Games Mods (
capitols) wrote in
thegamesooc2014-11-24 09:08 pm
Entry tags:
District 13 Information
Good evening! This post contains important information about the Rebellion and life in District 13. We're including information on PC and NPC rebellion members, typical daily schedules for recently arrived recruits, some areas of exploration within D13, and a bit of information about what the reeducation process is like out there.
Important People in D13
President Alma Coin (NPC) is the President of District 13 and is the leader of the Rebellion. Coin was presumably raised in, and served as the leader of District 13 and the rebellion. She had a husband and a daughter, who both died during the pox epidemic in District 13. Coin is inaccessible to the recently arrived Tributes, preferring to allow her lieutenants to deal with them.
Plutarch Heavensbee (NPC) is the Head Gamemaker, having taken over the position after the 74th Hunger Games. His connection to the Rebellion is top secret and is not known to anyone outside of ranking members of the Rebellion. Plutarch operates by sending secrets to District 13 and arranging for the smuggling of Tributes to D13.
Bucky Barnes
hollowvictor is a previous victor from District 10 who volunteered for his best friend, Steve, on reaping day, only to ruin his attempt to save his best friend by saying something against the Capitol to get Steve dragged off post-crowning ceremony. Through means of faking his own death, the Capitol believes Bucky to be dead leaving him the opportunity to seek vengeance against it. Bucky is likely the first person newcomers will meet. While he's officially involved in the combat, propaganda and defensive strategy divisions, he's been appointed as the go-between for the tributes and the 'higher-ups' of D13 (though sometimes his job swings more towards 'Tribute Wrangler').
Hannah Megido
f0rthereaping is an Avox, formerly a Victor from District 7. Though her conditioning has worn off, she is still unable to speak. Hellbent on revenge against the Capitol and those who personally harmed her there, Hannah is a valuable resource when it comes to learning how to bring down the Capitol through hacking, spying, and secrets. Her loyalties and motivations remain elusive, even to those who spend time with her.
Diode Dickson
technocalities was previously one of the many IT guys of The Capitol until he got his hands in the rebellion. As a District 3 native, it was easy for him to build up a reason to fake his death and flee to District 13. His loyalties lie with 13 and his end goal is to overthrow the Capitol at any cost. He's always looking for Tech savvy people to utilize and he knows his way around the networks of The Capitol.
Evangeline Webb
followsalong is Coin's aide and is completely loyal to her. She was brought into 13 at a young age and is dedicated to it's prosperity. Recently, she has been assigned to be the aide of Bucky Barnes in light of his unapproved mission to the Capitol. She's been ordered to keep an eye on him and make sure he doesn't step out of line again.
Note: You are welcome to app a Panem character directly to District 13 as a rebel or D13 citizen. You do not need to consult with the mods beforehand!
Places of Interest
The bulk of D13's society lives and operates in an underground bomb shelter since the surface was destroyed by Capitol bombings decades ago. The locations below are open to any and all characters in D13 to visit and explore.
Mess Hall
The Mess Hall is a communal dining area which serves all residents of the D13 bunkers. The food is not very good and it's strictly rationed, but it's edible and it does the job.
Living Quarters
The living quarters are located centrally within the bunker. Each unit can house up to four residents, though two is standard. The units are sparse with little in the way of creature comforts. Each resident has a bed of their own at least, along with one pillow and one blanket for warmth.
Training Facility
The training facility is not nearly as nice as the one in the Capitol, but it provides an area to practice hand to hand combat and weapons training. There are also smaller classrooms located nearby which allow for intellectual and mechanical training.
Infirmary
The infirmary is well stocked and clean, though not as state of the art as anything in the Capitol. This efficient area of the bunker is kept off limits unless an injury, illness, or other emergency arises.
Corridors
The corridors are maze like, spanning several stories underground. It's easy to get lost in the similar looking hallways and staircases, as the corridors aren't clearly labeled.
Gardens
In one of the lower levels of 13, a large room has been turned into a greenhouse. All of District 13's vegetables and some medicinal components are grown here. Nothing planted in the Gardens is simply for aesthetic, every plant serves a purpose.
Hanger
The largest dedication of space in 13 goes to the hanger bay where the hovercrafts and other transportation vehicles are held. There is also a space dedicated to weapon's testing off the side, the only way to get there is through the Hanger.
