate you, but the
fact that to really communicate with a person, it’s best to use their mother tongue.
Some of us aren’t interested, some of us aren’t talented, but you’ve been blessed
with the gift to quickly pick up languages and to an extent, even accents over
repeated exposure. This goes for written language as well, so you might be happy
to note if you’re a reader that your range of available literature will increase
significantly. Of course, you actually have to hear the target language in use to
start learning it.
An immigrant can find it hard to penetrate into social circles, so for tourists this can
sometimes be next to impossible. But for you, it’s not so much difficult as it’s a
matter of motivation. If you so wish it, you’ll always stumble upon moments where
you can connect with the locals on a more personal level. At the very least you’ll
leave after having made a few more close friends.
At a glance, the Undine are tour guides, but for many people from Manhome, the
way in which they render their services makes them much more than simple guides.
Perhaps it is a matter of the personal approach that Undines take, or perhaps it’s
the soothing consistency of Aqua’s tides, but just by being around you, people will
find themselves slowly growing a little more optimistic, a little more appreciative of
what they have. You’re not going to be inspiring heroes no, but helping people
get back on their feet and find their spark in life can be a good thing in its own
right.
Not every customer that approaches is going to be willing to open up. People are
different by the individual after all, and not everyone can be read like a book, not
everyone is willing to share. But that doesn’t mean you have to pry either if there’s
something you want to know. You can pick up the little details in body language
and behavioural ticks, allowing you to discern details that the other person might
not necessarily share. What you’re to do with that is up to your discretion.
Water is a basic necessity to the planet of Aqua – if the name of the planet wasn’t
enough of a hint already. But while many residents and tourists would hope that
the water stays in the ocean – you’re well aware that rain is a necessity from time
to time as well. Can’t have sunshine without the rain, just like life, you can’t have
happiness without a little bit of sorrow – just to keep things fresh. If you need the
rain to come, all it takes is a small bit of preparation, and it’ll persist for as long as
you require it to, though it’ll never last longer than several days on end.
Listening to the Earth 150 [Gnome]
Other people might not realize the implications of the earth beneath them moving,
but as a Gnome, you’re very aware of the earth’s tremors and shakes. Your
training as a Gnome has tuned your senses – to the point where if you close your
eyes, you can picture everything about you just by sensing movement along the
ground. Considering much of your work goes on underground…it’ll be a helpful
talent to have.
On a planet covered in water, ensuring that there are stable foundations to build
on is critical to ensuring that anything built remains intact. While your work doesn’t
have as much to do with architecture, your expertise does afford you a bit of
understanding in what’s needed to form stable landmasses and building upon
them. If they really wanted to, the Gnome could probably have set up a monorail
system in Neo Venetia by now – but it would certainly destroy the atmosphere!
Above all of the other professions, the Sylph travel about the entirety of Neo
Venetia and Aqua more than anyone else, as their service extends past the main
island of Neo Venetia to include all of its perimeter residential islands as well. Even
though you’ll be on the move for most of the time, you’ll be travelling about town
enough to catch wind of many, many conversations.
Over time it seems that you’ll have developed an ear for these sorts of things, and
just by wandering around places where people frequent you’ll pick up on pieces
of information that you otherwise wouldn’t come across. Some of it might be
useless, but every now and then you’ll come across key information.
While all Sylph are mailmen in the city of Neo Venetia, as a Sylph you’ll find that
from time to time people will have specific requests for you. Perhaps that kind
Undine will need a milk delivery for her cat, or perhaps the Salamander doesn’t
have time to pick up a package from the docks. With time you’ll develop a sort of
instinct in determining what it is that people need even without them asking you,
and a faint idea of how to obtain it.
You’d be surprised just how many humans you can lure in by calling from an
unseen location. For many people, it seems that their curiosity simply gets the
better of them, and even if it requires entering a completely foreign passage
they’ll still dive in regardless to investigate the source.
You can throw your voice and expect to draw in strangers, selectively choosing
your targets so that only certain individuals are drawn to a location. With practice,
you can separate groups of people with well-timed calls.
As humans develop and expand, often all that they leave behind are abandoned
buildings and forgotten paths. But what the humans cast aside, the feline kingdom
will take in. You’re completely at home in the places that few would dare to
venture, and even in places where you might be “lost”, your instincts will guide you
to where you need to go. Should you ever need to disappear from sight for a while,
just follow one of those suspicious passages that show up in the corner of your
eye…
If you’re going to take a vacation, shouldn’t you take your companions along with you?
As stated before, any companions who arrive into Aqua with you may also adopt a
more fitting form, on the house.
Any additional companions you have work in a rather peculiar fashion, for each
50 CP, an additional 4 companions can be introduced into your entourage, without any
upper limit. Past 16 companions though, you should probably start looking ahead for
real estate…because even lodging on the residential islands isn’t unlimited!
Admittedly, with it being so complex, I hope that you won’t see this as an
obligation to bring your companions along, sometimes vacations should be a time
spent in solitude – and I understand that.
ASSEGNARE 2:1 CP
Maybe your companions need more resources to prepare than you do? For up to
16 companion slots, you can allot CP to them on a 2 to 1 fashion, in increments of 100
CP, which results in them gaining 50 CP each time. Though they can’t obtain further
companions, they can purchase perks and items as they please.
Do note that some items possess “special” uses on top of their normal purposes
– but those special uses only exist if you bought the item personally.
Though she’s restricted to being an Undine, she has 500 CP to spend – you’ll
find that beyond the preparations you make for her now, she’s eager to learn whatever
you have to teach her, and she’ll adapt quickly as well. Perhaps it’s the spirit of youth
that makes her a bit more willing to try new and strange things than others.
Their chosen career path makes them best suited to be a Gnome, and that’s
their default profession, though you could persuade them to change if you so wish.
They have 500 CP to spend, but unlike the Undine, you’ll find that they’re a bit less
willing to learn from you unless it’s related to some of their interests. Their gender is
up for you to decide.
Over their time here on Aqua they’ll become rather proficient as a Salamander
– enough that when they do graduate they may well return to serve as a Salamander.
It’s much easier to see the stars in the night sky of Aqua anyways. They have 500 CP
to spend, but unlike the civil engineering student, convincing them away from the
background of a Salamander will be much more difficult. Their gender is up for you to
decide.
