Mods (
modblob) wrote in
redshiftlogs2020-11-01 09:02 pm
Entry tags:
november 2020. welcome to the void.
Who: Everyone in Anchor.
What: Monthly Mingle
When: The Month of November 2020
Where: Around and outside the city.
Warnings: Please add any warnings in the subject lines.

What: Monthly Mingle
When: The Month of November 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.
[Announcement: Hello! One of the writing/NPC mods here. I pilot Creepy Joe and in the last nine months my life imploded, and then did it again, and then again, and you get the idea (not even bc of COVID! Lucky me.). But things have finally stabilized and I have the brainspace to actually mod again, so Joe will be around reliably and will even start responding to character posts. There are a couple of people I owe interactions to, and I’ll be reaching out to them over the next couple of days via Joe’s account so we can either set up threads or talk through what happened. If you want him to hit up your post or toplevel, please let me know under the “mod questions” section at the top of the comments page. It will be on a first-come, first-served basis, as I don’t want to bite off more than I can chew when I’m only just stepping back onto the mod team. All this to say, I’m really glad to be back, and I’m really glad I get to toss my creepy nutjob at all of you again!]
[Announcement: Hello! One of the writing/NPC mods here. I pilot Creepy Joe and in the last nine months my life imploded, and then did it again, and then again, and you get the idea (not even bc of COVID! Lucky me.). But things have finally stabilized and I have the brainspace to actually mod again, so Joe will be around reliably and will even start responding to character posts. There are a couple of people I owe interactions to, and I’ll be reaching out to them over the next couple of days via Joe’s account so we can either set up threads or talk through what happened. If you want him to hit up your post or toplevel, please let me know under the “mod questions” section at the top of the comments page. It will be on a first-come, first-served basis, as I don’t want to bite off more than I can chew when I’m only just stepping back onto the mod team. All this to say, I’m really glad to be back, and I’m really glad I get to toss my creepy nutjob at all of you again!]
a. colony 2.
It takes a while, but by a combination of destruction, manipulation, and reasonable discussion, you all are able to smash your way through the tunnel and...up to another bulkhead door. It's cracked open at the bottom, enough for smaller people to squish through. Definitely enough for some of the remaining golems to get their limbs under and lift.
Once the combination of golem and Anchorite efforts have forced the doors open, the Anchorites are faced with...another hall. This one slopes upward and is lit by intermittently sparking lamps between spans of darkness. The sparks cracking overhead are the only sound.
At the end of the hall is another door, this one only half-shut, with plenty of room to get through. It's scarred with claw marks, burns, and ripped-up metal, inside and out. It's impossible to tell if someone was trying to get in or escape. Maybe both.
The space beyond is vast. It's clearly a set-up not entirely unlike Anchor, though there's no dome overhead, just a solid metal shield. The bleak roof is lit by powerful flood lights that are certainly not lacking in the energy to run smoothly and consistently. The rest of the space, however, has spotty, emergency lights here, jury-rigged illumination there. Crystals under lingering magical spells. Electric lanterns that are starting to fade. By this thin light, it's possible to see the stretches of broken plexiglass that served to keep each level separated from the open air between them. No luxury suites here. The med bay is utilitarian and barely stocked, but not at all dusty. The space that serves as a park in Anchor is a mass of dead or half-dead vegetation, most of it weeds arranged in rows that imply some kind of long-abandoned farming.
Level by level, this place is like Anchor's evil twin. The halls are narrower, the entertainment areas almost non-existant. It looks much more like a military installation than a place meant for people to live and thrive. There are hydroponic gardens that still seem to be in use. A farming area with a few gun-shy cow-like creatures that bolt at a stranger's approach.
This place might be desolate, but it isn't empty.
Once the combination of golem and Anchorite efforts have forced the doors open, the Anchorites are faced with...another hall. This one slopes upward and is lit by intermittently sparking lamps between spans of darkness. The sparks cracking overhead are the only sound.
At the end of the hall is another door, this one only half-shut, with plenty of room to get through. It's scarred with claw marks, burns, and ripped-up metal, inside and out. It's impossible to tell if someone was trying to get in or escape. Maybe both.
The space beyond is vast. It's clearly a set-up not entirely unlike Anchor, though there's no dome overhead, just a solid metal shield. The bleak roof is lit by powerful flood lights that are certainly not lacking in the energy to run smoothly and consistently. The rest of the space, however, has spotty, emergency lights here, jury-rigged illumination there. Crystals under lingering magical spells. Electric lanterns that are starting to fade. By this thin light, it's possible to see the stretches of broken plexiglass that served to keep each level separated from the open air between them. No luxury suites here. The med bay is utilitarian and barely stocked, but not at all dusty. The space that serves as a park in Anchor is a mass of dead or half-dead vegetation, most of it weeds arranged in rows that imply some kind of long-abandoned farming.