Bomb Shelter
The second largest dedication of space is the bomb shelter. Located at the very bottom of District 13's sprawling underground district, this wide open space serves one purpose: protect every citizen of 13 should the Capitol attack.
Outside
Due to residual radiation from Capitol bombs, the outside landscape is inhospitable for periods of time longer than a few hours. The terrain is beautiful but toxic, and it's suicidal to leave the safety of the bunker for an extended period.
Daily Routines
This schedule applies to all District 13 characters and is followed daily, with room for minor deviation. Characters in D13 are closely monitored at all times and are expected to seamlessly integrate into the Rebellion machine. Attempts at disobedience will be met with punishment.
A typical daily schedule can be broken down as follows:
5am-7am -Breakfast
6:30am -Mandatory wake up
7:30am -Weapons training
8:30am -Survival/Physical training
9am -Stealth
10am -Specialization training
11am-Team training
12:30pm -Lunch
1pm -Free time
2pm-Reeducation/Work
4pm -Hunting/Work
6pm -Dinner
7pm -Mandatory chores
8pm -Free time
10:30pm -Lights out
Missions: Previously, 13 had a cycle of Training Missions so as to make sure that they were being well represented by people who hold their values, strengths and have complete loyalty to Coin. Those missions occurred roughly once a month with limited warning beforehand. New citizens were watched and tested carefully so that 13 could be completely sure they were ready for the approaching dismantle of the Capitol. The consequences of failure became more severe as they progressed through the physical and mental rounds of testing. Those who performed well were given more freedoms and less restrictions in their schedule.
Now, District 13's missions run in tandem with the war and occur as required. The tests are over and everything is on the line.
Reeducation
There is nothing subtle about District 13’s reeducation. The videos which claim to show the "true history of Panem" are little more than Rebellion propaganda.
They cover a brief history of District 13, painting it as the former military branch of Panem's system. After a laundry list of abuses by the Capitol, District 13 at last rebels. At first, they make small demands: Better equipment with which to train, better living conditions in general. Their requests are reasonable enough and are accommodated at first. Eventually, however, the Capitol begins to tighten their hold. District 13 responds with reasoned civil disobedience. Their disobedience is met with open hostility. The way it is presented, it is as if the Capitol was looking for war.
The Capitol is portrayed as ruthless and brutal to the inhabitants of the Districts. While the conflict began in District 13, any adjacent District seems to be fair game. Rebels are rounded up and shot in mass executions, more peaceful dissidents are tortured and mutilated. The few who survive recount their experience on grainy video reels. They are not a pleasant or comfortable sight.
The battle is going badly for District 13. With the unbalanced infrastructure and supplies, District 13 is unable to put up a proper fight. To truly gain a victory, it is apparent that they would have had to supply the other Districts with armaments and trained soldiers. By the time outward rebellion became viable, the casualties in 13 were already too heavy.
Reluctantly, District 13 threatens to begin using their nuclear weapons. It's a bluff and the Capitol calls it. 24 hours after the threat is issued, District 13 is firebombed. The bombings let up, allowing any survivors to come out of hiding. Some members of the military are skeptical. They begin evacuating people to an underground bunker used for testing. They were smart.
Forty-eight hours after District 13's nuclear threat reaches the Capitol, the Capitol responds by leveling the District entirely. One nuclear bomb is dropped, then another. The borders of Districts 11 and 12, already decimated from the conflict, are altered to keep them a "safe" distance from the fallout. By the time it's done, Capitol scientists predict that nothing will grow in District 13 for at least 40 years.
The propaganda then cuts to footage of the Games as they are instituted. The first children reaped are young. The crowds gathered around the reaping ceremonies are thin from the war, particularly in the outer Districts. This continues for years. The brutality of system is fully documented, along with images of children starving to death in District 12, freezing to death in District 7, mangling their hands in the factories of District 8, and so on. This is edited with images of sneering, cackling Capitol citizens gorging themselves on food and attending fancy parties, indulging in all manner of decadence.
It's quite clear who the villains are in these scenes: All Capitolites are guilty and all are responsible for the atrocities of the past war and the coming one. Many people in District 13 believe that the new Tribute recruits are guilty of complacency and collaboration. This opinion is not shared by all citizens of 13, though it is understood that their participation as freedom fighters will earn them a full pardon once the Capitol has been beaten into submission.
