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redshiftlogs2020-02-02 06:48 pm
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Entry tags:
- !mod post: intro mingle,
- assassin's creed: jacob frye,
- assassin's creed: ratonhnhakéton,
- borderlands: angel,
- dragon age: cole,
- hunger games: finnick odair,
- irredeemable: qubit,
- marble hornets: brian thomas,
- mass effect: commander rufina shepard,
- mcu: peter parker,
- original: elleru,
- original: rey,
- overwatch: hanzo shimada,
- red dead redemption: charles smith,
- samurai jack: scaramouche,
- star wars: kylo ren,
- umbrella academy: allison hargreeves,
- umbrella academy: ben hargreeves,
- warm bodies: julie grigio
february 2020. welcome to the void.
Who: Everyone in Anchor.
What: Seventh Introductory Mingle
When: The Month of February 2020
Where: Around and outside the city.
Warnings: Please add any warnings in the subject lines.

What: Seventh Introductory Mingle
When: The Month of February 2020
Where: Around and outside the city.
Warnings: Please add any warnings in the subject lines.

Redshift: Welcome to the v͖͕̺̲̘̱̜͎o̴̦̣̠̦̘̹͞i̯̖d̛̪̬͈̱̦̝͍̕.
Click here to read what characters will experience when arriving in Anchor.
a. the maze.
The sun is back. Only one this time! It is very very large.
But never mind that! Anchorites have a whole new area to explore. With the sun's return and the power surging through Anchor again, the water in the underground area has drained off, revealing a door that leads down to another level. There's only two doors. One that leads to some kind of observation room, the technology waterlogged and largely destroyed. The other leads to a blank hallway, short, with what looks like an open airlock hatch with a door that can be winched shut with a handle on both the inside and outside, leading into a room beyond.
That room beyond is empty, and the door will remain open until it reads more than one life sign inside the room. Then, it slams the hatch shut and starts to turn, rolling clockwise until what was the roof is now the floor. Then doors open. One straight ahead. One to the left. One to the right. One pointed downward. Even odds whether you walk through into another empty room or walk in and find yourself having a no good very bad day. If you do end up in a blank room, you may be sent in an endless zig-zag of empty spaces that either lead you to the door you came in at long last, or, well. End up ruining your day. Regardless of where you go or how you get there, you're aware that every hour on the hour, the rooms move abruptly forward, backward, up, down, without any rhyme or reason. The place is in motion, reshuffling itself, and the only way back out is through.
There are several types of rooms, scattered seemingly at random among the various rooms you can exit through.
ROOM A
The door opens and lets out a billow of cold air. Not just cold, it's freezing. You could take one of the other doors, but at least this one is different, isn't it? It feels like progress. But when you enter, the way back slams shut, leaving you in the dark and the cold with no one but your fellow trapped soul for company. This room won't open again for at least an hour. If you want to live, you're going to have to get nice and cozy.
ROOM B
This room, like the first, closes once you get inside. Crackling beams of energy flash across the room at seemingly random intervals and angles, blocking the way to any of the exits. Put a foot wrong, and you're liable to end up with a hole through it...or your torso. Watch long enough, however, and you might start to see a pattern in the way the energy travels. It still won't be easy to reach the other doorways, but at least now you have a fighting chance.
ROOM C
This room is a puzzle box. Immediately after you enter, the walls start moving, giant tiles sliding into place over the doors. It lurches, turns, spills you against one wall and the next in a dizzying, bruising circle. When it stops, the doors are hidden behind tiles of different sizes, and the only way to escape is to puzzle out how to move the tiles away from one of the doorways. Be quick about it - the longer it takes, the more layers of tiles creep in to make things harder, layer by layer, until the room starts to get pretty small....
ROOM D
Step inside, and the room lurches, dropping downward, then shifting left, then moving upward again. The doors in this room point in all directions except down. There are colored tiles all over the floor and walls. But that floor and those walls are moving, the tiles shifting in nebulous patterns, like some exterior hand is treating the space like a Rubik's cube.
Careful where you step. It's not an obvious puzzle to crack, but once you step on a tile of one color, you can only step on tiles of that color. Step elsewhere and who knows what will happen. The room could fill with toxic gas. It could start playing ear-splitting screams and the lights could start flashing. Or, one of the tiles could simply explode with a small enough charge to take off the leg that stepped there. The consequences vary, but they're never pleasant, and they never leave their victim unscathed.