Level by level, this place is like Anchor's evil twin. The halls are narrower, the entertainment areas almost non-existant. It looks much more like a military installation than a place meant for people to live and thrive. There are hydroponic gardens that still seem to be in use. A farming area with a few gun-shy cow-like creatures that bolt at a stranger's approach.
This place might be desolate, but it isn't empty.
b. what remains.
For all the signs of intelligent humanoid life, the monsters are more common. Creatures prowl the halls, but not all of them are aggressive. Some are as nervous as the cow-creatures on the farming level. But those that are aggressive attack at once, like they expect to be killed if they don't strike first. And it looks like someone has tried. The monsters have missing limbs, missing eyes, wounds that have scarred over or that ooze with pus or have just begun to scab.
As the creatures get more curious about these strangers in their territory, more of them start to emerge, and it's clear something isn't right here. The ones that aren't badly mauled are patchwork combinations of limbs and heads and tails that don't all belong together. One of them, with a cow-creature's head stitched on next to the head of a cat-like thing that's all teeth, keeps trying to either eat or escape itself. It isn't the only one in this miserable state - there are an incredible amount of these stitched-together creatures in almost any combination you can think of. Even the creatures that people recognize from home will be warped, like someone poured a dozen puzzles into one big box and started cutting pieces to fit.
What was that shadow? Another hapless monster?
Maybe. Maybe not.
As the creatures get more curious about these strangers in their territory, more of them start to emerge, and it's clear something isn't right here. The ones that aren't badly mauled are patchwork combinations of limbs and heads and tails that don't all belong together. One of them, with a cow-creature's head stitched on next to the head of a cat-like thing that's all teeth, keeps trying to either eat or escape itself. It isn't the only one in this miserable state - there are an incredible amount of these stitched-together creatures in almost any combination you can think of. Even the creatures that people recognize from home will be warped, like someone poured a dozen puzzles into one big box and started cutting pieces to fit.
What was that shadow? Another hapless monster?
Maybe. Maybe not.
c. trick & treat.
It's not all monsters and thankless, dim-lit halls, though. Near the top, in much the same place where a person would find the weapons room and garage in Anchor, there's a weapons room and garage in this colony to match. Only the weapons room is open, and it's jam-packed with goodies from a dozen different worlds and then some.
Of course, it's not as simple as walking in. The entire area is boobytrapped, the floors ripped up here and there to accommodate pits full of stakes covered haphazardly with twigs and grass and monster bones, logs that come swinging out of nowhere when you step wrong, falling boulders that could crush you if you time your jump over that manufactured cavern poorly... Basically it's like someone set Indiana Jones in a Mario 64 level only more violent. Much more violent.
But hey, there's a benefit to making it through the traps first - and you have to get through the traps in order to get to the armory. The first two through the doors will find lightweight, shimmering cloaks resting on a pedestal in the center of the armory. It's impossible to tell what they're made from. They pool over hands like water, barely feeling like anything - and yet somehow, you can't see your hands through the cloth. In fact, put a cloak on and you'll disappear entirely. Undetectable by the eye - organic or robotic - and invisible to magic, area scans, bio detectors, heat detectors - you get the idea. Moreover, you'll be invisible on surveillance footage too. Somehow these cloaks even work on electronics. Besides the cloaks, there are a variety of very nice weapons in a range of styles - a few automatic projectile and laser guns, a couple of easy-to-use staffs that even those not magically inclined can use to deal magical damage with a thought, and a wide variety of angry-looking pointy sharp hand-to-hand weapons.
The garage might be an even better surprise for the curious, and the, you know, trap-averse. Not only are the vehicles inside more heavy duty than the ones at Anchor, but their power levels are clearly higher and they're built for long-term exploration. Not only that, but there are small personal shield generators, like Anchor's dome on a micro scale. When turned on, they provide just enough room for a small camp.
A little something for your monstrous troubles.
Of course, it's not as simple as walking in. The entire area is boobytrapped, the floors ripped up here and there to accommodate pits full of stakes covered haphazardly with twigs and grass and monster bones, logs that come swinging out of nowhere when you step wrong, falling boulders that could crush you if you time your jump over that manufactured cavern poorly... Basically it's like someone set Indiana Jones in a Mario 64 level only more violent. Much more violent.
