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redshiftlogs2019-09-04 09:06 pm
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Entry tags:
- !mod post: intro mingle,
- dragon age: cole,
- irredeemable: qubit,
- mcu: loki,
- mcu: peter parker,
- original: carlisle longinmouth,
- original: rey,
- poison: poison,
- red dead redemption: kieran duffy,
- samurai jack: scaramouche,
- ssss: onni hotakainen,
- ssss: reynir arnason,
- umbrella academy: ben hargreeves,
- umbrella academy: klaus hargreeves,
- warm bodies: julie grigio
september 2019. welcome to the void.
Who: Everyone in Anchor.
What: Third Introductory Mingle
When: The Month of September 2019
Where: Around and outside the city.
Warnings: Please add any warnings in the subject lines.

What: Third Introductory Mingle
When: The Month of September 2019
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. turrets.
That power surge kicked off some sh... stuff, all right. It took a while for the systems to cycle back on, but two new areas of Anchor are now accessible and usable. One of them is nice and relaxing and safe, and we'll get to that one in a minute. The other one, addressed first, is not very nice and not very relaxing and definitely not safe.
The internal defense systems on the upper levels have come to life, and have targeted anyone within their range as a hostile entity. Get ready to run the gauntlet if you want to turn them off - you'll have to dodge lasers, bullets, and aggressive defense bots (that can be rewired and/or rebooted to assist characters instead of trying to murder them). The reward? Getting to the heavily protected (think many many murderbots and lasers) security control room. If you can make it, you'll be able to reboot the internal defenses, turning off the aggressive targeting and having access for the first time to surveillance of almost all of Anchor. Those areas your characters didn't know were there? Revealed. Those dense patches of jungle-like growth in the agricultural center? You've got a spotlight into their heart.
Though, huh, not all the cameras seem to be working. What's with those screens that show up from time to time that are nothing but static?
Oh well, doesn't really matter, does it?
The internal defense systems on the upper levels have come to life, and have targeted anyone within their range as a hostile entity. Get ready to run the gauntlet if you want to turn them off - you'll have to dodge lasers, bullets, and aggressive defense bots (that can be rewired and/or rebooted to assist characters instead of trying to murder them). The reward? Getting to the heavily protected (think many many murderbots and lasers) security control room. If you can make it, you'll be able to reboot the internal defenses, turning off the aggressive targeting and having access for the first time to surveillance of almost all of Anchor. Those areas your characters didn't know were there? Revealed. Those dense patches of jungle-like growth in the agricultural center? You've got a spotlight into their heart.
Though, huh, not all the cameras seem to be working. What's with those screens that show up from time to time that are nothing but static?
Oh well, doesn't really matter, does it?
b. hot springs episode.
One of the areas adjacent to the bar and intimacy lounge has been sputtering on and off ever since the power surge. One evening, with a loud crack and a humming sound that slowly dissipates, the lights come on and water starts flowing down the artificial waterfall into the fountain out front. The spa is back online!
The lobby is inviting and zen, with holographic walls that depict scenic locations (some of them very unlike Earth), with fountains splashing delicately on either side of the door. The attendants are slightly malfunctioning bots, but the most harm they'll do is bring you six towels when you ask for one, or a bucket of massage oil to work on those knots in your back with.
There are three areas in the spa, each of them fully-outfitted with towels, robes of all sizes, fuzzy slippers, the works. One has all the amenities of a Turkish bath, right down to the fantastically arched roofs and mosaics of Istanbul. One is designed not unlike a Japanese hot spring, though the spring is heated artificially rather than naturally. The springs are large enough to be communal in some areas and small enough to be private in others, varying in depth from deep enough to swim on one end and shallow enough to sit on the bottom on the other. All hot springs have a stone shelf around the edges where those who don't want to swim can sit. The last area is more Western, with steam rooms, saunas, massage tables, and mud baths for the adventurous.
One thing all of these areas have in common: the settings on virtually everything can be adjusted to taste. Not in the traditional way, either. The steams and waters can be tweaked to be soporific, can serve as muscle relaxants, can ease anxiety, and can even bolster moods. None of these effects are involuntary, and none of them are brought on by drugs - it's more an advanced mix of pheromones and harmless compounds that can affect a single person or a given pool or room. Also, the baths and hot springs have adjustable bubble settings. The water colors can change, some of them even allowing characters to dye their hair the color that's been selected for the tub without staining their skin. Bubbles of all kinds can rise up out of the water, from the foamy comfort of childhood bubble baths to hovering golden bubbles that chime when you pop them. Characters can choose from a variety of bath salts, scents, and oils - the spas were designed not just for relaxation, but for pure and simple fun.
