Space Jail

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SPACE JAIL was a special event on Battle Fantasia MUSH that ran from 05/05/2018 to 05/13/2018.

A UFO (technically, two UFOs) showed up on Earth and abducted the Crystal Gems, all of the Sailor Senshi except for Sailors Moon, Neptune and Uranus, and a lot of their allies, too!

2018-05-04 - The Return: A UFO Appears!

So, what's next?

1. Abducted magical girls were essentially all* knocked out of their transformation along the way thanks to a very scary weapon called the Destabilizer, and their transformation wands, gems, fairies and other such artifacts are locked up somewhere, while the girls themselves have been tossed into holding cells*.

2. These cells are on Jasper's green ship (which looks like a giant hand), which is currently docked, inside Rubeus' much larger Black Crystal Ship (which looks like an even more giant, spikey exploding crystal). A corvette inside a frigate, as it were.

3. Over the next week, Jasper's prisoners will be able to break out of their cells, and have adventures to reclaim their transformation artifacts so that they can meet up, fight back and escape in next weekend's Jail Break!

4. Meanwhile, Rubeus delivered an ultimatum to Sailor Moon: surrender the Silver Crystal and Chibi-Usa, or he'll kill everyone, starting with the Inner Senshi. The magical girls remaining in Tokyo will have to respond, in more and less organized ways. The Chevaliers, Shepherds, Magic Association and Tuners all have opinions, priorities and resources to contribute to this mission in various ways, but you don't have to be in any of these groups to save your friends as long as you can find someone to go with -- or your own way into The Battle In Space!

IC Details

Destabilizers

1. The Destabilizer looks like this:

height:200px

It is a melee weapon, one-handed. Its lightness does not preclude its danger.

Getting hit with its energy at all directly temporarily destroys the magical bodies of Gems, and temporarily destroys the transformations of Magical Girls. It looks like it should feel like a taser, but that's only the beginning. No, getting Destabilized feels like your magic being set on fire, inside and out, all over your skin and even in your veins. (It's yellow fire, visually.) After a second or so of burning, there's a sharp, severing shock -- and then your magic is gone, and you're a normal, vulnerable, and also usually unconscious or at best very weak and miserable person. Your transformation artifact falls away from you, and there's always a narrative opportunity for someone to pick it up and take it away (as happened in The Return).

Even if a magical girl is able to keep or reclaim her artifact, it takes at least a few hours to regain enough strength to walk, and about half a day for their bodies to become capable of transformation. Trying before then is a self-immolating act, as their bodies reject the magic and they are momentarily engulfed in a pillar of flame as the power burns away. (This does not actually leave lasting physical damage, it's just incredibly painful in the moment. Dramatic, sustained wounds from a Destabilizer tend to be on the order of a black eye.)

The Homeworld Ship

2. The Homeworld Ship where characters are being held is mostly as green on the inside as it is on the outside, but there are touches of yellow, also. The temperature is cool but not freezing, and it is /eerily/ silent for a massive motive machine. What sounds do drift through are from people rather than systems. Peridot and Jasper arguing. Jasper and Rubeus posturing. Rubeus and Wiseman muttering. Other prisoners shouting.

Distantly, a woman singing...

The walls are very hard and very smooth and if you touch them for too long it's uncomfortably cold, a reminder that the vacuum of space is very near, indeed. Like the floors, the walls have faint patterns of interlocking diamonds engraved on them. There are diamond-angles, gemstone-facets, everywhere in the design, including that of the cell 'doors' (really force fields), which are hexagonal.

The cells are dark and windowless, except for that field across the front, which is a translucent yellow and allows visibility through both sides. This is strongly similar to Destabilizer energy, and it administers a nasty shock to any magical girl who tries to pass through it. Apparently something of the experience of being Destabilized has marked even full humans with something that causes the fields to react that way even though they aren't transformed.