But hey, there's a benefit to making it through the traps first - and you have to get through the traps in order to get to the armory. The first two through the doors will find lightweight, shimmering cloaks resting on a pedestal in the center of the armory. It's impossible to tell what they're made from. They pool over hands like water, barely feeling like anything - and yet somehow, you can't see your hands through the cloth. In fact, put a cloak on and you'll disappear entirely. Undetectable by the eye - organic or robotic - and invisible to magic, area scans, bio detectors, heat detectors - you get the idea. Moreover, you'll be invisible on surveillance footage too. Somehow these cloaks even work on electronics. Besides the cloaks, there are a variety of very nice weapons in a range of styles - a few automatic projectile and laser guns, a couple of easy-to-use staffs that even those not magically inclined can use to deal magical damage with a thought, and a wide variety of angry-looking pointy sharp hand-to-hand weapons.
The garage might be an even better surprise for the curious, and the, you know, trap-averse. Not only are the vehicles inside more heavy duty than the ones at Anchor, but their power levels are clearly higher and they're built for long-term exploration. Not only that, but there are small personal shield generators, like Anchor's dome on a micro scale. When turned on, they provide just enough room for a small camp.
A little something for your monstrous troubles.
mod notes.
The garage is open and relatively easy to get to once you get past the creatures that populate the area, the armory is supposed to be a challenge. Players should not post top-levels that start with having already beaten the traps around the armory.
While there are enough weapons in the armory that every person currently in Anchor could have one, there are only two invisibility cloaks. The first two characters to thread out a trip through the traps will receive them. These threads must be a minimum of 10 comments (5 from each character) to qualify. If characters aiming for the cloaks would not be doing so in the same group and would be going in with other characters whose players aren't interested in the cloaks, please contact the mods by PM and we'll work something out!
While there are enough weapons in the armory that every person currently in Anchor could have one, there are only two invisibility cloaks. The first two characters to thread out a trip through the traps will receive them. These threads must be a minimum of 10 comments (5 from each character) to qualify. If characters aiming for the cloaks would not be doing so in the same group and would be going in with other characters whose players aren't interested in the cloaks, please contact the mods by PM and we'll work something out!

QUESTIONS.
Finnick Odair | OTA
This place makes Finnick's skin crawl. He knows the feeling of unease that comes from being sure danger is present even when he can't see it, has been intimately familiar with it for years. It's everywhere here. It's eerie to see a starker, more utilitarian version of the place they've all been living.
It's almost like coming to Thirteen after the Capitol. Everything seems useful, designed for survival without any of the (admittedly small) luxuries that exist -- or existed -- in Anchor.
It's even worse to see how dead it is.
The first cow mutt he sees nearly gets a trident through the head, and when he realizes it really is just a cow, Finnick takes a deep breath, lowering his trident as the thing skitters away.
"This was a waste," he says, kneeling by a row of dried-up, dead plants that he assumes were once crops.
b.
If he'd been waiting for the next shoe to drop, it does when he reaches the ...
It's a Cornucopia.
He knows the word is armory, even has some idea of what an armory looks like since he'd joined the military in Thirteen and been issued with his own weapons. But he knows a Cornucopia when he sees it, the shining rows of weapons laid out in a room that's open for anyone to see.
He knows better than to take that bait, though. Senses jangling from the mutts and the desolation, he expects traps before he even notices the pits full of spikes.
He chuckles, darkly.
"Just waiting for the gong," he says when he hears footfalls behind him, glancing over his shoulder at the sound of movement.
a.
"Disgusting," he remarks, and surveys the dead rows of crops. "Would those even have been edible?" he asks; he's not entirely clear which flora are edible for humans and which aren't.
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That does mean he tends to assume they're dangerous until shown otherwise. The cow-like thing staggers away, and Finnick turns his attention to Starscream -- who demands a lot of attention.
"Maybe." It's been a long time since he last traveled the districts on a Victory Tour, and the propaganda from the Capitol never showed what an abandoned crop would look like.
"I don't know anything about farming."
Julie Grigio | OTA
ii. trick & treat
ii. trick or treat
He's expecting some sort of attack; gun raised, Finnick looks for one of the mangled mutts that he'd encountered earlier in his exploration.
He doesn't see one, or any obvious injuries at a glance. But his skin's been crawling with the feeling of something else being about to happen, and he can't tell if that's becase something else is about to happen, or if it's just the oppressive atmosphere of this place. ]
You okay?