Work
Whether aiding in the actual fighting or not, every person in 13's walls are expected to carry their own weight. Their contributions can be towards the war effort or simply towards helping 13 continue to exist. All citizens of 13 will be expected to choose and take on a job to help 13 and once that decision is made, time will be made in their schedule for it.
A list of potential jobs is as follows:
Weapons technician- Weapons technicians spend all of their time designing, building and perfecting new weapons for the solders of 13. As war time comes closer, the call for general weapons as well as personalized ones to fit strike teams is high.
Engineer- Helps build 13's tech and maintain the tech already in place
Janitor - Keeps everything clean and functioning
Soldier - Mission-runners. When there isn't a mission to go on, they have a secondary job to attend to, if they don't choose one, they pick up the slack of whatever needs to be done
Doctor - Oversees all activity in the medical bay, makes big decisions in regards to patients and performs any necessary surgeries or complicated procedures. Also gets the joy of all the paperwork.
Nurse - Does most of the work in taking care of patients day-to-day. They tend to small injuries and help the doctors with surgeries.
Therapist - Tend to the mental health of the district, they hold both group sessions and one-on-one sessions based on need, though group sessions tend to be the default method to save time and resources.
Pilot - Pilots the hovercraft and planes in District 13, they're also often made the drivers when aircraft aren't being used. When not piloting, they're duties include maintaining and guarding the hanger and performing maintenance on the aircrafts.
Hacker - spend their time breaking into and deciphering Capitol information without being detected. Sometimes that means filtering through useless information to find what is useful and sometimes that means corrupting files or Capitol broadcasts. Hackers are double as computer techs and keep the mainframe for 13 running.
Teacher - double as trainers, they teach the limited youth in 13 and also the adults, but all of the subjects are necessary to life in 13.
Gardeners - tend the greenhouse of 13 and make sure all edible plants are harvested on time and transported to the kitchen, they do the same with the medicinal herbs and the med bay.
Weapon tester - Tests new weapons manufactured by the weapons engineers to check for flaws or risks. This job comes with a potential health risk.
Nuclear engineer - Maintains the safety and storage of 13's nuclear weapons as well as developing new ways to potentially utilize them.
Cook - spend their time in the kitchen, making the nutritious meals everyone in 13 eats. While the flavor is largely bland for a lack of proper resources, a lot of care and attention must be put into each meal prepared as each citizen has their own sets of meal plans based on their body types and the amount of energy they need to expend that day.
Tactician - run missions as well as soldiers, some stay at base to monitor and give orders and some go into the field to make adjustments to tactical plans as circumstances change. When not on missions, tacticians will often be in meetings mapping out possible strengths and weaknesses and plans of action, they will also be give regular exercises for the mind to keep their skills sharp.
Propaganda - Maintains and runs equipment used for the making of propaganda, helps in coming up with ideas for new pieces and carrying out those ideas in their proper form (recording sound bites, filming, making art for any paper propaganda) and editing the pieces before distributing the final product.
Important People in D13
President Alma Coin (NPC) is the President of District 13 and is the leader of the Rebellion. Coin was presumably raised in, and served as the leader of District 13 and the rebellion. She had a husband and a daughter, who both died during the pox epidemic in District 13. Coin is inaccessible to the recently arrived Tributes, preferring to allow her lieutenants to deal with them.
Plutarch Heavensbee (NPC) is the Head Gamemaker, having taken over the position after the 74th Hunger Games. His connection to the Rebellion is top secret and is not known to anyone outside of ranking members of the Rebellion. Plutarch operates by sending secrets to District 13 and arranging for the smuggling of Tributes to D13.
Bucky Barnes
Hannah Megido
Diode Dickson
Evangeline Webb
Note: You are welcome to app a Panem character directly to District 13 as a rebel or D13 citizen. You do not need to consult with the mods beforehand!
Places of Interest
The bulk of D13's society lives and operates in an underground bomb shelter since the surface was destroyed by Capitol bombings decades ago. The locations below are open to any and all characters in D13 to visit and explore.
Mess Hall
The Mess Hall is a communal dining area which serves all residents of the D13 bunkers. The food is not very good and it's strictly rationed, but it's edible and it does the job.