IL MENTORE 200 CP (DISCOUNT FOR SYLPH)
An older individual, returning to Aqua after a short vacation on Earth, though
he’s still a practicing Sylph, nowadays most of his duties are handled by the
newcomers. That being said he has a substantial amount of knowledge of Aqua’s
history as well as the workings of each profession – comes with having lived on Aqua
for so long without a doubt. He also has a place for you to stay if you need it, which
might be rather helpful.
As a Sylph, he has 500 CP to spend, and you’ll find that with him around,
everyone seems to see you as more of a local – even if you aren’t from Aqua at all.
Finding any necessities you need also seems to be a bit easier than normal.
L’APPUNTAMENTO 1/200 CP
As a city that has had decades to develop its own culture and cultivate its own
heroes, there are quite a number of noticeable individuals living in Neo Venetia
nowadays. If you want to meet and become companions with them, I can arrange for
that relatively easily. All it would involve is a small charge, nothing significant. If you
want them to become your companion with absolute certainty however, the cost will be
slightly greater. Personally I’m not sure why anyone in particular would want to
leave…but I suppose there are those folks who have a bit of wanderlust in them.
{ITEMS}
Well, I did say that there was going to be souvenirs…if you’re interested in keeping something as
a memento of your time here, well that’s not a problem if you’re willing to pay for it. If there are
any discounts, they’ll be indicated specifically.
MEAL TICKET 50 CP
It might be a tourist resort, but that doesn’t mean things on Aqua are entirely free. With a meal
ticket, at least you’ll be guaranteed to a serving of food for three meals every day. You can
purchase this multiple times to guarantee more than a single serving per meal – it’s not as likely
to work once you leave Aqua, but it might still work from time to time.
The more you take this option, the more detailed this collection becomes, up to a maximum of six
times – at which it becomes the complete annals detailing life on Mars, as well as the ideals for
creating new life on Mars. If you were to find a researcher…perhaps they could find a better use
for the information from this.
Having spent the rest of their lives on Mars evidently, this set of records, though incomplete like
the others, could be a good primer for anyone looking to depart from society on an extensive trip
– or perhaps those who just want to understand more into the mindset of men.
Each time you take this option gains you more fragments of the diary, and by reading it, your
own understanding towards the psychology of other sapient beings increases a little bit.
Psychology isn’t an extinct profession in 2301…there might be a scientist who can find a use for
these documents as well.
Each time you take this option your own abilities at controlling the logistic and engineering
elements of terraforming improves slightly, though with ten purchases you’ll find that the
documents will be complete – further purchases won’t help you much…unless you had a different
use for them.
As for the tourist…well, you’ll get a new set of clothes for you to wear while you’re here! We do
have clothing options for the feline folk – though you’re not likely to find that they’ll fit well if you
change back to a human form again.
GELATO 100 CP
Ah! All you can eat Gelato. Well, there's not much to say about this, better to taste it for yourself,
but with the five different bins that it comes in, the flavors seem to change every day when it
refills.
Though it certainly seems ordinary enough, you feel like nothing can break the tranquil
atmosphere of this house - and from time to time, companions, even those frozen in time, can
show up to reside in this house. Granted, if they are naturally frozen in time, they can't leave the
premises.
As mysterious as this house is - it was never meant as a solid sanctuary, but at best a temporary
retreat. It would be best not to attempt to hide in this during world shifting storms. The little
speck of magic that sustains it can only be stretched so far.
It’s still functional as an abode of course – the second floor has been modified to serve as a
liveable loft, still complete with necessities for day to day life. Any profits that the shop earns will
be transferred to you upon the end of each month.
You’ll be thankful to note that it does remember changes made to it, and even if the actors
change over time, the theatre’s memory makes it such that it’s easier to train a new generation
of actors for the next big performance. Like the other deed components, you can decide how and
where you place the building associated with your deed.
TEMPORAL LETTER SEAL 200 CP
This old and worn out stamp looks like it's gone through its fair share of owners. When letters
are sealed with this, it leaves a "signature", which seems to ensure that the letter lasts through
time and space. The letters may just be words, but 'somebody' will respond to your letters. They
respond sometimes with playful banter, sometimes with useless comments, sometimes with kind
suggestions, but you never quite know what you’re going to get.
You're not sure who keeps sending these replies back, to be honest, as they only sign their first
initial with "A."
Optionally, you may have the letter’s signer sign with “J.” She does like to make sure you keep a
level head as you go about entertaining her after all. It certainly helps to keep you sane at times.
「灯と波の記憶」 100 CP
そんざいのいみがうしなわれること、きぼうとゆめがないこと
あのとき、あのしゅんかん、このきおくはわすれなくて
いっしゅんだけど、でもいっしゅんかんのあいだに、きぼうをささげよう
だから、このあかりをもっていけ、このアクアといっしょに…
{MODIFIERS}
I personally believe you shouldn’t need any more resources to work with, but if you do – well,
I can’t say that there aren’t any additional resources available. Two different options – they
might not be mutually exclusive, but if there’s anything to keep in mind, it’s the fact that
drawbacks will continue to plague you throughout your stay. The results from the other
option might not be all too ideal either, but at least there’s a bit more freedom available with
that.
You can pick a specific card for yourself – but this won’t help you gain any CP. If you want CP,
you’re going to have to follow the luck of the draw. Each card you draw is worth 50 CP, up to a
maximum of 300 CP. You might be relieved to note that this is separate from any CP you gain
via drawbacks or helping Threnos out.
Your companions may take these instead of you – but they’ll gain the CP instead of you. The
maximum is a sum counted up between you and your companions.
DRAWBACKS
Nothing really ever seems to happen, and your mind and body also seem to adjust
to the pace. Your reflexes and thought speed fall dramatically as your mind adapts
to the pace around you - and you never seem to be able to motivate yourself to
move quickly. Well...what's the need after all?
You have a very peculiar vocal tic, which is very noticeable by everyone around you,
and may well irritate your companions to no end. Strangely enough, it seems that
many people here have vocal tics - to the point that as time passes, your
companions may exhibit similar behaviour.