The hallways are many and similar and very confusing since they're unmarked or at least not marked in a familiar way. Now and again there are evidence of the systems that must run the ship, particularly in yellow tubing that runs through its structure like veins, and the occasional touch screen.

There are viewports, some small and some large, but instead of showing the vast beauty of space, they show only blackness. That makes sense -- the smaller UFO is docked inside the larger one, after all.

There are few doors, other than the cells; separation of space, privacy, don't seem to be major concepts around here. This makes it difficult, though not impossible, to hide. To hide from Jasper and Peridot and, when they visit, Rubeus and Wiseman; and to hide from the many rolling Robonoids that patrol the halls and endlessly connecting rooms, beeping thoughtfully to themselves and each other.

There are a few important areas on the Homeworld Ship that bear discussion.

  • The Cell Blocks are hallways filled with cells. There are a lot of them spread all over the place and it isn't necessarily easy to find a specific other person's cell.
  • The Bridge is behind closed, sliding doors, and inaccessible, but that's okay for now because the people running this show are clearly in or around there most of the time. AVOID.
  • The Engine Room, where all those yellow tubes inevitably lead to, is similarly inaccessible unless and until it becomes possible to blast one's way into it (see: next weekend).
  • Storage Rooms are scattered throughout the ship, though, and awesomely, they have opaque doors which open and close with simple touchpads. They are about the size of a large living room, and filled with sweet little egg-like gray balls, each of which contains somebody's transformation artifact -- or a weird alien creature -- or really the ball is a Robonoid, which immediately attacks! It is theoretically possible to clear out a storage room and claim it as a temporary base. Naturally, you require unambiguous OOC consent to discover the transformation artifact of anyone but yourself.
  • It isn't obvious how one enters or leaves the ship, but searching for that (nonexistant) airlock is a really good and logical reason for people to spend a lot of time sneaking around.

Dramatis Personae

Captors

Jasper

There are a number of antagonist NPCs present who may exist in some form in your scenes. You have explicit permission to emit them passing by as they go about their business, though they will not stop to chat with prisoners; below we detail a couple specific conversations that you are encouraged to overhear, and we'll also discuss their use in the Scene Suggestions section.

Jasper seems to be in command of the Homeworld Ship. She is large and in charge and loudly unwilling to let her new Black Moon Clan allies totally run the show. She often wanders the ship, and sometimes can be seen interrogating Gem prisoners, but mostly walks straight past cells containing mere humans. She can be glimpsed from afar by escapees, or her approach fled from, but that's it; any interaction with Jasper /at all/ is an automatic fade to black, wake back up in a cell by yourself with any goodies you collected taken away and stored somewhere else.

Rubeus is the one who activated the gravity beam that made it so easy for Jasper to take you all prisoner, and he apparently captains the larger UFO that this one is docked inside. He's done some bad things in the past like almost killing people in Jindai Botanical Garden with a black hole. He isn't around much in the Homeworld Ship, but he occasionally shows up to trade barbs with Jasper. As with Jasper, direct character interaction with Rubeus is a no-go; it is an automatic fade to black with some sad 'mission fail' music.

Peridot

Wiseman seems to be a floating black cloak with a crystal ball. There are glittering eyes, deep in the cowl's shadows. Apparently he works with Rubeus, and is only ever seen in his company. Sometimes he seems to look directly at escapees, but never points them out or interacts with them in any way, just moves along. His gaze is chilling, like that of an abyss.

The Robonoids

Peridot is an extremely high-strung technician. She's in charge of this ship's systems and periodically makes the rounds to check on her Robonoids. She is clearly both frustrated by and afraid of Jasper, and mutters a lot about efficiency as she goes by. Like Jasper, she is armed with a Destabilizer, and for the time being, once you're out of your cell, a similar Instant Lose condition (though she accomplishes her capture with a little help from her Robonoids).