ROOM E
There are monsters behind the glass walls. Rather, there is one very familiar looking monster. Ropy, plantlike tentacles weave in and out of one another, forming shapes and intricate designs with their tiny flowerlike mouths. They could almost be pretty, if you hadn't seen them for the first time protruding from Creepy Joe's eye.
Holes punctuate the roof and floor, and through those holes, sensing body heat, the tentacles start to crawl. Hunting for bare skin. Hunting for a host.
There's only one door out of here, and it's across the room from where you came in - and the way back is closed. Crossing the room poses the very real risk of infection from the creatures in the walls, but doing nothing is almost a guarantee of ending up with a nasty parasite.
Good luck.
But never mind that! Anchorites have a whole new area to explore. With the sun's return and the power surging through Anchor again, the water in the underground area has drained off, revealing a door that leads down to another level. There's only two doors. One that leads to some kind of observation room, the technology waterlogged and largely destroyed. The other leads to a blank hallway, short, with what looks like an open airlock hatch with a door that can be winched shut with a handle on both the inside and outside, leading into a room beyond.
That room beyond is empty, and the door will remain open until it reads more than one life sign inside the room. Then, it slams the hatch shut and starts to turn, rolling clockwise until what was the roof is now the floor. Then doors open. One straight ahead. One to the left. One to the right. One pointed downward. Even odds whether you walk through into another empty room or walk in and find yourself having a no good very bad day. If you do end up in a blank room, you may be sent in an endless zig-zag of empty spaces that either lead you to the door you came in at long last, or, well. End up ruining your day. Regardless of where you go or how you get there, you're aware that every hour on the hour, the rooms move abruptly forward, backward, up, down, without any rhyme or reason. The place is in motion, reshuffling itself, and the only way back out is through.
There are several types of rooms, scattered seemingly at random among the various rooms you can exit through.
The door opens and lets out a billow of cold air. Not just cold, it's freezing. You could take one of the other doors, but at least this one is different, isn't it? It feels like progress. But when you enter, the way back slams shut, leaving you in the dark and the cold with no one but your fellow trapped soul for company. This room won't open again for at least an hour. If you want to live, you're going to have to get nice and cozy.
This room, like the first, closes once you get inside. Crackling beams of energy flash across the room at seemingly random intervals and angles, blocking the way to any of the exits. Put a foot wrong, and you're liable to end up with a hole through it...or your torso. Watch long enough, however, and you might start to see a pattern in the way the energy travels. It still won't be easy to reach the other doorways, but at least now you have a fighting chance.
This room is a puzzle box. Immediately after you enter, the walls start moving, giant tiles sliding into place over the doors. It lurches, turns, spills you against one wall and the next in a dizzying, bruising circle. When it stops, the doors are hidden behind tiles of different sizes, and the only way to escape is to puzzle out how to move the tiles away from one of the doorways. Be quick about it - the longer it takes, the more layers of tiles creep in to make things harder, layer by layer, until the room starts to get pretty small....
Step inside, and the room lurches, dropping downward, then shifting left, then moving upward again. The doors in this room point in all directions except down. There are colored tiles all over the floor and walls. But that floor and those walls are moving, the tiles shifting in nebulous patterns, like some exterior hand is treating the space like a Rubik's cube.
Careful where you step. It's not an obvious puzzle to crack, but once you step on a tile of one color, you can only step on tiles of that color. Step elsewhere and who knows what will happen. The room could fill with toxic gas. It could start playing ear-splitting screams and the lights could start flashing. Or, one of the tiles could simply explode with a small enough charge to take off the leg that stepped there. The consequences vary, but they're never pleasant, and they never leave their victim unscathed.
There are monsters behind the glass walls. Rather, there is one very familiar looking monster. Ropy, plantlike tentacles weave in and out of one another, forming shapes and intricate designs with their tiny flowerlike mouths. They could almost be pretty, if you hadn't seen them for the first time protruding from Creepy Joe's eye.
Holes punctuate the roof and floor, and through those holes, sensing body heat, the tentacles start to crawl. Hunting for bare skin. Hunting for a host.
There's only one door out of here, and it's across the room from where you came in - and the way back is closed. Crossing the room poses the very real risk of infection from the creatures in the walls, but doing nothing is almost a guarantee of ending up with a nasty parasite.
Good luck.
b. matchmaker, matchmaker.