Prohibited! +100 CP
Why is she smacking you whenever you say a word?! One, or multiple companions,
seem to be outraged (though it's probably mock outrage) when you make certain
comments, and will playfully swat you. Hopefully you don't have any companions who
don't know their own strength.
A-...wha? +100 CP
If there's anything you've noticed about Aqua, it's that everybody seems to have a
name starting with A. Unfortunately, you also can't seem to remember who is who
- and it would be rather awkward to ask them to wear nametags. Hopefully as you
go about Aqua, you'll find other ways to remember people!
There's...too many sights to take in, and too many people willing to talk to you,
that you're often left completely speechless and at a loss. The overwhelming
sensation of peace seems to actually press against your uncomfortably, and you
feel paralyzed whenever you're around anybody else - and there are quite a number
of people on Aqua. Maybe you'll eventually conquer this fear?
Cait Sith decrees that all cats will play pranks on you! It seems that every cat on
this planet is intent on making your life a comedy show - and you're the punch line.
Don't worry, it's not that bad!
None of your senses or your abilities functions. Are there people around you? Are
there sights to see? If there were, you wouldn’t know it. The external world acts
as if you’ve turned comatose, and while you can “perceive” things around you as if
there are shades moving about – you can’t do anything about it.
Prepare to spend your next ten years here basically buried alive inside your own
body. Your companions won’t have any idea of the condition you’re in…so be careful
that they may be liable to bury you…quite literally.
{SCENARIO}
There are, two scenarios – but scenario 1 and 2 are exclusive from one another. You may pick
one or the other, but the specific details of the differences will be described within the notes.
With but a glance, you know you’re not where you’re supposed to be. From the travel
brochure you knew Aqua was a planet with an ocean covering the majority of its
surface. From what you’re seeing here – it looks like you’ve stepped onto Mars.
Well…considering Aqua was Mars before the terraforming process completed –
perhaps you’ve already reached a logical conclusion.
You’re on Mars, and not Aqua. Either that or the travel brochure was lying. At least
there’s an atmosphere – if not, you might have never woken up. From the lights
nearby…it seems that there’s a settlement or colony of sorts nearby. Well…you can
only hope that they’re friendly. Without anyone else around and with your companions
conspicuously absent, you might as well make your way towards the light.
Should you try it, you’ll realize quickly enough that the connection you had to your
warehouse, and for that matter, the vast majority of your abilities – has been cut off.
Well, whoever is tugging at the cosmic strings…seems to have severed some cords this
time. All you seem to be left with are three random abilities…with any luck, you won’t
need them. At least your physical form is still intact! Or wait…that might not be for
the best…
The travel brochure did say Aqua was a peaceful, tranquil planet…right?
They'll notice you on their scans before you reach within a hundred meters of the camp.
For certain, you were not an expected visitor - not here, not now - and the camp will be
on high alert as you approach. The camp is grey and drab, with makeshift shelters
which look like they have been hurriedly set up. There's a large microwave dish in the
center of the camp, though a large pile of scattered parts suggests that there's
something wrong with it.
The camp's residents are definitely wary of you - but they also look to be just a group
of scientists - and don't seem to pose any substantial threat to you...even with your
current condition taken into consideration. Some of them seem to have small handheld
units, but they look more like tools rather than weapons. As you enter the camp, one
among their group will step out to confront you. He's a frail blonde man who looks like
he should be confined to a bed - yet from the way the others are parting for him, it is
apparent that this is the de facto leader of the group.
"Will Williamson. Head of this research cell...the last research cell actually. I don’t
suppose we’ll be getting an introduction from you?" Perhaps it is because they are
scientists, but while they are wary of you, they are still somewhat tolerant –
regardless of your appearance.
You’ll probably want to introduce yourself before anything – but Williamson and the
rest of the small research cell are fine with you taking temporary accommodation at
the camp. Not the best lodgings you’ve ever had – but certainly better than staying out
exposed to the Martian atmosphere. For one thing, it’s bloody cold on Mars.
In the next few days, you’ll notice that the researchers seem to just be mulling about,
and each of them seem to have their own problems – but one thing is clear: they were
embarking on a quest to terraform Mars and that has fallen dead in its tracks.
Well – That and this wasn’t the vacation you were looking for.
It’d be nice if you knew what you were actually supposed to do on this hunk of rock
without a substantial amount of your skills, your companions, and your items,
wouldn’t it? Thankfully, eventually you’re going to get a mail parcel delivered to you.
Hopefully by then you’re still in the camp.
By the tattered looks of the parcel, it seems that it should have arrived with you onto
Mars – and yet it somehow got lost along the way. Guess you can’t expect a planet to
have stable mail service when most of the planet is still entirely uninhabited!
The parcel’s contents are limited to just a letter and yet another one of the travel
brochures, this time with a map. The brochure and the map you’ve already seen before
– but the letter is something new.
Sorry, we screwed up – and you ended up dropped off nearly two centuries earlier than
intended. Looks like if you want that vacation of yours? You’re going to have to put a
bit of work in for it.
Aqua hasn’t been terraformed yet, as you’ve probably realized already. There should
be a research camp nearby, with a team on site to oversee the process. You’ll have the
next thirty years to ensure that their goals are met.
You might have also realized that most of your fancy tricks and toys have been locked
out. Again…our fault. We’re looking to fix this as we go…but it’ll probably take quite
some time before we can re-establish the connection.
You’ll probably want to check in with the time in the meanwhile. And well…as soon as
their goals are met, we’ll try to get you that vacation of yours.
Kind Regards,
Well. That explained some things. You could either wait a decade or two for all of your
abilities to come back, or you can actually pick yourself up and figure out what this
whole terraforming business is all about. Judging from the letter – you should
probably be trying to terraform Mars…into what Aqua looks like.
Planting Seeds
Speaking with the research team, it seems like there are some things which have
already been tackled, and others which they can’t wrap their minds around.
Williamson explains the situation to you when you get a chance to sit down with him.
The year is 2152, and Earth is vastly overpopulated. With the relentless development
of second world and third world countries, and following a crippling chain of natural
disasters – the planet which humans call home is no longer as welcoming as it once
was. The terraforming project of Mars was intended to serve as a relief valve for the
growing population dilemma. Unfortunately, it hasn’t quite turned out as expected.
