Posts Tagged: 'bucky+barnes+%28mcu%29'

May. 28th, 2022

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MINI-EVENT: MIMICS

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MINI-EVENT: MIMICS



May 28th – June 1st, 2022

The Peregrine recently stopped in Bhujerba and took on a whole bunch of new supplies, courtesy of the ship's crew. The transport bots are now positioning those massive pallets of supplies in the storage facility, and wardens (and sneaking inmates!) won't have trouble noticing them: unlike the smooth metal and glass cases that make up the bulk of the storage facility's freight, these were packaged in Bhujerba. They look like great black-and-gold amphoras with matching legs. Practical? Certainly not. Nicer to look at? Well, beauty is in the eye of the beholder, but it sure breaks up all this minimalist shit.

And then one morning, the passengers will discover that some of the amphoras have been moved, and no one really seems to know by who (though Archimedes has ideas).

This event takes player submissions for what will be found in the amphoras, which you can find on the OOC post here. If you have any questions about the event, please ask here.



1. Missing!

They're gone.

One day there were dozens of amphoras, lined up in neat rows on a metal pallet, and now their numbers are halved. The storage facility is supposed to be off-limits to inmates, but it doesn't stop them from walking in anyway to poke around. Thieves, perhaps? Stored goods don't just get up and walk away on their own.


2. Fighting the Mimics

The amphoras show up all on their own a few days later, tucked into corners in odd rooms, between rows of plants in the greenhouse, under a desk in the resource library... Anywhere a door wouldn't stop them and, even then, they occasionally sneak in. A sharp eye might notice the slightest variation in color, or question how they got in at all, but a curious cat will find the answer quickest.

When touched, the amphoras come to life, their stands unfolding into four spider-like legs, the body pivoting parallel to the ground. The lid becomes a terrible eye. It may look like a machine, but its thick carapace makes it an insectoid.

What it wants, unfortunately, is to feast on sentient brains.

Good luck!


3. Goodies

Destroying the mimics yields loot: a dropped cache of goods. The problem is there's no way to tell what belongs to who...and finding the intended owner means knowing what that person might want.

Please respond here if you'd like your character to find any items; just remember, it's their job to figure out who it rightfully belongs to! (There's a cheat sheet here with what items are intended for who, but it's always fun to consider who your character would think would want that item...if only to play keep-away.)


Apr. 26th, 2022

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Let's talk with the new warden assigned.

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Passengers: Alex Mercer and Bucky Barnes
Location: Observatory
Date: April 24th
Summary: Alex is meeting with his new warden, and trying to figure out how to deal post Sim.
Warnings: Language? Body Horror-descriptions possible.

Read more... )

Mar. 23rd, 2022

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BACKSTORY: ANOTHER BORDER

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BACKSTORY: ANOTHER BORDER


"Slowly, painfully, I realized what I had been reading from the very first words of his journal. My husband had had an inner life that went beyond his gregarious exterior, and if I had known enough to let him inside my guard, I might have understood this fact. Except I hadn't, of course. I had let tidal pools and fungi that could devour plastic inside my guard, but not him. Of all the aspects of the journal, this ate at me the most. He had created his share of our problems―by pushing me too hard, by wanting too much, by trying to see something in me that didn’t exist. But I could have met him partway and retained my sovereignty. And now it was too late."
― Jeff VanderMeer, Annihilation

Introduction

March 23rd – March 31st, 2022

Welcome to the backstory log for the "Another Border" simulation! Here, we play out big moments in our characters' AU histories. We've included a list of ideas below; feel free to experiment and figure out what feels right for your character's past and motivations. Consider what specific moments might have prompted them to venture into Area X!

This log is set before a simulation begins, to give players a head start on ironing out the specifics of their AUs. During this time, Peregrine life will continue as normal.

If you have any questions about the event, please ask here. You can familiarize yourself with simulation basics on our events page.



