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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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no subject
Especially when, with a mechanical CLUNK, the room begins to tilt. Qubit manages to steady himself against the wall at first - but as the tilting picks up speed, he soon realizes that wall's going to be the ceiling in a hot second. ]
Wh- the whole thing's rotating!
[ What POSSIBLE purpose could this serve- He stumbles away, then breaks into a run, trying to reach Peter's wall before it turns into the floor. And he almost makes it! Almost. But then the grade gets too steep for his shoes to keep traction, his feet slip out from under him a few meters short, and he goes sideways and slides the remaining distance onto the now-floor, landing right on his elbow. His force field shimmers briefly, absorbing most of it, but it still sends a slight funny-bone twinge up his arm. ]
no subject
Heee could have stopped Qubit from slipping away, maybe, but Peter's also feeling a little pissy at Qubit in general. He lets him slide just this once, but immediately leaps over to Qubit's new position to help him up.]
You okay? Break anything? [He'll be a nice boy and to help Qubit up, but uhhhh that's not gonna be a lot of help with the room being all wacky.]
no subject
[ He sounds a little bitter, but otherwise accepts the hand up with only mild grumbling. He's pretty sure Peter could have stopped him from eating it just now, but 1) he has no real obligation to, 2) there's a solid chance the alternative would have been "get webbed to the wall," and 3) oh yeah the room's still moving by the way. The rotation's fast enough that Qubit pretty much has to book it immediately, calling back to Peter over his shoulder. ]
See if you can find a way to stop it! Switches, hidden panels, anything!
[ Spoiler: There aren't any.
Qubit calculates his slide better the second time around, but there's still enough of a drop that he loses momentum at the bottom. On the third pass he finally nails it, and hits the ground running - but naturally that's when the room, apparently deciding 270° is far enough, stops moving just as abruptly as it started. The sudden halt makes him stumble, but (mercifully) he manages not to trip over his own feet. Regaining his balance, he straightens up and dusts off his sleeves. ]
Right. Good work.
no subject
Figuring Qubit probably has it under control now, kind of, Peter immediately starts springing around looking for anything useful. He doesn't have any luck, but the good news is that the room stops moving all on it's own.
This is more concerning than it is a good thing, as far as Peter's concerned, and he quickly leaps over to Qubit's position.]
I didn't do that, something else stopped the room from turning.
no subject
As if on cue, part of the wall ahead of them swishes open. Qubit narrows his eyes at it. ]
Well, there's our exit.
[ - then another door opens on the left wall, followed in quick succession by one behind them, one to the right, and lastly one in the center of the floor, inches from Peter's feet. Qubit lets out a sigh, his shoulders sagging with exasperation. ]
Sorry, exits. Plural.
no subject
This really isn't how I wanted to spend the rest of my day. I probably would have just wasted it anyway, but still.
[He idly glances down into the open door that just opened at his feet, and really only seems to half care that he's here. Great, sure, this might as well happen too. Stuck in a puzzle room with the last person he wants to be stuck in a puzzle room with.]
no subject
Well, the sooner we get through this, the sooner you can get back to that. And the sooner you'll have me out of your hair.
no subject
Then he huffs and stands up, apparently changing his mind about keeping his mouth shut.]
I honestly... kinda miss spending time with you.
no subject
He's missed it, too. Of course he has. The lab's been too quiet without Peter dropping in to poke around his equipment, or insult his hair, or remind him to eat or sleep (you know, like a hypocrite). He misses working on good terms with this brilliant, incredible kid.
But ...
He tries to tamp his reaction back down and resumes scanning, though he can't fully hide his discomfort. There's a lot he would have to unpack to respond to that properly, and as with unpacking a suitcase, it's just going to make a mess of things. ]
Is this really the time?
no subject
[Assuming this stays like, calm, anyway. Peter can run his mouth and explore a creepy puzzle room no problem.
So he thinks, but y'know, emotional teenager and all. He seems pretty chill right now, though, considering the last thing that he wants to do is start a fight.]
This is the first time we've been in the same room for longer than five minutes in like, a month? Two months? I think if we don't talk about it now, we're not gonna talk about it.
1/2
He ought to just rip off the band-aid and say it. It's obviously the right thing to do. It's just... why is it so hard?