The equipment used to manipulate the gravity and magnetic fields works fine. Except
it takes literally all of the energy that the team’s most advanced equipment can bring
to bear. Unfortunately, this has left the team with nothing to warm up the planet with
– and the equipment can only run for so long.
Unable to produce results, funding has been cut in favour of colony ships instead –
leaving Williamson’s team as the last man standing. Well…not anymore, since they
have you to help them. Each of the scientists you talk to presents a different problem
for you to tackle.
She literally introduces herself as a “fickle, but determined woman”. Not words you
would normally hear a person describe themselves in…but you suppose that being
stuck on Mars for so long has an effect on one’s psyche. Dawn’s problem is relatively
simple – without any capacity to melt the polar ice caps, even with an atmosphere
they have no way of thickening it. If you had a way to melt the ice caps, or provide
more energy to the terraforming equipment, perhaps you could solve that problem.
Dawn does warn you however, while waving her finger as if she was reprimanding you,
that if you melt the ice caps excessively – it’s very likely that you’ll flood the planet.
While you’re thinking in your mind that flooding the planet is exactly what you’re
intending to do, the Botanist introduces himself and chimes in. From the self-assured
tone in his voice, he’s already worked out a solution to counter Dawn’s warning. “You
just need plenty of plants! Plants will solve everything!” There’s an oddly…fanatical
tone in his voice that makes you wonder if his advice is actually sound. On top of that,
it looks like he’s been growing some sort of weed. It towers behind him.
But his point does make sense – even if his motivations may feel a bit off. Without
plants, you’ll never be able to get a proper carbon fixation cycle off. It seems the only
reason you could breathe outside was because you landed close to the camp. Or
perhaps you can breathe carbon dioxide. Regardless as Mr. Redfeld insists:
The third scientist on the team remains silent until you turn to face him – then his
eyes home in on you like precision lasers. “You’re an alien aren’t you?” That’s it. No
introduction, no pleasantries, just a blunt question straight to your face. He also
happens to disregard whatever answer you give him – in his mind you’re already an
alien. This guy is intense. If you didn’t realize it already, judging by all the carvings on
the desk behind him. Well…carving statues isn’t a bad hobby, right?
After deciding that you’re an extraterrestrial sent to aid in his mission, he’s willing to
walk you through what he needs in order to complete his part, confident that your
alien technology will complete the circle. See, even if the existing equipment will solve
the atmospheric and magnetic concerns, and water along with plants can make things
mildly habitable, there still needs to be animals to keep the plant life in check.
That’s his theory anyways, and obviously you’re here to prove that he’s right. Right?
Thankfully, to meet these tasks, both the astrobiologist and the botanist have DNA
samples for you to work with...except their machines don’t have any energy either. If
for any reason you have an original set of templates for flora and fauna on Aqua, you’ll
be able to feed those in…and perhaps kickstart things ahead of time.
Regardless, it seems like you’re going to need to expend a lot of energy here…unless
you have alternative measures in mind. Within a couple years, you’ll probably see
access to your warehouse again – perhaps you have something you could use from
there?
Williamson will take you aside after you’ve met with all of the other scientists. He, like
Karl, is rather certain that you’re an alien, but at this point he’s willing to take
whatever help he can get. See, he’s found something wondrous about Mars. From the
first animal samples they tried, he already noticed a very peculiar tendency.
It seems that all life on Mars, regardless of their origins, seems to act in a bizarrely
benign manner. Is it something with Mars…or is it something with the peculiar
equipment being used to terraform Mars? Well, you suppose the brochure did say
Aqua was a particularly peaceful and benign place. Any new species you introduce will
peacefully adapt within this natural order…so depending on what species you happen
to introduce…things might get rather bizarre.
Well then, you better get going – you’ve got a planet to terraform!
Aqua – 2297. Well, that’s what the newspaper says, and considering it’s the first day
of your vacation – you might as well enjoy it. The moment you complete the research
team’s task, the folks who sent you the letter will make good on their promise and
place you in the correct timeline. Well…close, anyways.
The scenery may have slightly changed from what the initial brochure shows,
especially if you mucked about during the initial terraforming process. And hey, with
everything finally realigned properly, all of your abilities return in full. Your
companions have also reappeared.
Did you notice? That is, the date on the newspaper? Yeah…you’ve arrived about 4
years ahead of time. Aesthetically there doesn’t seem to be many changes – though the
current Undines are of an entirely different generation, the same ones who will
become known as the “Three Water Fairies”. Oddly enough, they seem to have an idea
of who you are.
Well if you have a chance to go to the local museum, you’ll see the reason why. There’s
a statue of you – well, you and the original research team anyways. Seems like Karl
left a memento behind, and for sure you bear more than just a “passing resemblance”
to the statue.
Thankfully, if the adults notice the resemblance, they don’t act on it beyond their
normal demonstration of generosity. It just seems to be these three girls who actually
acknowledge you in that fashion. At least you’ll make friends here; perhaps they’d
even be willing to come with you if you cared for it. Though surely…Aqua is vastly
different from the other places you’ve been too. Would they be able to adjust?
(You may, optionally, make a companion –canon or not– from your time here, however,
they have no abilities save their natural talents, and no CP.)
Williamson and the team have left just one last present for you, a message that only
you can see from the statue.
Hidden beneath the statue is a testament to your work and the fruit of your labours.
It’s a pure white jewel which shifts its color depending on the person who holds it.
Even should you leave Aqua, you’ll still be able to take a piece of it with you. The
jewel’s effect becomes apparent in other worlds, though only when you aren’t
threatened.
Should you shatter this jewel in another world, you and your companions will be
temporarily sent back into the Aqua you made. Your offensive capacities are sealed
when you’re inside Aqua…but there’s no reason for you to fight in this world
anyways…right? But your sojourn lasts for only a week at most, and the jewel won’t
reform until you leave the world you are in.
“Hey, traveller, my name’s Threnos! I heard from the old man that you were
around! I’d shake your hand, but…unfortunately…well I’m a bit disjointed from
time. The old man’s been nagging at me to take a vacation, but actually I’m kind of
stuck here until the anomaly is resolved. So I guess I’ll be here for quite a while
haha!” His body does seem to be a bit…translucent.