Robonoids are pseudosentient spherical robots. They are constantly on patrol. There is an essentially unlimited number of them. They spray sticky teal goop to try to immobilize and recapture their enemies, and are real good at it, and when defeated they explode into even more goop, to boot. If they aren't shut up very quickly they will sound a shipwide alarm which inevitably leads to being back in your cell, which provides some time pressure for every encounter. Robonoids are youmas, and available to NPC for each other using the Battle Fantasia Youma Repository System, or just fight 'em without the csys if you prefer.

Robonoids have a Youma form, #50. To see its sheet, +youma/sheet 50. To see its attacks, +youma/attacks 50. To see its description, +youma/desc 50. To summon its form onto yourself to use as a GM, +youma/summon 50, then +transform Y.

Prisoners

There are also some other prisoners. Some of these can be interacted with more meaningfully, so we'll provide some more guidelines as to their personalities. It is completely fine to have conversations with Ruby and Lapis, but they won't join a 'party' and move around with them; interactions tend to be relatively brief cameos.

Ruby

Ruby is a tiny, pugnacious, FURIOUS little red chick with a spunky headband, tank top, and shorts, who is endlessly pacing and/or punching her cell, or else curled up in one of its corners facing the wall. She greets escaped prisoners with suspicion and frustration, but will asked to be let out so she can find 'Sapphire', who she discusses with urgency and desperation. Only Steven is allowed to rescue her, but once she's out she can also be encountered rushing and pacing around, searching for Sapphire, and players are encouraged to try to help her on her quest. EXTREMELY impatient, Ruby won't stick around for more than a moment before continuing on her way, and she has an uncanny ability to vanish around a corner and just be gone.

Signature quotes (recommended for scene usage):
  • "Let me out! Please! I have to find Sapphire! She's all alone, I need to find her!"
  • "SAAAAAAAAPHIIIIIIIIIIIIIRE!!!!"
  • "UGH, I don't have time for this!!"
Lapis

Lapis is the water witch who stole the ocean that one time, but apparently now she's in a cell too. She is a slender blue maiden with short hair and an absolutely desolate expression, and she never gets up from where she's sitting in the corner of her cell. She mostly refuses to converse with anyone who approaches her, but if they persist, will try to convince escapees to surrender before they get hurt. If they try to free her anyway, she will shout to summon the guards.

Signature quotes (recommended for scene usage):
  • "Stop! No! I don't want your help. Things are bad enough as it is. I've already made too much trouble."
  • "Whatever you're doing, just stop. If we do everything they say, they might go easy on us."

Alien Samples are random little aliens found in the gray eggs in Storage Rooms each of which might or might not hold someone's transformation item. None of them are even as intelligent-seeming as the average puppy. They tend to be weird; think a group of chiming rainbow bubbles that rapidly float away into the hallway, or a little flower that sprouts roots and toddles off to explore, or a flickering, bug-eyed bit of orange flame that, alarmed by the interruption to its slumber, flares, then vanishes into soot. Feel free to be creative here and make up your own odd things that emerge from opened pods; keep the tone relatively wondrous, or lightly scary. They are not here to present moral dilemnas.

Sapphire

Sapphire is a tiny, serene, SINGING little blue chick in an aristocratic gown and whose eyes are never visible behind her long bangs. For that matter, her feet are invisible beneath her skirts, too, and she appears to be hovering. She spends most of the time in her cell singing, and is the source of the mysterious wordless music drifting through the prison. She will be found and released next weekend; her cell is extremely near the bridge and cannot be approached in other scenes. Often Jasper can be seen there, trying to interrogate her. Her answers are, universally, too soft to be overheard.

Pearl is missing. So are Sailors Mars, Jupiter and Venus. They simply cannot be found on the Homeworld Ship.

Overheard Conversations

Here are some conversations or dialogue from otherwise unapproachable NPCs that characters are encouraged to overhear, either from within their cells or while sneaking around.

---

Jasper and Peridot are arguing as they walk down a hallway together. "We can't leave yet!" protests Peridot hotly. "The whole point of coming here was to check on the Cluster!"