Finally, finally, he lowers his tablet and faces Peter directly. ]
All right. Let's talk about it.
2/2
Qubit glances up, looking for its source, but nothing's immediately evident. ]
- Did you hear that?
no subject
Holy shit, holy shit! [He's just going to be chanting that for a minute, don't mind him. The room is just lasers now. Still gripping Qubit, Peter leaps from his current position up onto the wall in order to dodge another laser, repeats this a couple more times before throwing the both of them down into the open door in the floor. He shoots a strand up web at the ceiling of the new room, annnnd now they two of them are dangling from that while Peter tries to get his bearings.]
no subject
The final drop launches his stomach into his throat, but the sudden stop puts it right back, where it continues doing somersaults for a bit. Still, they're not dead from lasers, so... if you take the average, that's a win! Qubit lets out his breath all at once. ]
Death traps! Okay! Sure, why wouldn't it be full of death traps?!
[ The room they're dangling in is a stark departure from the last; where that one was minimalist, this one's modern art. It's an instance of Room D, which is described as resembling a Rubik's cube - except in this case, the tiles come in a variety of shapes and sizes, more of a brightly colored abstract mosaic than a grid. Sort of like if Lisa Frank started dabbling in cubism. There's no accounting for taste.
For the moment, it's holding stationary... but all bets will be off whenever Peter lowers them to the floor. ]
no subject
[But hey, they survived laser room. Peter takes a deep, shaky breath, just kind of reorienting himself before gently lowering the two of them to the floor, where they come to a stop in a large blue circular tile. He keeps a pretty firm grip on Qubit, though. You never know when they're going to have to start hopping around again.]
Ooookay, so what's the catch here? This room looks like a bad acid trip.
no subject
[ He is grateful Peter can't accidentally drop him, at least. But soon enough they're back on terra firma. He goes up to the edge of the tiles, tucking his tie back into his vest before he kneels down to inspect them. Unlike the last room, he actually can sense some of the machinery in here. Not enough to immediately know what it does, but... ]
I'm not sure. [ He pulls a screwdriver from his pocket and carefully wedges it between two panels, trying to widen the gap so he can look underneath. It's not much help. ] Don't go anywhere just yet, I think these may be pressure plates.
no subject
If you're having trouble with that, I can just pull it off. Y'know, sticky fingers. [It's a weird super power, but it definitely has it's uses. Speaking of super powers, though, he can't help but notice that Qubit's not whipping out the cool stuff.] Can't you just like, technomancer that stuff?
no subject
[ Which probably helps explain why stuff he repairs still blows up in his face occasionally. Anyway, he's not really making headway like this, so he moves aside and gestures to Peter. ]
Go ahead and take a crack at it. Just be careful. [ - gah, why does he keep saying stuff like that? He shakes his head and mutters- ] Obviously. I don't have to tell you that.
no subject
[Welp, poking around in shit the old fashioned way it is. Peter crouches down and sticks a couple fingers to the floor, giving Qubit a little shrug while he carefully tugs the panel up.] Y'know, it's not bad advice. [once he's tugged the panel up far enough for Qubit to get underneath, he folds the metal over itself to keep it out of the way. Nothing seems to be exploding or setting off any weird traps yet, so Peter's gonna call that a win.]
no subject
It's patronizing. Trying to do less of that.
[ See, Peter? He's learning. He can learn. Anyway, he's gonna get down closer to the peeled-back panel, trying for a better look at the mechanism underneath. A couple of parts look familiar from elsewhere in the station, but they're not in any configuration he's ever seen before... ]
... You were right, you know.
no subject
Right about what? I mean, a lot of things obviously, but which part?
no subject
[ He starts cautiously fiddling with the mechanisms, feeling them out. This isn't an easy admission to make, but having something to keep his hands busy helps. ]
I gave you my word. I said you could talk to me, and then... decided I'd rather deceive you than follow through.
no subject
Yeah. That was petty shitty of you.
[But Peter's not good at holding grudges. He sighs and gives Qubit a little shrug like it ain't even a big deal bro.]
I get what you were trying to do, though. You had good intentions, and, y'know, I appreciate that you care enough about me to want to protect me. That means a lot to me. You just didn't really approach it the way you should have. And I shouldn't have gone all nuclear on you, y'know? That wasn't cool either, and I'm sorry.