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Daisychain Paradox Mods ([personal profile] dcparadoxmods) wrote2018-02-21 04:00 pm

Setting and Equipment Info

The Daisychain Paradox is a nexus-based multidimensional game based on Project Daisychain (a 2008 LJ RP) and incorporating the events of the Cloverfield Paradox. You do not need to be familiar with either in order to join.

The events of the Cloverfield Paradox have caused an interdimensional collapse. The walls between dimensions have shifted and in some cases shattered, allowing for leakage between worlds. Some worlds are barely affected, while others have been just about decimated from the abrupt changes. CFP-DNR, a branch of the American CIA, have used their dimension-transversing technology to contact your character and recruit them to their cause: to fix the damage done to each world. They’ve discovered that once the damage is fixed in a dimension and the invading elements removed, the dimensional walls will repair themselves - what they need now is someone capable of removing those invading elements.

That’s why they’ve come to your character: your character has a skill they need, whether it be their talent with computers or their overwhelming charisma or their super powers. Maybe your character’s dimension is affected by the paradox and they’ve offered to help fix it in exchange for your character’s services. Maybe your character is just that altruistic. Maybe your character is a glory hog. Regardless, they’ve said yes, and now they’re a freelance agent for CFP-DNR.

That does not mean they’re stuck outside their dimension - CFP-DNR wants to make that very clear. Characters are welcome to return to their home dimensions between missions; CFP-DNR will simply contact them when they need them again. That said, characters who stay at HQ between missions are more likely to be picked for missions or sent on any emergency or short-term missions that come up, simply because they’re there and can be mobilized more quickly.

HQ

CFP-DNR headquarters, commonly called the Nexus, is based on an island off the coast of New York, close enough to allow for day trips into the city but far enough away to be difficult to see even on the clearest of days.

The island houses a large facility that’s mostly underground. The only areas up top on the island are the helipad, docks, and yard; everything else is away from prying eyes. The larger underground facility has everything you would need for an extended stay: small, furnished apartments, a cafeteria, a training room and gym with an attached locker room, and a rec room. There are also offices and briefing and strategy rooms, but these require specific security clearances that characters do not have, with few exceptions. If a character is needed somewhere with a security clearance, an agent will accompany them.

The room with the Dimensional Relocation Terminal, or DRT, is under surveillance and heavy security at all times. Very few agents have high enough clearance to enter the room, let alone operate the DRT; under no circumstances will characters be allowed into the DRT room unsupervised.

Characters staying at headquarters are welcome to take trips to the mainland, provided they make their plans known in advance and check in with CFP-DNR on the regular. The last thing the agency wants is a dimensional refugee, and they will track down characters that try to go rogue.


Equipment

Each character is provided with a communicator. These are wrist-mounted and easily disguised as smart watches, though there are different models for non-human characters. Communicators have voice and video features and can also project a holographic keyboard for text use. These also function as universal translation devices, so please don’t lose them. Communicators are connected to one another via a private network; they cannot access public networks or cell towers. While they function within dimensions, they cannot communicate across them; people on missions can communicate with people on the same mission but not with people back in the nexus. Each communicator also comes with a locator, which is the only signal that can transverse dimensions; in a mission setting, it functions as a signal for the character to be taken back to the nexus, either at the end of a mission or in the event of a disaster.

Characters who wish to go into town will be provided with fake identification. Those who are humanoid but can’t pass as human will be loaned small personal hologram projectors for the duration of their trip. These holograms are visual only, and the charge on the device lasts for 24 hours of continuous use. (Extra packs are rare but may be available upon request. Additionally, hologram projectors may be assigned for some missions, depending on the circumstances.) Those who aren’t humanoid and would still like to go into town may have to get creative.

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