Jasper is unmoved, other than to narrow her eyes at this challenge to her authority. "Rose Quartz takes priority. Get back to the bridge and plot a course for Homeworld. We'll be leaving as soon as I finish dealing with our... friends."

Peridot grumbles as she departs. "'Go to earth', they said. 'It'll be easy,' they said."

---

Peridot is muttering at her Robonoids as she checks on a patrol -- or cleans up after a destroyed one. "Can't believe this," she grunts, "The ONE THING!" she scrubs at something, "ONE! THING! BUT NO... suddenly the /CLUSTER/ isn't even /IMPORTANT?!?/"

---

Jasper pounds on the cell wall above Sapphire's head. "STOP SINGING!!"

---

Jasper is giving Rubeus a tour of the ship. "I've been told that we've integrated these Black Crystals of yours into our highly advanced technology, to great effect."

Rubeus grunts. "In exchange for securing the Silver Crystal and the death of the Rabbit?"

"That's right," Jasper agrees steadily. "Seems like a pretty raw deal to me, we didn't need this stuff to accomplish our own mission at all. I've got half a mind to leave right now."

"No," Rubeus insists, a little heatedly. "A deal's a deal. When the hostage exchange is complete, you may go. Until then... relax and enjoy our hospitality. If you'd care to sample some delicacies straight from the court of Prince Demando..."

Jasper does a double-take as they move on. "Tell me more about your Diamond," she demands.

---

Rubeus wanders through the green halls accompanied by a floating cloaked figure he refers to as Wiseman. "You really believe this will work?"

"Yes," says the spooky voice emitting from the cowl. "Have faith, Rubeus. Your just reward is coming very soon... as is the Silver Crystal and the Rabbit."

Rubeus clenches a fist. "Right. Right! Yes, finally success is within my grasp. Soon I'll be rid of this miserable place and back at the side of my Prince, where I belong."

"At his right hand," agrees Wiseman, soothingly...

Scene Suggestions

If you've read this far you can probably see where we're going with this: SPACE JAIL is an event designed to be run without staff GMs, by players, for players, with players, as characters wake up in their cells, discover their circumstances, escape, find their transformation artifacts, and start looking for a way out. The setting provided is fairly defined but still with plenty of room for improvisation. If you aren't sure if something would be allowed, just ask!

INSIDE THE CELLS

For whatever reason, most cells have two people in them, but a few have one or three. They are very cramped, especially with multiple people. Inexplicably, ice sometimes forms in a corner and water drips out of it, which can be caught and drunk. After the first round of potty complaints, Peridot programs the cells to periodically extrude little half-sphere toilets, giving people the ability to get rid of their waste. This does not happen without commentary and complaint about the vagaries of organic anatomies.

Often, NPCs go by, especially Robonoids floating along on patrol but occasionally other people. Adjacent cells can easily hold a conversation -- voices carry down the hall.

It is recommended to have at least one desolate, hopeless, scary scene in your cells before the scene where you escape, because imprisonment sucks and is a pretty rare roleplaying opportunity, so why not take advantage of it?

ESCAPING THE CELLS

The cell containment can be circumvented in the following ways:

  • Steven Universe is relatively immune to the fields, able to (painfully) move in and out, or block their emitters with his arm so that others can escape. Arranging a scene to be let out of your cell by Steven is the #1 absolute best way to be released, and highly recommended. But it isn't the only way.
  • From the OUTSIDE, it is possible to open someone else's cell by operating a little dimmer switch on the wall, after unlocking it by solving a small touchscreen puzzle that's a cross between Sudoku and Frogger, but that isn't obvious at first glance and should only be noticed at first by exceptionally technically inclined magical girls (examples: Fuu Hououji, Setsuna Meioh, Ami Mizuno) or Crystal Gems familiar with Gem technology, or sentient mascots (once reclaimed). They can teach others the trick. Also, it takes about fifteen minutes to hack open a cell door, and Robonoid patrols go by every ten.
  • As it is a serious emergency situation, mascots who are inherently connected to their transformation artifact are capable of struggling free of their little gray eggs... but they have to leave the artifact behind, for now, and INVARIABLY they get lost finding their partners and won't be able to lead the way back. If you want (for example) to watch Flappy take an hour to fail at the minigame to hack Saki's cell, occasionally having to frantically hide from the Robonoids, until he finally gets her out, that is A-OK. If you don't have a mascot appropriate to this, you'll just have to wait for help.
  • However, you can't do an escape CUTSCENE; even if it's one mascot letting out two people in adjacent cells, make sure you're with someone when you escape! And it's generally preferable to let another PC get you out than an NPC.

