Mods (
modblob) wrote in
redshiftlogs2020-09-03 12:32 am
september 2020. welcome to the void.
Who: Everyone in Anchor.
What: Monthly Mingle
When: The Month of September 2020
Where: Around and outside the city.
Warnings: Please add any warnings in the subject lines.

What: Monthly Mingle
When: The Month of September 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 shuffling.
It's dark.
No, like, really dark.
Not only have the lights of the suns been extinguished, but the lights of Anchor are fading as well. It seems the skies are shifting again, and taking Anchor's solar power with them, again. The lights don't fade entirely, leaving Anchor basked in a grayish glow with shadows painting unpleasant shapes along the walls. In parts of Anchor, the emergency lights have come on, illuminating the areas around them in red.
You could be forgiven for assuming the first shadow you see moving is your imagination. But the second or third? And what's that soft moaning noise coming from some of the vents? At first, there's no answer to that question. Then they start appearing.
Zombies. It seems that the cemetery outside was occupied after all. Though not brain-eating, fast-moving zombies, they move in packs, and they're smart. The more of them in one place, the more intelligent their hunting and planning seems to be. Get cornered, and you might find yourself in pieces, in need of new limbs or, y'know, a new life...
If they get a bite in, it's not as bad as your typical zombie apocalypse, but you're in for an unpleasant ride - hallucinations of people you hate will drive you to attack anyone and anything that comes near you. Either that, or visions of people you've failed or disappointed will haunt you. These hallucinations are invisible to everyone else, and last no less than a day.
No, like, really dark.
Not only have the lights of the suns been extinguished, but the lights of Anchor are fading as well. It seems the skies are shifting again, and taking Anchor's solar power with them, again. The lights don't fade entirely, leaving Anchor basked in a grayish glow with shadows painting unpleasant shapes along the walls. In parts of Anchor, the emergency lights have come on, illuminating the areas around them in red.
You could be forgiven for assuming the first shadow you see moving is your imagination. But the second or third? And what's that soft moaning noise coming from some of the vents? At first, there's no answer to that question. Then they start appearing.
Zombies. It seems that the cemetery outside was occupied after all. Though not brain-eating, fast-moving zombies, they move in packs, and they're smart. The more of them in one place, the more intelligent their hunting and planning seems to be. Get cornered, and you might find yourself in pieces, in need of new limbs or, y'know, a new life...
If they get a bite in, it's not as bad as your typical zombie apocalypse, but you're in for an unpleasant ride - hallucinations of people you hate will drive you to attack anyone and anything that comes near you. Either that, or visions of people you've failed or disappointed will haunt you. These hallucinations are invisible to everyone else, and last no less than a day.
b. somebody to love.
Maybe the worst part of the zombie invasion, though, is that these are people you recognize. Not all of them, many of the faces of the shambling dead will be completely unfamiliar, but a lot of them are people from home. Loved ones, mortal enemies, and everyone in between. If they get close to you, their almost-familiar voices will start calling your name. Are they still in there? Is it worth finding out?
It's not just faces from home, either. The man from the welcome video shows up in zombie form frequently enough that there has to be more than one, and there's even multiple versions of Creepy Joe limping around, body unmarred by tentacles. Every now and again, pink-haired woman with a familiar voice and a long white dress will shamble out of seemingly nowhere. Endless double-faces, a city's worth of doppelgangers. Some of them seem drawn to places that were significant to them. Others wander aimlessly, making low, sad moaning sounds.
It's not just faces from home, either. The man from the welcome video shows up in zombie form frequently enough that there has to be more than one, and there's even multiple versions of Creepy Joe limping around, body unmarred by tentacles. Every now and again, pink-haired woman with a familiar voice and a long white dress will shamble out of seemingly nowhere. Endless double-faces, a city's worth of doppelgangers. Some of them seem drawn to places that were significant to them. Others wander aimlessly, making low, sad moaning sounds.
c. home sweet home.