Ideas

  1. Your first meeting with an important or influential person.
  2. Doing something important for someone.
  3. A time you really screwed someone else over.
  4. A personal loss in your life.
  5. An injury, illness, or similar struggle.
  6. Domestic events: falling in love, getting married, building a home, having a child, navigating a change in a relationship, divorce.
  7. Getting a new job or a promotion.
  8. Discovering a passion.
  9. An important religious or philosophical moment, a moral challenge.
  10. An event that changed how you see the world for the better.
  11. An event that changed how you see the world for the worse.
  12. A sight you saw or place you visited that made you consider your place in the world.
  13. A dark night of the soul.
  14. Learning about the discovery of Area X.
  15. Getting your Area X assignment.

Mar. 10th, 2022

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[No Subject]

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Passengers: Jason & Bucky; Lucifer; Grace + maybe more later.
Location: here and there
Date: March 10.
Summary: Bird arrives, does warden tour.
Warnings: Panic attack, alcoholism, talk about death, will add as things come up

in comments )

Mar. 9th, 2022

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MINI-EVENT: RENDEZVOUS

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MINI-EVENT: RENDEZVOUS



March 9th, 2022

Tasked with picking up some emergency botanical supplies, the Peregrine stopped in Meodriotope in February and is now making haste towards another ship, for a rendezvous and hand-off of the supplies. In late morning, the view out of the windows on one side of the Peregrine will be blocked almost entirely by another ship — the Feather, also from the Admiralty's fleet. The hand-off will take place here, between two ships.

In the afternoon (local Peregrine time), a mini transport from the other ship docks in the Peregrine's loading bay. Three passengers disembark to assist in the loading, have some brief conversations, and then be on their way.

If you have any questions about the event, please ask here.



1. Observing the Feather

The Feather is one of the oldest ships in the Admiralty's fleet, a fact that is perhaps less known than intuited, simply by looking at it. While the Peregrine's sleek helices and centre spire move through space like some deep-sea organism, the Feather is a great drifting whale, its broad and boxy body speckled with simple portholes. The sides are painted with murals — abstract swirls of colour, flowers the size of houses, massive birds flitting between them. There's text that must have taken quite the ladder to paint: "Hope is a thing with feathers!" The murals are patchy and worn, but there's a lot of love there.

But despite how massive it is, it floats weightless in space. It comes so close to the Peregrine's side that it almost seems like they could brush, and the ships' respective force-fields thrum as they "merge", blending into one large bubble. In the distance, one can see quite a number of passengers on an outside deck, gathered at the railings to watch. Too far to shout across, but certainly close enough to see tiny limbs waving hello!

In the observatory, the computer monologues:

"The Feather. Currently on the 18th year of its current mission. Current population consists of 295 wardens, 306 inmates, 5 graduates in-transition and 53 supporting staff. Most passengers are from Earth Variants. The Feather is currently headed by Navarch Margaret "Old Lady" Lloyd, a Navarch with 45 years of experience..."


2. Loading the Materials

Want to lend a hand? The more the merrier. The crates of Lover's Kiss must be brought to the loading bay, checked and then loaded into the waiting transport ship. Caution is a must; we can't have the flowers crushed or damaged when they're sorely needed for medicines at their final destination.

Helping, of course, are the representatives from the Feather: two wardens and an inmate. (They'll have their own top levels below!)


3. Rewards

Passengers identified to the Navarch as having assisted in the gathering efforts will have a delivery bot stop by with a clear plastic container fogged over by steam. The container is warm to the touch, and opening it reveals a lusciously greasy cheeseburger with all the fixings, a mound of thick-cut salted french fries, and the fattest, cheesiest, richest-looking slice of pizza known to mankind. The food is cradled by red food-wrapping sheets with a white PIZZA PLANET logo. Enjoy!

(Or kill someone for a french fry after weeks or months of eating processed food substitutes. You do you.)


4. Oops, Caught Red-Handed!

So there was that thing the Navarch said — the flowers are fragile and must be handled with care, as they are only useful intact. And sure enough, on the surface of Meodriotope, dutiful flower-pickers had discovered that if you plucked them too roughly, they'd explode, leaving red stains that take weeks to wear off skin, even with dutiful scrubbing. It's been weeks and they're just starting to fade, fortunately, but there's a second phase.