OUTSIDE OF THE CELLS, PART 1: FINDING YOUR ARTIFACT

  • Once you're out, you're in immediate and terrible danger. Remember that, having been Destabilized, besides being without your magic you also kinda got wrecked, and are likely to be initially groggy and weak. Obviously, reclaiming your transformation artifact has to be your number one objective -- and something, deep in your heart, indicates that it's on board... somewhere.
  • Large groups attract more attention; four is the absolute maximum before it becomes essentially impossible to move around the ship without getting caught and punked by Jasper, etc (though more than four could gather in a room together for a few moments). This is still true for magical girls as well as regular humans.
  • It is possible to find an alcove or little room to rest in now and then, but having a friend nearby and awake is a must. It's very dangerous to sleep alone. Remember that not all that much time is passing here, this OOC week is only an IC day or two.
  • You can fight Robonoids while untransformed (because they really kinda suck), but not very effectively (you are advised to just not use the csys, freeform it). It is much, much, much better to run from them, and any combats should be very desperate, like 'a group of norms' versus 'a single puny robonoid' is a MAJOR challenge that will probably require trickery and cleverness to overcome. There are no exceptions to this rule, no matter who you are normally.
  • If you're recaptured, please don't play it for laughs. They don't need /everyone/ for a hostage, after all, and the potential of making an example out of someone is a very real threat.
  • The 'IC Details' section above extensively discusses the experience of being outside of the cell; a lot of hallways, a high probability of getting lost, a lot of patrols to desperately hide from, occasionally familiar faces to stumble across and rescue from their cells or otherwise meet up with to plot. It is a tense, scary situation, but also a happy one as friends find one another.
  • And, of course, the Storage Rooms, described above, which is where you'll find your artifact. If you're wanting to do LOTS of these scenes, you can of course take the option to not even find your artifact in the first Storage Room you visit, there are lots of them...
  • Storage Rooms have water, and you could /try/ eating stuff in them but it wouldn't go well, nasty tastes are guaranteed. They exist in this setting to be a 'climax' for people reclaiming their artifacts as the (often) final scene of their little adventure, and then afterwards to be a (relatively) safe space to rest in.

OUTSIDE OF THE CELLS, PART 2: MAGICAL GIRLS

  • It is totally fine, even encouraged, for reclaiming your artifact to be your final scene before Friday, and then the story picks up directly from there. But if you'd like to do more scenes between then and the jailbreak, bear in mind that the prison riot isn't starting until Friday (5/11/18).
  • Because of the lingering effects of Destabilization, nobody* is allowed to successfully re-transform again, full stop, until Tuesday of next week (5/8/18). They can find their artifact sooner but will discover the ill effects described in the above section about Destabilizers.
  • Once you're transformed, Robonoids are no longer a terrifying threat but more of a satisfyingly manageable fight, even in larger numbers. However, 'unapproachable' NPCs are still that way, and will punk you with a Destabilizer and chuck you back in your cell if you're seen, hiding your artifact somewhere else and leaving you unable to transform again until Friday's scene; if you feel that your character would attack Jasper on sight no matter what and you don't want to get recaptured, then don't let her find Jasper.
  • Once transformed, it's a lot less scary to move around (because of the relative ease of defeating Robonoids, mostly) though still something that requires some amount of stealth (because of Jasper et al). It's now possible to just blast a control panel next to a cell to kill the field. Anyone still in a cell after Tuesday is encouraged to be saved very easily.
  • The big question that comes to mind once one is transformed again is 'how to escape', and answering that question, and finding some kind of airlock, are the same thing to a lot of people. There are an infinite number of 'sneaking around, looking for the way out' scenes to be done. There are good reasons not to just blast out of there/onto the bridge/into the engine room, not least that you need a way back to Earth. But you may not be able to leave at all before doing something about Rubeus' UFO (see: the weekend)...
  • There is also the matter of those unaccounted for: Mars, Venus, Jupiter and Pearl are nowhere to be found anywhere in the cell blocks, and can be searched for indefinitely.

