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!

no subject
Instead, he comes to a crouch beside her, not resisting the pull down so as not to make any noise he gives a shake of his head.]
I can feel it but I don't think I saw it. We might need to draw it out.
no subject
[As much as Poison might often throw herself into dangerous situations without a thought for how it might affect those around her and indeed what the outcome might be for herself, this is one of the times where the reality of the situation has solidly descended on her.
She squeezes her eyes shut for a moment. The blue jay on her shoulder ruffles up his feathers.]
Fine. I'll go that way and make noise. You come at it from here when it goes after me.
no subject
The swordsman has already considered their options, he is the one who is armed os him being bait is a bad idea, but he does not want to send her in unarmed.
Finally he nods, touching the top of the Akita's head and looking down at the pup who seems to wiggle in agreement. The box weapon opens it's mouth, handing over the three additional blades the his entire skill set if need be.]
Okay, but take Jirou, if it gets me he can hold it off while you get away.
no subject
But that certainly doesn't mean she isn't ready to go through with it. Her body tenses and the bird on her shoulder puffs up his feathers.]
Fine. [Poison says, agreeing to the deal. She only needs a moment more - because what preparation is there to be done, really? - before she breaks cover and sprints out into the open.]
Hey! Over here! [She yells. In immediate response to the noise, a large creature comes crashing towards her.]
no subject
There is no preparation and as she moves, the words leaving her mouth a shimmer of blue muted by the cover he has taken shows as his flames activate and his sword goes from bamboo to steel.
Yamamoto digs his heels in and pushes off the ground, racing forward, he does not even try to see what the creature is. He just angles in, and that flaming sword makes a swipe, a rock catches his foot, turning him so that while wounds it, it's nothing more than a slice on its arm and enough to turn it's attention to the hitman as he pivots and tries to catch his feet.]
no subject
The burst of speed has her muscles screaming, but she knows she can't stand there and recover. She ducks out of sight again and watches for another opportunity to cause a distraction.]
no subject
Yamamoto, releases his box, not just the pets, three-blade handles appearing in Jirou's mouth, he blasts himself backward with a couple of his flames and then he is weaving in, the Akita keeping the creature's attention he tosses the extra blade handles to Yamamoto as the hitman feeds his flames in, luckily the attack is more about his flames with the blades directing them and he is able to ake the creatures arm off, though that sends it into a bit of a rage.
The sparrow darts out of the way as the remaining claw comes for him where he pestered the creature. If he can get enough distraction, he'll recall the box pets and combine them into his Cambio Forma the thing is, he has to get enough space between him and the creature to do it.]
no subject
She's glad the cats aren't here, but the bird on her shoulder is never too far away from her. Luckily, its intelligence being far beyond that of an ordinary bird means it's blessedly quiet.
Poison can't see if he needs help again, but she trusts he'll tell her if he does.]
no subject
Problem! The thing is fast, he thinks, then he knows what he has to do, he calls out.]
Let it see you, I promise I won't let it get you.
[But if it is sidetracked by Poison, he can go to Cambio Forma and he, Jirou, and Kojirou can take him down.]
no subject
She can, at least, make a good distraction out of herself.
So Poison breaks cover and darts out behind the creature, lifting her fingers to her lips and letting out a piercing whistle. Hopefully that gets its attention.]
no subject
When the beast charges he calls Kojirou, the swallow combining with his blade at the same time Jirou flips him his remaining blade handles.
He uses his flames to propel him forward and as the beast nearly reaches her, he is coming down from above, the blade ripping through it. He'll have to apologize and offer to wash her clothes unless she is lucky enough to dodge the mess he creates as both he and the now-dead creature go tumbling to the ground.
The swordsman actually lets out a laugh as he lands hard on his back.]
That's the biggest one I've fought!
no subject
Ugh.
[Poison does, at least, resist brushing at it with her hands.]
I'm glad it's dark in here.
no subject
[Yamamoto is tugging off his overshirt, walking over he holds it out to her.]
Here, this should wipe it off or you can wear it.
no subject
[That is, battling giant monstrous creatures bent on killing anything in their path. She takes the shirt, pulling it on over her own clothes. It's massive on her, but so are most things she finds to wear around here.]
Were you scared?
no subject
[Though, he is used to battling anything that threatens his friend's safety. It's usually with the flat of his blade and a knockout because he will not kill a person if he can avoid it. However, a creature, well that's a simple dispatch if it's a monster like that thing was. He chuckles flashing a wide grin.]
Nope, that thing wasn't half as scary as Squalo when I'm talking about baseball and not paying attention to training.
no subject
[She sounds surprised, but then... a monster like that isn't going to have the same critical thinking skills as a human does. Poison puffs her cheeks out for a moment, her thoughts briefly turning back to the Bone Witch.]
Mm. I suppose you're right. People are worse.