Passengers stained red might discover they're having trouble sleeping. The redder they are, the longer their minds refuse to rest. In severe cases, this results full-blown insomnia. In mild cases, the body may shut down while the mind remains completely alert. These effects could last anywhere between a few days to a full week.

Good luck!


Mar. 4th, 2022

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closed

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Passengers: Bucky Barnes, Grace Gibson, Theo Crawford
Location: Around the Peregrine
Date: early March
Summary: Collective set of logs. Bucky holds hands with a ghost, Bucky giving an inmate a knife, and other stories.
Warnings: for Grace, nothing. for Theo, language, violence.

Feb. 11th, 2022

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PORT: MEODRIOTOPE

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PORT: MEODRIOTOPE



Feb 11, 2022 – Feb 13, 2022

Welcome to Meodriotope! (Try spelling that without double-checking. I double-dog dare you.) This is our first port. Ports are, as the name implies, a visit to "shore", which can be just about any planet in the Oos Galaxy. This time, the Peregrine is dropping in on a flower-gathering errand, but it's a good opportunity for characters to stretch their legs.

The full OOC write-up for the port is here. If you have any questions about the event, please ask here.



1. Disembarking

For some passengers, this will be the first time they've touched land in almost forty days. Is it unusual, stepping down onto solid ground and breathing cool, fresh air? Is it frightening, to look upon the sea of blue grass and pale sky and realize you have never been so far from home? Is it exciting? Awe-inspiring? Gross, because who likes the outdoors anyway?

Of course, not everyone will disembark. Inmates cannot leave the ship without a warden as escort, and wardens will be responsible for inmates in port — they don't have to be glued to each others' sides, of course, but it's harder to make trouble under a watchful eye.


2. Camp

There'd be a lot of walking without the ATVs, so the Navarch has deployed both vehicles to serve as transport and support for housing. The campsites, once set up, look very much like regular Earth camping — turns out at some point in human development, people pretty much perfected what a rapid set-up/rapid tear-down camp can be, give or take some aesthetic trappings. A sleeping bag is a sleeping bag. A camp stove is a camp stove. It's just cooler when it's made of sleek white metal with designer rounded edges and blue lighting, and all.

There are four tents set up, each sleeping 4-6 people, so even if everyone decided to camp, it won't be too crowded. They are equipped with a solar-air tube that can generate power from sunlight, so they are climate controlled and have built-in lighting. An additional tent serves as a mess tent, though you'll all be eating on little folding chairs. Plastic trunks store rations. Those who want a bit of local fare will have to work for it.

Wardens also have a locked toolbox containing a hatchet, a firestarter, and a pair of utility knives. Should be handy for setting up a campfire at night. Shame no one picked up marshmallows from the commissary; that would have been nice.


3. [Mis]adventuring

There's plenty to see out in the world of Meodriotope:

Burrowing holes — Beware your ankles: the fields are home to colonies of littari, rabbit-like creatures the size of labradors. They leave large holes that are easy to fall into, if you're not watching where you step. This time of year, they usually stay deep in their warrens, but occasionally they pop up to smell the wind and scavenge for edible plants in the thick grasses. They're largely harmless, preferring to flee when possible, but they may go for the calves with their large, blunt teeth when cornered or struck. (They also taste good with mint sauce.)

Lover's Kiss — These little plants can be difficult to find, as they thrive under the grasses' shade, but when you find one, you find a lot of them. Each vine has fifty or more bright, red blooms, pinched at the sides and bowed in the middle like a pair of juicy lips. The Navarch requests that they be harvested; they're used in medicines on a neighboring planet and the Admiralty has asked the Peregrine to pick some up while we're in the area. Be careful, though: if you pluck them too roughly, they'll explode, and the red markings take weeks to wear off skin, even with dutiful scrubbing.

The Fishwives' Village — Five hours west is a small village close to the shore, home to...well, who knows if they're wives, but they have fish heads and bodies with humanoid arms and legs, and they wear little robes. Kind of like reverse mermaids. They are quite small, barely reaching four feet tall, and they speak their own language, leaving communication to little gesticulations and gestures. They live in small stone huts, arranged in concentric circles with a small market in the middle, and barter roast seafood, handicrafts, crabgrass beer, and small tools for off-world goods. Most of their culture seems to revolve around fishing and goods made of woven grasses. The fishwives are fussy about outsiders and carry little fishing spears when they visit, just in case.