Living Quarters
The living quarters are located centrally within the bunker. Each unit can house up to four residents, though two is standard. The units are sparse with little in the way of creature comforts. Each resident has a bed of their own at least, along with one pillow and one blanket for warmth.
Training Facility
The training facility is not nearly as nice as the one in the Capitol, but it provides an area to practice hand to hand combat and weapons training. There are also smaller classrooms located nearby which allow for intellectual and mechanical training.
Infirmary
The infirmary is well stocked and clean, though not as state of the art as anything in the Capitol. This efficient area of the bunker is kept off limits unless an injury, illness, or other emergency arises.
Corridors
The corridors are maze like, spanning several stories underground. It's easy to get lost in the similar looking hallways and staircases, as the corridors aren't clearly labeled.
Gardens
In one of the lower levels of 13, a large room has been turned into a greenhouse. All of District 13's vegetables and some medicinal components are grown here. Nothing planted in the Gardens is simply for aesthetic, every plant serves a purpose.
Hanger
The largest dedication of space in 13 goes to the hanger bay where the hovercrafts and other transportation vehicles are held. There is also a space dedicated to weapon's testing off the side, the only way to get there is through the Hanger.
Bomb Shelter
The second largest dedication of space is the bomb shelter. Located at the very bottom of District 13's sprawling underground district, this wide open space serves one purpose: protect every citizen of 13 should the Capitol attack.
Outside
Due to residual radiation from Capitol bombs, the outside landscape is inhospitable for periods of time longer than a few hours. The terrain is beautiful but toxic, and it's suicidal to leave the safety of the bunker for an extended period.
Daily Routines
This schedule applies to all District 13 characters and is followed daily, with room for minor deviation. Characters in D13 are closely monitored at all times and are expected to seamlessly integrate into the Rebellion machine. Attempts at disobedience will be met with punishment.
A typical daily schedule can be broken down as follows:
5am-7am -Breakfast
6:30am -Mandatory wake up
7:30am -Weapons training
8:30am -Survival/Physical training
9am -Stealth
10am -Specialization training
11am-Team training
12:30pm -Lunch
1pm -Free time
2pm-Reeducation/Work
4pm -Hunting/Work
6pm -Dinner
7pm -Mandatory chores
8pm -Free time
10:30pm -Lights out
Missions: Previously, 13 had a cycle of Training Missions so as to make sure that they were being well represented by people who hold their values, strengths and have complete loyalty to Coin. Those missions occurred roughly once a month with limited warning beforehand. New citizens were watched and tested carefully so that 13 could be completely sure they were ready for the approaching dismantle of the Capitol. The consequences of failure became more severe as they progressed through the physical and mental rounds of testing. Those who performed well were given more freedoms and less restrictions in their schedule.
Now, District 13's missions run in tandem with the war and occur as required. The tests are over and everything is on the line.
Reeducation
There is nothing subtle about District 13’s reeducation. The videos which claim to show the "true history of Panem" are little more than Rebellion propaganda.
They cover a brief history of District 13, painting it as the former military branch of Panem's system. After a laundry list of abuses by the Capitol, District 13 at last rebels. At first, they make small demands: Better equipment with which to train, better living conditions in general. Their requests are reasonable enough and are accommodated at first. Eventually, however, the Capitol begins to tighten their hold. District 13 responds with reasoned civil disobedience. Their disobedience is met with open hostility. The way it is presented, it is as if the Capitol was looking for war.
The Capitol is portrayed as ruthless and brutal to the inhabitants of the Districts. While the conflict began in District 13, any adjacent District seems to be fair game. Rebels are rounded up and shot in mass executions, more peaceful dissidents are tortured and mutilated. The few who survive recount their experience on grainy video reels. They are not a pleasant or comfortable sight.
The battle is going badly for District 13. With the unbalanced infrastructure and supplies, District 13 is unable to put up a proper fight. To truly gain a victory, it is apparent that they would have had to supply the other Districts with armaments and trained soldiers. By the time outward rebellion became viable, the casualties in 13 were already too heavy.
Reluctantly, District 13 threatens to begin using their nuclear weapons. It's a bluff and the Capitol calls it. 24 hours after the threat is issued, District 13 is firebombed. The bombings let up, allowing any survivors to come out of hiding. Some members of the military are skeptical. They begin evacuating people to an underground bunker used for testing. They were smart.