More Ideas

Scene concepts don't need to be as grand as 'saving someone from their cell' or 'finding an artifact'. There are a million tiny snapshots that can be a part of this adventure. Here are some examples to get you started on your own:

  • You're in your cell, reflecting on everything you've left behind, everything still at stake. Large and small, there's a lot to be unpacked. At least you don't have to do it alone...
...you're cellmates with your best friend!
...you're cellmates with your worst enemy!
...you're cellmates with a total stranger, and you have to get to know each other!
...okay, you're alone, but you can talk to people in adjacent cells!
  • You're out of your cell, slowly working your way through the ship with your friends, and being as quiet as possible because you can hear Jasper further down the hallway, talking to someone. Things get tense when they start to change course...
...but you're able to hide from them and you listen to more of their conversation!
...but it turns out they were just stopping for a minute, whew!
...and you see one of your friends coming from another direction, and have to silently get their attention/beckon/drag them out of the way!
...and then Ruby rushes down an adjacent hallway, shouting, and you have to run for your life as Jasper storms towards her!
  • You and your friends find another prisoner...
...and rescue them, but in the middle of getting into their cell, a robonoid appears!
...but it's Ruby, and she yells at you to go away!
...but it's Lapis, and SHE yells at you to go away, and calls the guards when you don't!
...but it's Sapphire, and you can't get close because Jasper is yelling questions at her about Rose Quartz!
...and you've both escaped already, so you have to quietly find a place together to talk safely, and there are Robonoids in the way!
  • You're in a storage room...
...taking turns taking naps and talking quietly, resting, recuperating.
...brainstorming what to do next.
...and your friend that you haven't found yet walks in, making for a happy reunion!
...and your worst enemy walks in, making for a tense situation!
...looking for water. Or a toilet. There are no toilets outside of the cells. :/
...opening pods, and one is a Robonoid!
...opening pods, and a weird Alien Sample appears and starts making way too much noise!

Notable Exceptions

  • Steven, Amethyst, Pearl and Lapis were not Destabilized, just knocked out the old fashioned way via Jasper's mighty fists and feet.
  • That means that once Steven and Amethyst are out, they're out fully powered, and make outstanding escorts for untransformed people (though enough Robonoids, or any of the NPCs, are still a huge threat; tension remains high).
  • Steven is in fact relatively immune to Destabilization, able to take the shock of its energies without being too badly harmed (which is why he can handle the containment fields), though he cannot summon his shield or use his other powers at the same time as a Destabilizer is in contact with him, and it isn't a pleasant feeling.
  • The Inner Senshi (Venus, Mars and Jupiter) are Rubeus' special prisoners, and have been crucified on Black Crystal crosses in a dark chamber on his ship, inside an energy-sucking field that is a torment to endure and almost impossible to move within (something that has been televised back on Earth, but isn't known to their fellow prisoners, they're just missing, unfindable in the cell blocks). They were also not Destabilized, because Rubeus whisked them away before Jasper had a chance.
  • Rubeus had Mercury too, but he and Jasper traded her and Pearl as a sort of hostage-trade-within-the-larger-hostage-situation that also has some kind of meta implications about each of them thinking of their respective trade as their least valuable prisoner, to their extreme detriment... So Mercury is in the cell blocks with everyone else (and Jasper totally Destabilized her on the way in), while Pearl is nowhere to be found.