One of the zombies has done the residents of Anchor a favor, though. It walked straight into one of the power generators and shorted it out, releasing the locks on the doors to the fancy apartments down at the base of the city, near the park.
These are multi-level condos with windows that face toward the park and gardens. Each suite has a private bathroom including a tub and shower, a miniature kitchen, and two to three bedrooms. Each one is furnished in soothing pale colors with high-quality furniture.
They're all fit to inhabit, too - if you don't mind the occasional laser scoring on the wall, or that streak of perfectly preserved dried blood. It seems even this place wasn't immune to what happened in the rest of the colony. But there's no sign of anyone being locked in, either. No bodies, no rotting smells, not even dried husks. Just colonial luxury splashed with violence. And the occasional lost zombie.
These are multi-level condos with windows that face toward the park and gardens. Each suite has a private bathroom including a tub and shower, a miniature kitchen, and two to three bedrooms. Each one is furnished in soothing pale colors with high-quality furniture.
They're all fit to inhabit, too - if you don't mind the occasional laser scoring on the wall, or that streak of perfectly preserved dried blood. It seems even this place wasn't immune to what happened in the rest of the colony. But there's no sign of anyone being locked in, either. No bodies, no rotting smells, not even dried husks. Just colonial luxury splashed with violence. And the occasional lost zombie.
d. the walking robo-dead.
Even the robots aren't immune to what's going on, it seems. Whenever one comes into contact with a zombie, it seems to short out, going offline until the offending monster has left the area. When it slowly comes back to life, it rolls about drunkenly, slamming into walls, people, and guard rails with equal lazy force. Sooner or later most of the bots in Anchor are affected, wandering aimlessly, trying to serve you sluggishly and usually doing it wrong, or - oh dear, that one's rolling to the edge of one of the upper walkways. You should probably stop it.
Unless you're Kabal or Starscream, then you can just watch it roll over the edge and smash into a million pieces at the bottom, you animal.
Unless you're Kabal or Starscream, then you can just watch it roll over the edge and smash into a million pieces at the bottom, you animal.

no subject
The corpses in the doorway grab his attention first, the rank odor of rotted guts and putrid organs strong enough that even he can detect it. Next to catch his eye is Poison's construct, its frame now missing a few pieces, its mechanical parts coated in blood and bile. Right, he came here to help her.
His head tilts toward Poison again, affixing on her face as he brings a hand to the side of his head. He came here to help her, and this is what happened instead. He tenses, staving off his immediate shame and guilt in favor of worry.]
Poison, are- are you all right?
no subject
I'm all right.
[Poison can assure him of that at least. She's fine thanks to him, despite the... rest of it. She sniffs, curling her fingers into the back of his robe. The fear dropping out at her leaves her knees feeling hollow.]
I am. Are you?
no subject
[He doesn't know. He doesn't want to know. He came to help her, and look what he did. Though her arms are wrapped tightly around him, he keeps his own hands up, away from her.]
You shouldn't- you shouldn't touch me.
no subject
[Seeing that she could probably snap him if she held on any tighter. The room smells terrible - half rotten flesh with a sharp tinge of oil and electricity - but the safest thing within the four walls is still Carlisle.
She needs another half a minute before she feels steady enough on her feet to actually let go. The small young woman eases back, looks up, smiles wanly.]
I'm fine, see?
no subject
For now, but- but I--
[His hands shake, his entire frame quaking as he looks to the two undeads in his thrall; though they're passive now, their expressions are twisted in agony, despair.]
I don't- I want them gone. I wanted you safe, and you're not- not while they're here, and--
[He tries to pull away from her, his distress manifesting all across him as he tries to get to the undeads to dispatch them magically.]
no subject
This could have gone terribly wrong. She could be dead right now, but it isn't the first time she's been close to death and scraped by without injury.
Not that she expects that to be any comfort to him.]
I'm safe. You can get rid of them. I'll deal with... this.
[And she... she will just carefully shut down the robot she made in the meantime. It's far easier than dispatching something that was ever living.]