He’s probably going to ask for your help – frankly it doesn’t seem like the old man
is going to help him anyways. “No worries though. I mean, I’m sure I can figure
this out eventually. The others will come help me when their vacation is over.” He
does sound a bit desperate…and really, it does seem sort of pitiful for him to be
stuck here for a decade. Whether you’ll extend an offer to help him is up to you.
In the event that you do however, Threnos’ face brightens up right away. “You
don’t know how happy I am to hear you offer to help…but it won’t be as simple as
some normal job…if you want to reconsider, I won’t blame you.” If it’s not going
to be “as simple as a normal job” you might be best off to ask him what’s involved,
Threnos won’t hesitate to explain, both his circumstances and what’s necessary
to earn him his vacation.
“Well you see, I had come here before the old man, Wak and that strawberry
haired girl, and I had a fair bit of time, so I started investigating into the history
of this place. To keep things brief, I found some really odd anomalies on
Aqua…temporal anomalies, you know, what normally would be my cup of tea.” You
might remember the old man describing Threnos as a space time researcher.
“Yeah so…I tried probing it a little…and I might have accidentally destabilized the
timeline somewhat. I mean, I reacted immediately of course. I put up an anchor on
this side, so there won’t be any damage, but unfortunately…my own body is a
bit…stranded. Time shift phenomenon I think. Normally, my body should wander
back on its own after some time – but unfortunately…well here we are on Earth,
and I think my body is stranded on Mars. Er…Aqua. Well before it was Aqua.”
You’re probably not a time traveller – at this point it might look relatively hopeless
to help Threnos out. But he’s not done explaining quite yet. “There’s one thing
you could do if you were willing, but it’s a bit of a risk for you. I had a pair of
anchors you see. One is located in this time, the other in the distant past. If you
jump back there and fix uhh…the anomaly, everything will return to its correct
course. Of course, if you have any questions I’ll be glad to answer them…but if
it’s a bit too daunting for you I understand as well. Your vacation won’t be
affected, I swear!”
He might be right; you might have some questions that he still has to answer.
Threnos’ expression seems to become a bit troubled at this point. “Well you see,
my presence might have destabilized the whole terraforming process slightly.
Honestly, I’m not sure exactly what I did, but if you were to ensure that the
terraforming project goes ahead smoothly everything should fall into place
without much of a problem.
The troubled expression on his face doesn’t go away. “Well I wouldn’t say any
more than 5 to 10 years at the most. Once the anomaly resolves, the anchor I
placed here should pull you back…to sometime within this decade…or the last.
It’s a bit tough to tell really since I had to toss that anchor out in a hurry. I’ll
work something out with the administration so as to not restrict you within the
decade if that ends up being how long you spend helping me.”
“It would make me feel bad if you had to burn your vacation helping me with mine.”
Evidently Threnos didn’t think of that right away, as he takes a moment to ponder
the question. “Well the anchor should keep the general world on this end intact
for the most part. If the changes aren’t substantial enough to remove the
presence of Mars altogether it should be fine. Everything should smooth out to
some degree...”
It doesn’t look like Threnos is really comfortable with any of your questions, but at
least he doesn’t have to think on this one as much. “Well for one thing, since
you’ll be temporarily temporally displaced like me, you won’t have access to your
warehouse and some of your powers might be weakened. I’d say that it’s best to
stick with what you know yourself. There’s no guarantee what state the team is
in after the anomaly…but the anchor I left in the past should be when they were
still alive.”
The final choice remains in your hands – do you help Threnos or not?
Well, there’s no mistaking that you’re on Mars and not Aqua. For one thing when
you and your companions step out of the shuttle, the planet is red – just like
what you expected Mars to be. You were told before you left that Threnos had
not needed a pressurized suit – but he gave one to you and your companions
regardless, so you all might as well keep it. No sense in rejecting free gifts.
You’re part of a small team, here to back up the main terraforming crew situated
in the Amazonis Planitia. Considering the pilot told you that you’re part of the
last supply run for some time, it would seem that the terraforming crew isn’t in a
very good position.
The camp is situated at the edge of Lycus Sulci – not too far away from where
the drop ship left you along with the supplies. It’s not too long of a haul to the
camp; look on the bright side, you don’t have to climb Mount Olympus that’s in
the distance.
Threnos has laid out some groundwork for you already, so you can introduce
yourselves to the terraforming team as the support team – and the supplies will
definitely help you get in their good graces as well. They’ve been expecting the
arrival of someone…though depending on how many companions you have along
with you they might be taken back by the size of the support team.
It’s a very small team in any case and from the tired, listless fashion in which
they greet you – morale looks to be at an all-time low. The mention of supplies
cheers them up for a slight moment, but the feeling of despondency quickly
settles once again.
It might do you some good to get to know the members of the team, but before
that, getting a clear understanding of the situation at hand will go a long ways to
helping you prepare for what’s to come.
The head of the research team is a man by the name of Will Williamson. A
Caucasian man hailing from the United States – he was in charge of the logistic
details and communications back to Earth, though the way he talks about it in the
past tense makes it seem like that’s no longer what he does.
Will does not hesitate to explain the team’s key problem when you ask him, as the
support team you deserve to know what you’ve gotten yourself into. He’ll find it a
bit strange if you’re not aware of what you’re here for, but he doesn’t mind
explaining that as well – perhaps he thinks you’re just the delivery crew.
The year is 2152 – with overpopulation and pollution causing severe problems on
Earth, an initiative was established to complete the terraforming of Mars into a
liveable environment beginning ten years ago. This had been after a good
century’s worth of consideration, research and development into the possibility of
terraforming Mars – so the team had arrived with high hopes.
The initial goal of kick-starting a magnetic field and manipulating the gravity was
successful. By all accounts that was cause enough for celebration. But then
setback after setback – leaving the team where they are now, barely capable of
maintaining the existing equipment and still no further along with the
terraforming process than they were two years ago.
A lack of results equates cutbacks, which has rendered the team into a skeleton
crew. News that the initiative is to establish colony ships has been the primary
cause for the team’s current state of mind. It goes unspoken, but everyone
knows that if they can’t produce results, they’ll soon be ordered to return to
Earth. Your relief team, along with the supplies, effectively marks the beginning of
the end.