Those who don't venture down into the newly opened lab will suffer a very different kind of torture. The robo-matchmaker is at it again. Even odds as to whether or not it's malfunctioning or it's just bored because of how few people use the intimacy lounge. Either way, it's setting up dating profiles for residents of anchor and broadcasting them over the network to be seen by all and sundry. They might not be accurate, they might not even make sense, but what the 'bot lacks in prose style it makes up with enthusiasm. It's so enthusiastic, in fact, that it's messaging people on behalf of those too shy to do it themselves. The texts it sends are as off the wall as the profiles it creates, so seriously. Go nuts.
Thankfully, this time it's had the foresight to make a version for anyone underage, but where it draws that distinction can vary wildly, and is up to the player.
Thankfully, this time it's had the foresight to make a version for anyone underage, but where it draws that distinction can vary wildly, and is up to the player.
Robo-Matchmaker (?̵̢̠̀?̷̠͉͍̝̙̕ͅ?̡̢̡̹̩̖̝̞̪̦̘ͅ)
I͎͇̰̺̼͡ ̝̳̼̻͕̩͚á̷̳͍̫͕͞m̱̱̺͍̳̞̖ ̴̥͇̣͎̺̤̩͕̩͜h͖̕͞͠er͉̟͕͈̳̀ḙ͔̼̠̤ ͓̠̰̗̹̘̣͔t͏̸̤̳̙͍͎̮͕̞͢o҉̨̜͖̠̝͙̜̦̜ ̮̠̝̪̩̤̣m̖̻a̤͙̘̲̫̩̗k̮͓̀͜e̶̠͚͞ ̯̯̘̦͜͠you͈̹̟͔͜͠ͅr͈̮̮̗͖̜̠͠ ̮̗̗̹̘̬̠͢d̴̵̯͖̀r̷͇͍̦̗̯͢eaṃ̘͝͞ş̳̺̭̮͜ ̖͚͚͓͙͇͙͓̜c͖͕̰̞̺̟̫ớ͈̖͇̲̗m̶̞̟̣̘͎̘̲̣̕͢é̠̯͞ ̼t͔͢r͢͏̠̙̜̬͖̞̥̜ư̧͈̫͜e̹̮̮̝͝.̗̠̪̭̫͞
Interests: true love, friends with benefits, e͏͇̫m̲̤̬͟ ͉͍͜ǫ̙̟̳̲͘t̬͓i҉̟̼̣͓̯̜̞̼͜ ҉̛̺̪̣͈͖͖̟̥̺o̴̢͔̙̥̠̟̮̮̪̩n̷̗̜s҉̰̖̯͟͠
Assets: I̤̥̙̺̪̪̱͜ ̢̟k̢̰̫ͅn͕̤̳o̤͚͓͓w̲̬ ͠e̸̞̺̳͔̙ve̝̳̭̣̝͠ͅry͏̝̙̠t̲͚̠hi͕̣̯ng̭͓͕̖͈ ̖̣ą̰͖̲ͅbơ̯̥̹̠̱u͉̯̪͟t̜̞̱ yo̹͙ͅu̢̗.̡̪̥̙̱̘̞ ͕̀:̮̩̯̜̗̘)
Ass-ets: a bot never tells
✔ 😏 💀 🍆 ❤ 🔥 ✖
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[automated reply | @SCARAMOUCHE]
I think there's something ẉ̸̎ŗ̷͔̰͌ong with my eyes.
I can̸̻̔'t take them of̶̫͕̔f̵̱̈ͅ of you. 😏
[audio; un: bearly.bewitched]
Do you need to have your eyes checked, Scaramouche? Or am I just that alluring?
no subject
You tell me, doll.
no subject
Tell me what you see when you look at me. Perhaps we will find our answer there.
no subject
[His tone deepens.]
I see a firecracker waiting to be lit.
no subject
Perhaps that is why you cannot take your eyes off me. You are waiting to see the show.
no subject
Where's the spark that gets you going?
no subject
[A beat. Her voice is soft.]
Do you, Scaramouche?
no subject
For you, baby? I'll make the time.
[That's a yes.]
no subject
[Was that a coy chuckle on her end? It sure was. Her volume picks up as she remembers something belatedly.]
Oh! I have something for you!
no subject
[His voice is deep with suggestion.]
no subject
It is. I will meet you in the lounge?
[She means the Intimacy Lounge. There are nice couches there, Scaramouche. Very nice couches.]
no subject
[Click.
