Difference between revisions of "Phase Q/Recreations"

From TaleWOW
Jump to navigation Jump to search
(add contents)
 
m (Eagle moved page Phase Q/Recreation to Phase Q/Recreations: Editing Phase Q)
 
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
The glitches continue.
+
Running through the night, the small but bright lights adorning their protective vests form intricate patterns, ants dancing in a maze.
  
On and off, around the country. Hints of disharmony among the postwar peace.
+
Some sneak through underground tunnels. Some run through the open streets in full view of the hovering Triad machines. The whole movement seems at the same time highly synchronized yet highly chaotic.
  
The technology continues to change. Generally speaking, it seems to have some awareness of you. Hard to say whether it’s pro or con, though.
+
Back in makeshift labs spread around the country, and elsewhere on the planet, and even in virtual labs floating through space, support personnel piece together the necessary information, communicating with their field agents.
  
The Zonnyxes gradually assume control. It happens so subtly that the Ruffs, their wartime partners, hardly even realize their loss of power. In trade after trade, the Ruffs seem to grow stronger, yet the Zonnyxes seem to grow stronger yet.
+
With a sensor here, a controller there, and an actuator elsewhere, the agents put together a new system. This time, though, many of the parts have antimass coatings, making them effectively invisible, undetectable.
  
Soon, the Ruffs realize that their force depends almost entirely on Zonnyx-created weaponry. They set up R factories, yet manufacturing equipment by hand proves impractically slow. They seek out alternative suppliers, but there aren’t any.
+
The system starts to move. It takes on a life of its own. Soon, it can redirect its connecting light beams, reorganize its fundamental components, and even reconfigure its basic operational design.
  
The Zonnyxes develop their monopoly on electricity and data.
+
The creation itself now has many moving parts, yet no part defines the creation. Rather, it operates as a kind of abstraction on top of the original parts. It manipulates thoughts, representations, images. And it interacts with other agents throughout the materialspace.
  
As the R’s continue to make families, which carry on the Ruffian traditions of brutality and beastliness, the Z’s rewire themselves from top to bottom.
+
The Flowrisers have constructed a new tubeworks. This time, it is alive.
  
The Z’s start to teleport around the planet. They appear spontaneously amid R meetings. The Z switch their metabolic pathways to run directly on quarks.
+
The first order of business is to take over Triad forts. With insight from the new tubeworks, young Flowriser incarnations go out and launch rockets at the Triadic defensive installations. Then, among the ruins, they freely collect documents, armaments, and anything else of value that they find.
  
Soon the R’s become quite heavily aware of their precarious situation in World2. After a few key intelligence breaches, they declare an underground war.
+
Next, the Flowrisers install intercoms in the main Triad media centers. Better to have a direct in.
  
Roughness in the R bedrooms abates. Their efforts steer more toward guerilla attacks, indirectly carried out, on Zonnyx strongholds.
+
With the new tubeworks up and running, Flowrisers spread out throughout the country, reestablishing nodes. Each node interconnects a functional team in the tubeworks with a logistical area in materialspace. Through the nodes, the overarching Flowriser rebellion conducts itself. Groups of nodes intermittently combine into nodesets, easily parting and reforming.
  
Z life goes on more gently. With great flourishes of electropoetic reproduction, their numbers multiply. They build homes amid the molecules throughout the planetary atmosphere. They fly through the sky and burrow underground. They even start to live within the cells of the R’s.
+
While the individual Flowrisers retain their own bodies and personalities, they also take on a new aspect as functional elements in the movement -- the Progression. This role requires a combination of mental training and the installation of a piece of equipment that mediates between a brain and the tubeworks. Once a pledge has become a fully enabled Flowriser, that primary identity gets installed, superseding the ordinary default persona.
  
You keep on living as a civ. Occasionally a Zonnyx security post stops you and questions you. Seems like another R to the Z’s.
+
Flowrisers report that they enjoy the sensation of converting from an unadjusted person into a new form. They say that it feels like connecting with their community for the first time. Many regular people look skeptically at the topic, which is somewhat unusual for a conventional frame of mind. And the Triads react with outright revulsion.
  