No need to let them know that you might have…other objectives at hand – but if
they give up now your own chances of success will likely sink. When a planet can’t
be successfully colonized…the next best thing is to strip mine it for resources
and move on.
The objective of securing gravity and inducing a weak magnetic field has
been accomplished. To this end, weightlessness is no longer a primary
concern, and a weak atmosphere has been established.
The presence of water ice is there – but defrosting is utterly impossible
with the current energy available all dedicated to maintaining the magnetic
field.
The temperature on Mars, despite possessing a weak atmosphere, is still
too cold for thermal energy to be properly retained. To do this, the ice
caps – along with the carbon dioxide trapped within, needs to be released.
The team all had notions of how to go about this – but the most pressing concern
at the moment, besides their mental state, is the lack of energy available for use.
If you could achieve some sort of result…you might be able to persuade the heads
back on Earth to reconsider allocating supplies – but that’s one big “if”.
In any case, you should get to know who you’re working with. It doesn’t take much
for Will to gather everyone together – it’s a small team, and there’s not much for
them to do at all. Before he forgets, Will hands you an electronic key card – for
your identification as a member of the team.
Around the room, he’ll introduce you to the other six members of the team – the
last of the crew. The climatologist, Dawn Kubrick, originally in charge of tackling
the dilemma of melting the ice caps, now left with nothing to do except
reconsider the daily meal plans. The botanist, Albert Redfeld, who seems a little
too eager to assert that plant life will solve the problem, all starting with seeding
algae and bacteria across the planet – though…would you even consider these as
plants?
The astrobiologist, Karl Zehgan, only shakes his head as Mr. Redfeld explains
himself. Evidently, he doesn’t share the same sentiment as the older gentleman.
Though he finds your arrival a little bit too timely for his liking, he sees no harm in
sharing with you his thoughts – if you’re going to succeed where they failed,
you’re not just going to need to find a good source of energy…you’re also going to
need to establish a sense of balance within the team.
You get a feeling that these are the only people left for specific reasons…but Will
introduces you to Saitou, the pilot for the team who has decided to stick around
for no apparent reason. He seems to be the only one left who holds even a bit of
mirth in him. He’s also been maintaining the vehicles, so you might want to get to
know him a bit more if you want to go about Mars on something quicker than
walking pace.
Marie von Braun is the health officer – though she seems to be looking a bit down
herself, perhaps an accurate reflection of the overall atmosphere. She is a bit
relieved to see you here with supplies though, and audibly thanks you for coming.
Perhaps she had given up hope already.
The last member of the team, Mathieu Damon, appears to have no set role,
instead fitting in as a strange jack of all trades. Worse yet, he doesn’t seem to
know what he should really focus on himself. One day he’ll act as a botanist,
another day he’ll be an astronomer, then he’ll be an energy analyst. Clearly he has
a wide variety of skills…but a lack of solid direction renders him ineffective.
Well…to his credit, he does a good job at whatever he’s supposed to be doing –
just that there isn’t much to do at all.
Checking the supplies that you brought along with you, (you did bring them right?)
you’ll find that the contents contain specialized resources for the team. At hand,
you have thirty resource units…once you get settled down properly you can
determine how you’ll divvy them up between the different researchers. It’s pretty
evident that everyone wants to get their hands on it…
It must have been Threnos’ work, but the resources won’t open unless you
access them. Hopefully this wasn’t the anomaly he was talking about. In any case,
the rest of the team will be waiting on your decision.
A Distant Blue
Hopefully you had a chance to get some rest before you had to make any
important decisions. Of the team, only three key individuals really need the
resources – the climatologist, the botanist, and the astrobiologist. Each of them
will present their case in an oddly calm and collected manner, before presenting
an estimate of exactly the amount of resources they’ll require. On Will’s
suggestion, you should probably listen to all of them and consider the situation
carefully before you move into a decision.
At the end of the day, you’ll have enough information to compile a small report on
all of your options, as follows:
If you possess any engineer’s notes, you can trade them in for 5 resource
units each.
With time, Dawn will be able to bring the temperature of Mars back
to a relatively temperate level, suitable for human colonization. If you feel like
taking this multiple times however, Dawn will be able to dedicate the resources
towards a device capable of manipulating the local weather – good for those dust
storms that still hit from time to time.
A process that won’t start until the ice caps have been sufficiently
melted – Dawn has…plans to return an ocean to Mars as she believes it
possessed in the past, but she won’t be content with a shallow sea. With enough
resources dedicated to her, she’ll be able to develop new technology to make as
much water as she sees fit.
…She won’t go out of control right? The others did say she could
get extremely obsessive – though she herself would just simply say that she’s
“determined”. Regardless of how far she goes – raising the sea will force some
substantial changes – for one thing, it’ll force the terraforming crew to move to
higher ground as the water level rises. Perhaps eventually you’ll find floating labs
as well.
If you possess any researcher's log parts, you can trade them in for 5
resource units each.
You might suspect the Climatologist of being slightly manic, but with
Albert there’s no need for suspicion. He makes it very clear from the moment he
meets you that he deserves the resources so that he can make his dream of an
overgrown forest planet come true.
Well…your aims might not exactly align with his, but having plants is
admittedly pretty important for human survival – and with just a small portion of
resources he can begin cultivating plant batches capable of producing oxygen. It’ll
be small scale at first, but with the resources he can quickly expand…and start
working on stranger plant breeds. If you take this option multiple times, be wary
that with the Chambers up and running – Albert might ask you for your expertise
on “special” plants to cultivate.
Some things probably should not be tailor fit for Mars…but if you
want to add in foreign flora, that’s up to you.
Methanogen Bacteria – at 10 Resources Dedicated
If you possess any parts of a personal diary, you can trade them in for 5
resource units each.
Karl doesn’t really care if you give him resources or not – quite
frankly if he is allocated nothing, he’ll be happy to spend his time practicing his
woodworking and creating sculptures – though his impression of you won’t
improve to say the least. Karl advocates balance – if you’re going to help him, you
should help the others, and only by making a joint approach will you proceed
ahead. At least that’s what he thinks.
Speaking with Karl, you’ll realize that he knows all too well what the
other scientists intend to do – no doubt because they have no qualms over
announcing their vision of the completed Mars to everyone else. Karl isn’t too
worried about their aims, all in all – but as a biologist, he’d still like to ensure that
his charges will be fit to survive in the terraformed Mars regardless of what it will
look like.