The lobby is inviting and zen, with holographic walls that depict scenic locations (some of them very unlike Earth), with fountains splashing delicately on either side of the door. The attendants are slightly malfunctioning bots, but the most harm they'll do is bring you six towels when you ask for one, or a bucket of massage oil to work on those knots in your back with.
There are three areas in the spa, each of them fully-outfitted with towels, robes of all sizes, fuzzy slippers, the works. One has all the amenities of a Turkish bath, right down to the fantastically arched roofs and mosaics of Istanbul. One is designed not unlike a Japanese hot spring, though the spring is heated artificially rather than naturally. The springs are large enough to be communal in some areas and small enough to be private in others, varying in depth from deep enough to swim on one end and shallow enough to sit on the bottom on the other. All hot springs have a stone shelf around the edges where those who don't want to swim can sit. The last area is more Western, with steam rooms, saunas, massage tables, and mud baths for the adventurous.
One thing all of these areas have in common: the settings on virtually everything can be adjusted to taste. Not in the traditional way, either. The steams and waters can be tweaked to be soporific, can serve as muscle relaxants, can ease anxiety, and can even bolster moods. None of these effects are involuntary, and none of them are brought on by drugs - it's more an advanced mix of pheromones and harmless compounds that can affect a single person or a given pool or room. Also, the baths and hot springs have adjustable bubble settings. The water colors can change, some of them even allowing characters to dye their hair the color that's been selected for the tub without staining their skin. Bubbles of all kinds can rise up out of the water, from the foamy comfort of childhood bubble baths to hovering golden bubbles that chime when you pop them. Characters can choose from a variety of bath salts, scents, and oils - the spas were designed not just for relaxation, but for pure and simple fun.
c. joe's dirt.
So you've survived the security malfunction. You've washed off the dirt and anxiety at the spa. But the newly reactivated security stations throughout Anchor have revealed something odd. There's a blip in the power systems in one area of the agricultural level, like something is siphoning off power from the main lines. Tracking down the source in the deep tangle of underbrush won't be easy, and there may be a few mutated, fanged, clawed cattle that maneuver shockingly well between the trees, but eventually you'll come to a breach in Anchor's wall. At first it just looks like a crack, but it's large enough to squeeze through and there's the darkness of an open space behind it. A tunnel, leading down into the earth outside, well below surface level and thus largely safe.
Wires run along the roof and floor, though the tunnel itself is dark. Walk long enough and you'll come to a wider space, open enough for two or three people to move around comfortably at the same time. It's still dark, lit only by screens that show the same security feeds that are available at the stations throughout the city. And others. Angles on the surface that show Anchor from a distance, and other visuals that don't show Anchor at all, trained instead on massive structures or formations or lakes out on the surface somewhere. But there's something more disturbing: there are cameras set to record some people's rooms. And the only rooms that are shown are occupied.
Someone has been here, recently enough to track where new people have moved in.
On the floor in one corner, there's a crumpled photograph of a man some might recognize as Creepy Joe, happy and whole, with a little girl sitting on his shoulder. It looks like it's been stamped into the dirt.
Wires run along the roof and floor, though the tunnel itself is dark. Walk long enough and you'll come to a wider space, open enough for two or three people to move around comfortably at the same time. It's still dark, lit only by screens that show the same security feeds that are available at the stations throughout the city. And others. Angles on the surface that show Anchor from a distance, and other visuals that don't show Anchor at all, trained instead on massive structures or formations or lakes out on the surface somewhere. But there's something more disturbing: there are cameras set to record some people's rooms. And the only rooms that are shown are occupied.
Someone has been here, recently enough to track where new people have moved in.
On the floor in one corner, there's a crumpled photograph of a man some might recognize as Creepy Joe, happy and whole, with a little girl sitting on his shoulder. It looks like it's been stamped into the dirt.
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[And Peter hoists the gun up on his shoulder like it weighs nothing and hangs around the exit, waiting to make sure Qubit's got this.]
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All right. Let's get going.
[ And OUT THEY GO, back down the narrow squeezeway and into the much brigher light of the Agricultural Zone! Boy, I sure hope there's not some kind of huge mutant owlbear standing right there and staring directly at them as their eyes adjust!*
* There is. ]
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WOW it's too bad Peter's spider sense isn't on point at all right now or else he might have seen this coming! But he doesn't see it coming, so ya boi just got backhanded by a giant fucking mutant bear creature and knocked into a tree. You totally got this for a second, right Qubit?]
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[ No no no not again, damn it, damn everything, not again-
This time, though, Qubit's actual crisis brain kicks in properly, squashing the split-second of panic in time to dodge the owlbear's claws (albeit narrowly) and get moving. But it forces him the wrong way, away from Peter and the gun and the hole, such that now the creature's blocking his path to all three. ]
Damn it, why did I give you the gun?!