Frequently Asked Questions

Q: I couldn't make Friday's scene but I don't want to miss out on Space Jail! What do I do?

A: Any magical girl could have seen the UFO in the sky and been a face in the crowd of first responders, and abducted with all the rest. You are entirely welcome to have been here all along! Please make sure to read the log to understand in full detail what went down: http://battlefantasia.pinksugarheartattack.net/2018-05-04_-_The_Return:_A_UFO_Appears!

A2: There will also be a group of left-behind magical girls going on a rescue mission as part of next weekend, and probably having some scenes between now and then about how to respond to Rubeus' hostage demands. Either way is fine!


Q: Who am I in a cell with?

A: Whatever other PCs you want (obviously, everyone involved has to agree), up to three people per cell. Please keep track on the wiki page for this event, below.


Q: Do I have to wait for Steven to escape before I escape?

A: Steven has already escaped. He is the Patient Zero of escaping. It may have happened off-camera until he does it on-camera, but it's the case: he was the first, because he had it so easy. If this bends OOC time a bit, that's okay.


Q: I'm not sure who should let me out, what should I do?

A: Ask! If there's someone in particular you want to be rescued by, that can surely be arranged. If not, someone would surely enjoy doing the scene with you. When in doubt, ask Steven -- this is his big chance to be a rescuer, and I'm sure he'd love to rescue you!


Q: You forcibly detransformed my character and stashed her in a cell, but I don't want her secret identity shared with everyone, what should I do?

A: Recognition Inhibition > imprisonment. If you don't want to be recognized by someone for whatever reason (and any reason at all is fine, it's an important genre convention!), just say that the lighting in here is really weird or something. ICly concerned characters could obscure their faces deliberately by making masks out of their clothing, etc, which will of course turn out to be remarkably effective.


Q: Can I schedule a public +scene for any of this? I want to escape/save someone/run some Robonoids!

A: Yes, but bearing in mind that the feel we're going for here is not, initially, 'prison riot,' more like 'mission impossible.' Doing smaller pick-up scenes via LFRP may be better (or you could set a participation cap on your +scene), and please don't let any larger scenes get too loud.

If you want to take all comers for a scene where, for example, magical girls gradually filter into the same storage room and open all the pods together, fight a few robonoids, gawk at a few alien samples, and finally claim it for their own, by all means. No one should feel left out or like they MISSED it, though -- there's more than one storage room to turn into a temporary base, and none of them are safe for too long anyway, inevitably they have to be abandoned every few hours when they're discovered.

Cell Block Tango

As characters determine who they're sharing cells with, please update this with your own cell names. There are five facets. Cells in the same facet can converse via shouting. As you escape, please update this as well so we know who's out.

Facet 5, Cell 5T9W-Epsilon: Kasagami Araki, Fuu Hououji and Niramo Umokeshi (all escaped)

Facet 4, Cell 1S3N-Mu: Endo Naoki and Mikoto Minagi (both escaped)

Facet 4, Cell 0I9Z-Lambda: Amethyst (escaped)

Facet 3, Cell 2K1X-Alpha: Steven Universe (escaped)

Facet 3, Cell 2K1Y-Beta: Ruby (escaped)

Facet 3, Cell 2K1Z-Gamma: Ami Mizuno (escaped)

Facet 2, Cell 7F0A-Tau: Fate Testarossa and Setsuna Meioh (both escaped)

Facet 2, Cell 7E9X-Rho: Nori Ankou and Yumi Ohzora (both escaped)

Facet 2, Cell 7F9X-Sigma: Saki Hyuuga (escaped)

Facet 1, Cell 8V9P-Omega: Sapphire (escaped)

Logs

Please include 'SPACE JAIL' in the title of all of your logs and cutscenes, and they'll automatically appear here.