The Shoreline — Long, long, long coastlines looking out at the sea, with beaches made up of smooth stones. There are plenty of interesting sea creatures to see in the rocky tide pools, but try not to handle anything indiscriminately (many things bite and some of those things are venomous). You can walk a long way out before the water gets deep, but be careful and make sure you aren't too far out when the tide comes in.

Rock Formations — Weathered in fascinating shapes from centuries of storms and high winds, these formations curl across the southeastern plains. They make swooping sounds when the wind passes through them, like deep and echoing woodwinds. Suneoff, resembling cat-sized mudskippers, dwell in the formations' shadow, while the bat-like knassu nest in the better protected crannies.


4. A Very Wet Last Day

Looks like we didn't manage to miss the rain. The storm clouds on the horizon take their sweet time to arrive, but on the last full day before departure, wardens and inmates will wake to the sound of heavy rain on the roofs of their tents. For some, it may be a struggle to leave the warm, dry confines of the tent to venture into rain. It's the kind that comes down relentlessly, soaking you to the skin within minutes, and cold to boot.

To make matters worse, the rain has transformed the long grasses into a veritable slip-n-slide. Step too quickly and you might find yourself shooting down a sloping hill, or at the very least on your ass. Visibility drops to barely twenty feet ahead.

Packing up in this? Ugh. We have to be back on the ship by nightfall! Anyone who isn't aboard gets left behind.


Feb. 1st, 2022

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spoopy meetcute

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Passengers: Grace Gibson and Bucky Barnes.
Location: Bucky's Room, Warden Room 104
Date: Jan 29
Summary: Spook and Spooky have a meetcute.
Warnings: n/a

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Jan. 21st, 2022

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SQUALL: TURBULENCE

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SQUALL: TURBULENCE



Jan 21st, 2022 – Jan 28th, 2022

Have you ever seen someone caught in a lie? Some people capitulate immediately, dishing out apologies with the truth. Some people get embarrassed, flush red, stumble over their words to correct themselves. Some people get defensive. Some people try to bargain.

Some people get angry.

Now might be one of those times.

For the week of Jan 21st to Jan 28th, passengers on the ship may feel anger when caught lying or when lied to. A lie may not be obvious — maybe it's subtle, maybe they don't know the other well enough to know it's a lie, maybe it's a lie of omission. But regardless of what it is, they'll still feel some form of anger, however that might manifest. Snippiness? Lectures? A fistfight? Outright violence?

Time to find out.

If you have any questions about the event, please ask here.



1. Rumblings

The day after the Navarch's announcement, the Peregrine passes through the asteroid field, as promised.

The observatory has a spectacular view; rock clusters suspended in space as far as the eye can see, from nuggets the size of a golf-ball to hulking pieces as large as a mini-van. The Peregrine's shields hug tight to the ship's body, a mere shimmer like the ripple of heat above hot pavement, until an asteroid bumps into it, lighting up the surface bright white for an instant. The asteroids burn up in little flashes, one less of thousands. The sound is almost like music, an irregular finger banging on a steel drum. The ship trembles occasionally, a great mechanical shiver that might send passengers veering a half-step to the side.

The observatory's narrator lists off facts about the passing phenomena. Asteroid orbits continue to be appreciably perturbed whenever their period of revolution about this system's sun forms an orbital resonance with Torieric, the largest planet in this system... Over 200 asteroids are known to be larger than 100 km, but we navigate around them to avoid collisions...


2. Ship Breach

It's not too hard to find out where the breach in side of the ship occurred — there's a flurry of maintenance bot activity in the storage complex, the usual freight activities diverted so that materials can be moved around and things repaired. (It takes a hell of a long time to walk to that side of the facility, though!)

At the site itself, several wall panels have been removed to make the needed repairs to the circuitry and inner mechanisms. It's a sprawling mess of multicolored cables and geometric metal components. Some sort of expanding foam has been sprayed into what used to be an asteroid's entranceway. Small bots crawl like spiders over it all, touching and prodding here and there with their legs, sparks on their toes.