The use of resources will guarantee your success towards the objective – but
there’s no reason why you can’t complete the terraforming objectives yourself…if
you possess the capacity. Naturally, depending on your skills, some objectives
may be inherently more difficult than others.
But even though the three scientists have an extensive list, it doesn’t mean you
won’t get anything from dealing with the others. If you can spare Saitou 5 units
of resources, he can get to work at fixing the broken down machinery lying about
the camp, including a module used for long distance space flight for the shuttle.
That might definitely come in handy…
Alternatively, if you can spare Marie 5 units of resources, she’ll be able to repair
most of the life support systems back to full functionality again. At the very least
it’ll make the base camp a much more hospitable place – and help to make the
atmosphere here not as dreary. No one was really keen to tell you this; least of
all Marie…but not everyone that left the team returned to Earth in a space suit,
and some of them will never leave Mars again.
There’s something off about this woman…but she acts like a turtle that has
retreated back into her shell. Your job is to complete the terraforming first and
foremost…do you really have time to figure a woman out?
Lastly, if you can designate Mathieu, or Mat as he calls himself, to a specific task,
his expertise can serve as a small measure of resources – perhaps equivalent to
5 units if you had to quantify his talents? As for Will? Well he’s still busy tending
to the existing equipment, so if you could help him or Saitou by allocating them
some resources, perhaps he can steadily build up the strength of the field by
improving the existing equipment. Still…5 units of resources might be a hefty
sum.
If you dedicated the resources allocated to you in order to achieve one of the key
objectives with haste, you’ll find that the folks back on Earth will take notice.
Though they don’t have many resources to dedicate to the project anymore,
there are groups on Earth who still believe that the terraforming of Mars can
succeed. Depending on who you helped, you might find some extra aid from
Earth…or elsewhere.
If you helped any of the scientists, their respective associations will send out
small teams with more resources to help out. Not really enough to make an
immediate impact, but it’s a good start to re-establishing aid from Earth.
Alternatively, if you had helped out Saitou, an organization named “Planetes” that
he’s familiar with will offer to lend a hand. They’re responsible for much of the
traffic and cargo delivery in space – and on top of hauling a significant amount of
valuable goods; they also tend to haul large CFC waste containers and nitrogen
leftover from the harvesting of Titan for disposal. Their offer is exactly that –
they’ll hand you these materials…whether you know what to do with them will be
up to you.
Lastly, if you decided to help out Marie, you might be glad to know that her
psychological state will turn for the better – it was probably pretty hard to tell
that she was considering joining her fiancée in the Martian soil, wasn’t it? Her
medical associates back on Earth will be more than happy to send help – both for
her, as well as the others in the team. The isolation factor can really get to a
person…especially when civilization is over fifty million kilometres away…
At the end of the day, regardless of whether you accepted outside help, you
should probably get used to your new environments, at least for the time until
your resources allocated start to yield further results. It’ll become easier to
garner support once the first signs of success show up, proving that Earth
hasn’t completely forsaken the plan – they’re merely wary of another failure.
With the passing of each week you’ll slowly see more results, but more
importantly, you and your companions will start to see your full capacity return.
Perhaps that’s a sign of Threnos’ anomaly resolving itself. You can use your
capabilities to speed up the process of course – though if you stay for long
enough, within the decade all of your tools and abilities will be at your disposal.
The other members of the team won’t leave – they’re here until the end, but as
Aqua’s foundations slowly materialize, more people from Earth will arrive to help.
Guess there’s no better time to hop aboard the bandwagon than when success
seems to be just on the horizon. It’s a pity that your participation in the project
will be cut short – abruptly so. As the first substantial signs of success show up
and the initial objectives are met – you and your companions will feel a distinctive
pull on your bodies. It’s a warning sign of what’s to come, and if you have
farewells or last preparations to make, you should do it soon.
With the terraforming complete, your objective has been met, so don’t be too
surprised when you’re whisked out of this time and space – to return to your own.
At least you got some terraforming experience under your belt, right?
Hopefully you’re not too disoriented from your return trip. In any case, you’re not
at the airport – or rather, you’re not at the same airport. The climate, the
environment, the people, all of it is different – but likely to be different in ways
that you recognize. At least the ocean is the same as in the brochure. Without
mistake, you’re on Aqua – presumably having Threnos’ anomaly fixed up.
The planet does seem to be the same for the most part…except for any strange
animals and plants you may have introduced. One thing you might find peculiar is
that regardless of the species…well everything seems to be amazingly benign.
You have an odd feeling that the crew may have been involved with this…
“I had to thank you personally of course. That and to explain a few things before
you get confused further.” He hands you a newspaper – one of the first things you
might notice is that the current year is 2295. Threnos just shrugs helplessly. “I
warned you beforehand didn’t I? I had no time to figure out where the anchor
would be. Don’t worry – in any case, all the paradoxes have been smoothed out…I
think the others are enjoying their vacation already actually. As for you, I worked
things out with up top – you’ll have ten Aqua years, so that’s actually twenty
years’ time. Of course, you’re free to leave at any time you want. Just give us a
signal.” He hands you a bell. When the time comes to leave, ringing this will let
them know to prepare for your departure.
It’s probably not something you want to pursue further – thinking about it too
much will probably just end up giving you a headache. But that wasn’t all Threnos
had come to say. “I think you probably made quite an impression on the team,
showing up and leaving when you did. I couldn’t smooth everything out after
all…you’ll understand when you go to visit the museum. Anyways, ciao my friend,
until we meet again. Don’t bother looking for us; we’re not on active duty from
this moment on.”
All it takes is a moment, and even if you didn’t blink – Threnos has disappeared.
Any companions that you were supposed to gain upon your arrival to Aqua will
show up – but you’ll have to be wary that they may be a little younger than what
you might have expected. In any case, you should probably go find that museum
which Threnos had mentioned…
It’s not so hard to find the museum in any case – all of the locals seem to know
which one you’re talking about, they seem to look at you a bit funny at first glance
as well. Walking into the old museum, the first thing you see will explain all of the
looks you’ve been getting. You’re looking at a memorial carving of you and your
companions, at least the ones who were present on the mission anyways.