The R’s, meanwhile, haven’t forgotten your debt to them.
+
Once a person has become a Flowriser, they generally seem less present, in some sense, less involved in the everyday activities in the country. However, they do take on a heavily active role with their mentality and brain implants, performing operations in the revolutionary movement.
  
A missile from a Z hovercraft scares you underground. You brush up against the edges of the R revolt. Almost get sucked in. Keep on treading, trying to stay afloat.
+
Now, it seems that the tide is turning.
  
Above ground or below, you have nowhere to go. While food is plentiful, you no longer have access to the Zonnyx foodcraft. Ruffians grow food the old-fashioned way, yielding the old-fashioned shortfalls.
+
* [[Phase Q/Whatever Else|Move out.]]
 
+
* [[Phase Q/Dream Lair|Fly up.]]
Your body feels the shortages. You feel hunger and fatigue. You have difficulty focusing. You want to scream, but you don’t have the energy.
 
 
 
The Zonnyxes have plentiful energy. Their factories grow: in the sky, in space, everywhere. Pumping out light and matter in forms that defy obvious explanation, the Z’s reroute planetary resources.
 
 
 
The biozone starts to dissipate. Even in the rich watery areas with plenty of sunlight, where life once thrived, it loses its zest. Ponds dry up. Forests burn. Jungles dry up. Deserts stay pretty much the same. The plants and animals you’ve always known now dwindle. The endangered species list includes pretty much all species. Even you.
 
 
 
Not much of a future left. Anyway, who would you mate with? Seems like your species has become pretty Spartan.
 
 
 
Funny how amid all the fat and honey, your body starves. Your mind dessicates.
 
  
 
{{Phase Q}}
 
{{Phase Q}}

Latest revision as of 12:28, 29 October 2015

Running through the night, the small but bright lights adorning their protective vests form intricate patterns, ants dancing in a maze.

Some sneak through underground tunnels. Some run through the open streets in full view of the hovering Triad machines. The whole movement seems at the same time highly synchronized yet highly chaotic.

Back in makeshift labs spread around the country, and elsewhere on the planet, and even in virtual labs floating through space, support personnel piece together the necessary information, communicating with their field agents.

With a sensor here, a controller there, and an actuator elsewhere, the agents put together a new system. This time, though, many of the parts have antimass coatings, making them effectively invisible, undetectable.

The system starts to move. It takes on a life of its own. Soon, it can redirect its connecting light beams, reorganize its fundamental components, and even reconfigure its basic operational design.

The creation itself now has many moving parts, yet no part defines the creation. Rather, it operates as a kind of abstraction on top of the original parts. It manipulates thoughts, representations, images. And it interacts with other agents throughout the materialspace.

The Flowrisers have constructed a new tubeworks. This time, it is alive.

The first order of business is to take over Triad forts. With insight from the new tubeworks, young Flowriser incarnations go out and launch rockets at the Triadic defensive installations. Then, among the ruins, they freely collect documents, armaments, and anything else of value that they find.

Next, the Flowrisers install intercoms in the main Triad media centers. Better to have a direct in.

With the new tubeworks up and running, Flowrisers spread out throughout the country, reestablishing nodes. Each node interconnects a functional team in the tubeworks with a logistical area in materialspace. Through the nodes, the overarching Flowriser rebellion conducts itself. Groups of nodes intermittently combine into nodesets, easily parting and reforming.

While the individual Flowrisers retain their own bodies and personalities, they also take on a new aspect as functional elements in the movement -- the Progression. This role requires a combination of mental training and the installation of a piece of equipment that mediates between a brain and the tubeworks. Once a pledge has become a fully enabled Flowriser, that primary identity gets installed, superseding the ordinary default persona.

Flowrisers report that they enjoy the sensation of converting from an unadjusted person into a new form. They say that it feels like connecting with their community for the first time. Many regular people look skeptically at the topic, which is somewhat unusual for a conventional frame of mind. And the Triads react with outright revulsion.

Once a person has become a Flowriser, they generally seem less present, in some sense, less involved in the everyday activities in the country. However, they do take on a heavily active role with their mentality and brain implants, performing operations in the revolutionary movement.

Now, it seems that the tide is turning.

Phase Q: An interactive adventure.