The remains of the asteroid are scattered on the ground, pulverized into black dust. Linger too long and you might find a bot nudging a dust pan or tool in your direction.


3. Power Flickers

Around the Peregrine, there may be momentary disruptions as power is diverted to the shield. Lights may flash for an instant, doors may resist closing or opening. A cow in a storage container may suddenly blink, twitch an ear. Cleaning bots may go off their usual courses. The SIRE may put out low-resolution simulations. The fans in the bunk beds may briefly be out of service. (No one fart.)

You get the idea — it's not quite just another day in space. A delay in getting your breakfast is less endearing than the beautiful sights, of course, but some well-timed mischief can find plenty to gain in a power flicker.


Jan. 1st, 2022

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SET SAIL: FIRST IMPRESSIONS

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SET SAIL: FIRST IMPRESSIONS



January 1, 2022 – January 7, 2022

Welcome to the new year and the Return Journey's opening event! We're starting with something light to get everyone acclimated and so no one feels they've missed too much if they app after the holiday season. We'd like to make it easy for any new players to jump in right away.

If you have any questions about the event, please ask here.



1. What? My name is who? My name is—

Salutations! Now that everyone's respective warden and inmate orientations are out of the way, you've been given a helpful, mandatory name tag. It instantly appears on your shirt and can't be taken off, though where it appears on your shirt is a bit more unpredictable; it's an imperfect science, so it's just as likely to pop up on the back of your shirt as the front. If you try to remove your clothes, the tag appears on your skin; they're waterproof, so a quick shower won't get rid of it, either. What can we say — it's mandatory.

While the tags all follow the standard "HELLO my name is" format and have your name or most common alias, they also include some other information. For wardens, it features a space that declares "I LIKE" and one or two of your most choices hobbies. For inmates, it features these hobbies and "I have killed [x] people" (this may be a specific number or something akin to "a lot of" or "no"). Fun icebreaker, right?


2. Twenty Questions

Speaking of icebreakers, a brief announcement summons everyone to the observatory. Again, yes, it's mandatory; wardens must retrieve absent inmates before any more information is revealed. Better hop to it!

Upon arrival, passengers will discover that the Peregrine's resident bot force has reconfigured the observatory with small, portable cubicles, each with a transparent wall that retains a lovely view of the observatory's massive window. Each inmate is assigned their own cubicle and, upon entering, cannot leave without a warden's say so; the door only unlocks with a warden's CommLink.

Wardens are tasked with interviewing at least one inmate, to get a feel for their prospective charges. They can have as much time as they need to formulate what questions they want to ask, but that might leave some inmates waiting. Maybe that's on purpose, though. In any case, the exercise is over once an inmate is asked five questions and a warden receives five answers.

Archimedes will collect name tags after the interviews for incineration. The robotic owl is, notably, the only one who can remove them.


3. Polite Picnic

The greenhouse doesn't always have enough fresh produce to go around (and often what is collected is frozen and preserved), but given the circumstances — a new mission and new passengers — everyone can reap the rewards this month...if they share. A bot stationed in the mess hall mechanically tells anyone who crosses into range (whether they mean to visit the produce table or not) that they aren't to take more than three fruits and/or vegetables. If you choose not to abide by the rules...well, that depends if you're caught and by who.

The produce available are as follows:
Adalfane: Tastes like cocaine, but very nutritious, especially when eaten raw.
Tuadath: Smells awful, but very hearty when cooked, tasting a little like steak.
Tsanyi: Pure, sugary sweetness. Can be made into a refreshing drink, eaten raw, or sprinkled over a desert.
There are notably fewer tsanyi than adalfane or tuadath. But if everyone's nice and cooperates, each person can get exactly one.


Nov. 9th, 2021

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LOG TEMPLATE

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LOG TEMPLATE

Passengers: The involved characters.
Location: Where things are happening.
Date: The date and/or time of things happening.
Summary: A brief summary of what's happening.
Warnings: Any relevant warnings.