Forty-eight hours after District 13's nuclear threat reaches the Capitol, the Capitol responds by leveling the District entirely. One nuclear bomb is dropped, then another. The borders of Districts 11 and 12, already decimated from the conflict, are altered to keep them a "safe" distance from the fallout. By the time it's done, Capitol scientists predict that nothing will grow in District 13 for at least 40 years.
The propaganda then cuts to footage of the Games as they are instituted. The first children reaped are young. The crowds gathered around the reaping ceremonies are thin from the war, particularly in the outer Districts. This continues for years. The brutality of system is fully documented, along with images of children starving to death in District 12, freezing to death in District 7, mangling their hands in the factories of District 8, and so on. This is edited with images of sneering, cackling Capitol citizens gorging themselves on food and attending fancy parties, indulging in all manner of decadence.
It's quite clear who the villains are in these scenes: All Capitolites are guilty and all are responsible for the atrocities of the past war and the coming one. Many people in District 13 believe that the new Tribute recruits are guilty of complacency and collaboration. This opinion is not shared by all citizens of 13, though it is understood that their participation as freedom fighters will earn them a full pardon once the Capitol has been beaten into submission.
Work
Whether aiding in the actual fighting or not, every person in 13's walls are expected to carry their own weight. Their contributions can be towards the war effort or simply towards helping 13 continue to exist. All citizens of 13 will be expected to choose and take on a job to help 13 and once that decision is made, time will be made in their schedule for it.
A list of potential jobs is as follows:
Weapons technician- Weapons technicians spend all of their time designing, building and perfecting new weapons for the solders of 13. As war time comes closer, the call for general weapons as well as personalized ones to fit strike teams is high.
Engineer- Helps build 13's tech and maintain the tech already in place
Janitor - Keeps everything clean and functioning
Soldier - Mission-runners. When there isn't a mission to go on, they have a secondary job to attend to, if they don't choose one, they pick up the slack of whatever needs to be done
Doctor - Oversees all activity in the medical bay, makes big decisions in regards to patients and performs any necessary surgeries or complicated procedures. Also gets the joy of all the paperwork.
Nurse - Does most of the work in taking care of patients day-to-day. They tend to small injuries and help the doctors with surgeries.
Therapist - Tend to the mental health of the district, they hold both group sessions and one-on-one sessions based on need, though group sessions tend to be the default method to save time and resources.
Pilot - Pilots the hovercraft and planes in District 13, they're also often made the drivers when aircraft aren't being used. When not piloting, they're duties include maintaining and guarding the hanger and performing maintenance on the aircrafts.
Hacker - spend their time breaking into and deciphering Capitol information without being detected. Sometimes that means filtering through useless information to find what is useful and sometimes that means corrupting files or Capitol broadcasts. Hackers are double as computer techs and keep the mainframe for 13 running.
Teacher - double as trainers, they teach the limited youth in 13 and also the adults, but all of the subjects are necessary to life in 13.
Gardeners - tend the greenhouse of 13 and make sure all edible plants are harvested on time and transported to the kitchen, they do the same with the medicinal herbs and the med bay.
Weapon tester - Tests new weapons manufactured by the weapons engineers to check for flaws or risks. This job comes with a potential health risk.
Nuclear engineer - Maintains the safety and storage of 13's nuclear weapons as well as developing new ways to potentially utilize them.
Cook - spend their time in the kitchen, making the nutritious meals everyone in 13 eats. While the flavor is largely bland for a lack of proper resources, a lot of care and attention must be put into each meal prepared as each citizen has their own sets of meal plans based on their body types and the amount of energy they need to expend that day.
Tactician - run missions as well as soldiers, some stay at base to monitor and give orders and some go into the field to make adjustments to tactical plans as circumstances change. When not on missions, tacticians will often be in meetings mapping out possible strengths and weaknesses and plans of action, they will also be give regular exercises for the mind to keep their skills sharp.
Propaganda - Maintains and runs equipment used for the making of propaganda, helps in coming up with ideas for new pieces and carrying out those ideas in their proper form (recording sound bites, filming, making art for any paper propaganda) and editing the pieces before distributing the final product.

QUESTIONS?