…
Where exactly Karl found the time to make something like this is beyond you – but
he was an avid sculptor…and likely he had plenty of time once the project was
deemed a success and the transformation began in earnest. There’s a plaque at
the base of the memorial, with a message written in dedication.
“To those who made it possible, but left before the fruits of labour could be
harvested. In remembrance to benefactors: 18.25, 131.55.” It seems odd that
the plaque would have these numbers inscribed on it – the museum guide doesn’t
seem to understand them either, so evidently they aren’t some sort of strange
memorial numbering method.
But if you had a map, you might find something realize something interesting.
Matching up a map of Aqua and the Mars of old, many things have changed – and
you’re nowhere close to the old terraforming research lab. The map that the
museum possesses of old Mars might have something that catches your eye –
the coordinate system here is marked in the old cardinal method.
The old lab would have been 23.13N 152.30W…and if you were to interpret those
numbers as coordinates in the north west system…Olympus Mons would
essentially be where it would be pointing to. Maybe it’s time for you to take a trip
down memory lane and see if your old colleagues had left some surprises for you.
Though Neo Venetia is rather far away from the old Amazonis quadrangle, finding
a form of transportation that will get you there isn’t too difficult – you really have
to thank the folks in Aqua for being so accommodating. Just don’t try to walk –
even if a man managed to trek from Acidalia to Schiaparelli in the past, this isn’t
the Mars of old – you saw to that, remember?
With a craft that is sufficiently fast, it should only take you at most half a month
to reach the old laboratory – which is now naturally flooded underwater. What
draws your interest isn’t the flooded lab that are underwater – but the floating
island that rests at the coordinates…nearly an exact match.
Getting up to the top isn’t too difficult – the mooring cable is in an excellent
state despite the passing of time. The island has been overgrown with plants,
water seems to be pouring off the sides from runoffs, and you can hear the sound
of animals moving about. Getting closer to the main complex won’t be an issue;
nothing seems to be getting in your way. The electronic door however…might
prove to be a challenge.
That is – unless you have that old key card that Will handed you. If this place was
left behind by the team…as you might have suspected already, the key card works
without a hitch. For the first time in decades, the first terraforming laboratory of
Aqua opens its doors again. An AI activates upon your entrance, a strange sight,
considering this appears to be the only AI existing on Aqua. The people of Neo
Venetia probably didn’t even know this place existed.
As the AI explains, this island and all of its facilities are the team’s legacy for you.
Aqua’s terraforming technology has moved far beyond what the lab possesses –
but at the same time there are things here which are irreplaceable. A water
manufacturing facility and climate control center, if you allocated resources to
Dawn. A genetic sequencer for either flora or fauna depending on whether you
allocated resources to Albert or Karl – you might notice that if you gave them any
samples, they’re already keyed in.
Looks like the scientists had plenty of time to mess around after you left…though
you probably saw some of those results while you were back in Neo Venetia.
Saitou and Marie had their own contributions if you helped them out – though at
this point a spaceship and a “state of the art” medical bay probably don’t count
for that much. That being said…the fact that the island can move once you
release the mooring cable was probably due to Saitou’s intervention.
You might recognize the AI after staring at him a little. Actually you might have
recognized him from the moment you saw him – it’s pretty hard to miss Mathieu
Daemon, even if he’s a hologram. As it turns out – the creator that he was
modelled after really was a man of many talents… With Will’s help and the help of
another mysterious stranger, they’ve arranged for everything to be left for your
return. And now here you are in the flesh.
Regarding the island – you don’t need to bring it along with you, but it’s there if
you want it. As already stated, it changes depending on who you helped, and not
all the functions may be present depending on who you didn’t help. You can decide
for yourself exactly how the island follows you as you continue your travels.
After all, it’s your rightfully earned vacation, so you should enjoy it while it lasts!
{THE CLOSING OF A DECADE – DEPARTURE TIME}
Have you gotten homesick already in all your time here? Well, if you feel like going
back, departures to your home are that way, we’ll take care of loading your belongings
with you, and arranging for your companions to follow suit.
DEPARTURE…DELAYED?
Not leaving after all? Well, I’m sure Aqua will continue to appreciate your presence,
now and in the future.
It’s time to leave isn’t it? Well, hopefully you’ll remember your time here fondly, as
you move on to your next destination!
NOTES
If you still have no clue what ARIA is, the Wikipedia page does a good
job of outlining the rough sketches of the story. ARIA, written by Kozue
Amano, is a story depicting the life of Akari Mizunashi, a young woman
who aspires to become an Undine.
The story is very slice of life and generally rather optimistic, and while it
hints at some rather troubling details (The fate of Earth for example,
and the sinking of Venice), it instead focuses heavily on the more
“pleasant” aspects of life.
Why is this different from Slice of Life? ARIA is a very niche fragment of
the slice of life category. It uses many of the same “forms” that Slice of
Life relies upon, but the environment and the world are very concrete
and very distinct. The story never drifts very far from Neo Venezia, and
enough work is put into the setting to distinguish it from “Town A” that
a normal Slice of Life utilizes.
The purpose of scenario 2 was not a matter of streamlining or a matter of modernization like the
rest of the jump to comply with the F Format Standard – but rather a reflection of the fact that
the original scenario was very sparse as far as choice was concerned. While it touches upon the
initial history of Aqua, much of it is handheld, without any real element of choice involved. For
what is supposed to be a “CYOA” this makes it lackluster.
Scenario 2 is, therefore, a compromise to this. It sacrifices a level of the simplicity that embodies
ARIA for the freedom provided by choice. As scenarios have, from beginning to end, been
something wholly optional, I feel this is an acceptable sacrifice. The two “storylines” are
essentially the same, though 2 is noticeably expanded upon.
The difference in reward reflects the difference in effort required – and while personally I feel
scenario 1 is antiquated, in respect of builds already made I chose to leave it in place. Many of
the details between the two scenarios might seem a bit more of aesthetic changes – but the
significance of the end reward is different to reflect the differences in choices and so forth.
I think, my only regret really, is not being able to do the setting justice. That
and not being able to stick an Amanchu! Reference in even though Matt
Damon made it in. Maybe an Amanchu jump as another vacation…