Ten Forward RPG mod account (
ten_fwd_mods) wrote in
ten_fwd_ooc2014-12-27 03:39 pm
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Test Drive #7 - Ten Forward and Captain's Yacht

Option 01. Ten Forward: The first thing you see is a bar. A large, lively bar filled with many different faces and many different smells, sights and sounds. This is Ten Forward, the Enterprise's off-duty lounge; feel free to get acquainted with your fellow travelers and try to find somebody who's in charge: this is your new home now, after all...

Option 02. The Captain's Yacht: Oooh, you sneaky stowaway! You've found yourself in a very exclusive part of the ship: Captain Picard's personal craft, used for short jaunts when a shuttle just won't do. (One must retain some decorum, after all.) It may not be as large as the Enterprise itself, but there are sure to be some surprises aboard once people start snooping.
[OOC: The Captain's Yacht is located at the very base of the Enterprise's saucer portion, so if you put someone in there you can also play them trying to get back to somewhere they know!]
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Finnick's list of people to save if they could save them would be short. If he could take the people who matter to him, the little family of victors from District Four, out from under Snow's oppression, then there'd be nothing for him to fear in Panem.
Finnick Odair, though, is not a man to run from a fight when he can help, and the concept of abandoning the revolution, of withdrawing and hiding, unsettles him.
They have a chance. It may not be a good one, but it is a chance.
He doesn't want to run from that, but to save Annie and Mags? That he does want, so he considers Prim's words, then nods.
"What were you doing when you were brought here?" he asks. "Watching the broadcast?"
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Then she spoke again, softly, but more like the girl who she became in 13 than the girl whose name was called a scant year before. "If... If there could be a trade... if you could go back to protect Katniss, and... And Snow came here instead...." she said softly, "Then she could stop being scared, right? If he was no longer there, and you were back, and protecting her? If...if he was here... the games would stop?"
A child like naivete, given that she knows not about Coin and 13, and yet...
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Finnick hasn't. Though he'd never expected to wind up back in the arena until the night the card was read for the Quarter Quell, he still wakes up in nightmares, of his Games, of Annie's, of the ones he's mentored District Four's youths to their deaths in.
Would that be better without the continued pressure from Snow? He can't tell. He can't imagine what his life would be like if he hadn't been dragged into the trap that fame and beauty set for victors.
He's not naive enough to think it will just take changing the President, though: it's a regime that needs changing, not just its head. If anyone knows that, it's Finnick: Finnick, who knows the full depths of Snow's depravity but also knows the dark secrets of the rest of the Capitol's political elite.
"I don't know," he says, a little more gently than he's been speaking. "But it'd be a good start."
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There's a darkness in Finnick's expression for a moment, because he knows what Snow is, knows better than almost anyone, surely, the true depths of the horror of the story, because he's collected so many pieces from so many places.
Finnick has a much simpler solution, but it's probably one that wouldn't occur to Prim, not if she's anything like the sweet little girl that all of Panem learned to adore last year.
It's the solution that would be obvious to a victor: kill Snow, and there's no way for him to get himself back to Panem.
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