[ He has no idea whether Peter can hear him - or whether he's conscious, for that matter - but he may not get another chance to bitch about this and bitch he shall. Please be okay, Peter, he has not got this.
But on the plus side, he has successfully pulled aggro! The owlbear trundles unhurriedly after Qubit as he darts into the trees, struggling not to drop his armful of disk drives. Gee, if only he had a power that would make these stick to him! Wow yeah they really could not have divided these tasks up worse, could they! Casual reminder that both our boys are geniuses, folks.
His mind races as he presses his back to one of the larger trees. There's got to be something here he can use! But they're deep in the agricultural zone, possibly the most tech-poor environment in the station. The overhead sunlamps, maybe - but the ceiling's too high, he can't reach them. Right now, the only materials he can get his hands on are the ones he literally already has his hands on.
And he would really rather not destroy these drives. ]
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Figuring that Qubit's drawn the bear away from him (what a bro), Peter refrains from yelling out to Qubit. He decides instead to listen for which ever direction the bear had trundled off in, and as soon as he picks that up, he's off. Running through the trees, jumping up into them for a better vantage point, it doesn't take Peter long to find them.
So he's carrying this huge gun. He could totally get some target practice in and shoot the fucking bear. What he does instead though is throw the fucking gun at the bear from the tree he's perched in. It straight up nails the bear in the head it goes down. Needless to say, that bear is not getting up again, and Peter rushes over to Qubit to check on him.]
Oh my God, dude, are you okay!? I don't even know where that thing came from, I-- I should have felt it coming but I didn't and that's a little weird but like never mind, are you hurt?
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Fortunately, Peter arrives in the nick of time, and spares him having to make that call. The gun comes flying in out of nowhere, clocking the owlbear with enough force that Qubit hears something crunch. Gross.
He finally exhales and leaves his hiding spot, sparing the thing a scornful look before turning his attention to Peter -
- oof, your poor face, kid. Yeah, he's got his healing factor, and the wounds seem pretty superficial, so he'll be fine in short order... Qubit knows that, intellectually. But it's yet another thing that smacks of Samsara, coming back injured from a mission, bravely assuring everyone that he was fine, really, he'd be right as rain come sunrise, which of course he would - but he still felt pain, same as almost anyone.
Qubit shakes his head, doing his best to set the thought aside. ]
Settle down. I'm unharmed, thanks to you.
[ He quickly looks for further hostiles, but sees none, so back to Peter it is. ]
What about you? That's not going to scar, I hope.
[ On impulse, he shifts his sleeve so it covers his thumb and just kinda - wipes some of that blood from under Peter's nose. ]
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I uh, no, I don't think it will. Not very bad, at least. Y'know, I can wipe my own nose.
[He lets go of Qubit and steps back so he can do just that, wiping at his nose with the back of his hand.]
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Right, sorry.
[ ... Where were we? He takes a second to count the drives, and makes a face. ] Damn. Ought to be three more of these. Help me look.
[ He starts retracing his steps, keeping his eyes on the ground. While they're looking, though, there's one more thing to address - ]
... What was that about "feeling it coming"?
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He starts looking around on the ground, slowly retracing the steps that Qubit had taken to get over here.]
Oh, uh. So, I've got like, a sixth sense? I can feel it whenever something's coming at me, or... just, whenever something bad's about to happen. Like, I felt something that was going on miles away from me one time, but that was kind of a huge thing. It's like- it feels like a tingle, almost.
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[He's joking, but also he's kind of curious as to whether or not it would work.]
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[ IT'S AN OWLBEAR QUBIT, GOD, LEARN YOUR LORE ]
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It's, um. I think I might just be tired? That's the only reason I can think of that it would be acting weird.
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[ Unless you were equally tired then, I guess. ]
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Look, I... I don't know what's wrong, okay? These powers didn't exactly come with a manual. Something's off and I don't really know how to fix it, that's all I got.
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Maybe we can put together a way to test it, at some point. It's interesting, suggests your powers may have a psionic component.
[ Ah, there's a drive. Gonna just pick that up. ]
... Actually, that makes me curious about the mechanism behind the rest of your powers. Some of it may just be physical, but the sticking to walls, for instance. That's not constant, is it? You can decide whether or not to stick.
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I have complete control over the sticky thing. Now, anyway. When I first got my powers I was just stickin' to everything and I couldn't figure out why. Got a little uh, awkward a couple times.
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But it's not down to, say, tarsal claws or anything. It still works when you're wearing shoes, for instance.
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[Unless of course some assclown comes along and lubes the walls up.]
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Does the surface's texture make any difference?
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So far, not really. I've stuck to everything I've ever tried to stick to, like glass, or even ice until it starts melting.
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