About ten minutes pass. Scaramouche strolls through the lounge's entrance wearing that same smug smile he wore on the phone. He takes a few unhurried steps across the plush carpet, then stops.
It's awfully quiet in here.]
Where's my honeydew, Elleru?
no subject
[For someone her size, Elleru can be surprisingly quiet when she needs to be; she emerges from one of the rooms behind him with a vibrant smile, a small, wrapped package in her hand. Though the paper flower on top is nice, the package itself seems to be wrapped in a black, plastic bag, folded carefully into a square to hide the store logo emblazoned across the front.
Someone has been to the Hot Topic outside.]
I saw this and I thought of you.
[Inside is a necklace with a single charm: robot fellow much like Scaramouche himself.]
He is not quite as handsome, of course... but he does have a hat. It is close?
no subject
Oh, baby, you shouldn't have!
[He plucks the floral decoration from the package, keeping it held between two fingers for now, and starts unwrapping. After removing the box inside, the black bag drifts to the floor, forgotten.
Peering down at the necklace with wide eyes, a slight frown plays at the edge of his lips. He doesn't really get the sentiment behind it; not to mention, he can't say he's ever received anything for nothing. Suddenly, his expression brightens, his gaze flicking back to hers.]
You keep it, babe. Hear me out: this way, you can think of me whenever you wear it.
[The paper flower is tucked behind her ear. With a self-satisfied smirk, he takes her hand, turns it over, and lowers the chain and its charm into her palm. He closes her fingers over the tiny robot with his other hand, rubbing his thumb over the back of them, his eyes locking on hers.]
no subject
You make it sound as if I would not think of you anyway.
[Ever playful, even in disappointment. She removes the flower from her ear, slipping the twisted stem into the top buttonhole of his coat.]
Keep this, at least. I have made myself many, but this one matches your scarf.
no subject
All right, babe, I will.
[He sounds proud of himself.]
no subject
Closer to the skin, closer to the heart.
[Did she read that off the back of one of her novels? Probably, but hey, it applies.]
no subject
[He's at her side now, an arm moving easily around her back and a hand placed comfortably against her shoulder blade, fingers splaying across it. He keeps his face tilted downward as they saunter forward; nothing can stop him from taking her in right now.]
no subject
I have already had a small look. There is a bath in one room, though I would think that is... not your style?
[She's been working on that lingo.]
no subject
What I want to know is: what is your style, babe?
[He's playful in his subtle imitation of her, his voice slightly lowered. He moves his hand from her back, fingers closing around her upper arm.]
no subject
I prefer what keeps us close. Physically.
[Well.]
no subject
Oh. Well, in that case-- [he pulls her in even closer, the smirk returning like it never left] --I know just the thing...
[With a knowing smile, he sets them on the path again, walking faster now. They come to a room that Scaramouche believes is the grooviest one of all. His gaze doesn't leave her as he leaves her side to stand by the door, resting a hand on the polished lever and bending an arm to show her in.
What she'll find on the other side is a swanky pad with a large bed and what he presumes is an en suite behind a door to the right. Almost everything in here is red, black, or gold. A mini-bar is tucked away in the corner over there; he's never actually been inside the room to look it over, so he couldn't tell you whether it's stocked. It goes without saying he's a big fan of the mirrors. And the wall sconces, and the dimmable downlights. All that's missing is a chaise lounge.
It could also use some music. But they'll be making their own.]
no subject
Elleru gives him a wink and lets her fingertips glide along his arm as she steps inside, a silent acknowledgement of what a gentleman he is to hold open the door, and makes her way over to the bed to inspect it. The canopy curtains are intricate, a red velvet with gold embroidery running up from the bottom that looks more like circuitry than filigree; the comforter is a smooth black matched by the sable fur draped across it.
Pulling the fur around her shoulders like a stole, Elleru steps before one of the tall mirrors and examines herself, her eyes on the reflection of Scaramouche in the room behind her.]
What do you think?
no subject
Stunning.
[He strolls over, light on his feet. For a moment, it seems like he might join her in front of the mirror, but after pausing to admire her and reflect on whether to kiss her where she stands, he crosses the room, moving to a cabinet on the opposite wall and deftly removing certain articles from his person. First goes the hat from his head, followed by his weapons: the hefty sword from his back, the large dagger from his belt, the flute from his pocket. All the while, his optics remain on the mirror in front of him--on her reflection.]
What'll it be, baby?
[He's talking about drinks now.]
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