[ He glances back over his shoulder, because if he'd been attrached by the noise, anything else could have been as well.
So far so good. ]
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[She's fine. All in one piece, more or less (the missing finger isn't new). Julie stares into the trapped area as if it had committed a grievous offence against her and slowly gets up to her feet, brushing herself off.
At least the person who saw her make an ass of herself isn't someone she really minds seeing it happen.]
Fuck.
[Julie briefly pinches the bridge of her nose, then lets her hand drop.]
You any good with traps?
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Nearly being caught by one doesn't make him think any less of her.]
Better at setting them than disarming them.
[ He eyes the pit. ]
Might be able to avoid them if we're careful.
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i. voice;
It does appear that way.
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How the hell did you even get in?
ii. trick or treat
He should've taken Ichiro with him, but he couldn't keep dragging his bro down with him. Besides, Saburo would make fun of him if he knew that Jiro was being a wuss.
Nonetheless, he off when he heard a woman cuss up ahead of him, stopping short enough so he didn't go careening into the spike pit or run into her.]
Shit, everything okay??
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[Julie's immediate response as she pulls herself up to her feet and rubs the small of her back is nothing short of acerbic, but she quickly simmers down and lets out a huff of frustration.]
I'm sick of this fucking Indiana Jones bullshit. Who were these people trying to keep out, anyway?
[Or what. It's probably a 'what'. Ugh. She doesn't want to think about that.]
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Poison | OTA
ii. what remains
ii!
He sees a flash of brown hair duck behind a tree. Not sure who it is, not that it matters, he immediately gets the sense that something that way is dangerous and who might need help. Or even if they don't, two are better than one when facing something the unknown.
For all his smiles and hyperness usually, this Yamamoto is different; honey eyes are sharp, alert, he moves with a stealth that is surprising for a young man who is usually laughing, blade at the ready it will only take a second to call up his flames. When he is close enough, the swallow will leave his head, flitting to the tree and the girl before the boy comes into sight.
Forewarning whoever it is that someone else is nearby.]
!
She doesn't waste time in reaching up to grab the front of Yamamoto's shirt, pulling him down beside her.]
There's something out there. [Poison hisses to him.] Did you see anything?
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Anthony J. Crowley | OTA
ii. what remains | network (open to action)
Network | @Sparrow
Do you think we can help them?
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i
[ No matter how suspicious Crowley might be of everything, to an extent that is frankly worrying, there is no doubt in Aziraphale's mind that he will follow the others. He's always cared about humans, and somehow more willing to show it out of the two of them. ]
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[There's a whole lot to be suspicious of, in fairness to Crowley. Too much here that could and would try to kill him by accident or misadventure. It's enough to make anyone edgy, and definitely when that someone isn't really close and cosy with the idea of being harmed.
But Aziraphale's question pulls him up and he purses his lips, folding his arms.]
Maybe. [Probably not.] It's not the falling that does the damage.
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Deputy Pratt | OTA
If anyone is going to that other colony and happens to be poking around their agricultural level, lemme know if you see any more of these blotchy colored critters.
[He attaches a photo of what he's talking about but imagine a few extra legs and mutated and beefier.]
I caught two. Both males, but there's gotta be a female somewhere. Let me know, and try not to kill any of them.
What Remains
Pratt is a solitary creature so the fact he even came exploring is a shock. But he's here and after poking around the agricultural level for more livestock for his farm, he's gone downstairs. He hates it already, this place is set up to be some horrible evil twin of Anchor. If a city could have a goatee to denote it was the bad version, this would be it.
The creatures are grotesque and if he had more bullets for Jacob's pistol he'd probably start mercy killing them. Right now he's a level up watching them come and go from around the 'park' with a grimace on his face.
What Remains
When he sees Pratt he remembers him from his first day here, months ago, and approaches the man with that same grin he wore that day, despite all the tragedy around them.
"Yo." but then he looks over the edge too and his brow knits, his eyes sharpen.
"It doesn't seem fair to them." Stuck that way, whatever happened wasn't their fault after all.
Re: What Remains
"It's horrific. Torture." After the pure terror of being kidnapped by a cult that killed and ate people, rewired their brains, tortured, mutilated and drugged people - he'd thought he'd seen it all. Somewhat become numb to the constant suffering he'd been surrounded by.
But he was wrong.
"We should find out who did this. Hunt them down and cull them."
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Network @middlebro
also i think my mic would really just kill them and aint no way im fucking wrestling a satanic deer
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Your mic?
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