Posts Tagged: 'jack+%28mass+effect%29'

Jun. 21st, 2022

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1. Round Two

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Passengers: Tess and ~*~you~*~
Location: Various locations
Date: Tues, June 21st
Summary: Tess arrives.
Warnings:

SHE ARRIVES!!!!! )

Jun. 20th, 2022

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remember when you used to be a rascal

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Passengers: Carol Denning + OPEN
Location: Inmate housing and the mess hall.
Date: late June
Summary: Carol has arrives. She is not happy.
Warnings: Carol is very crass and vulgar. And mean.

Read more... )

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. 1st, 2022

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SIMULATION: ANOTHER BORDER

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SIMULATION: ANOTHER BORDER


"I felt in that moment as if it were all a dream—the training, my former life, the world I had left behind. None of that mattered anymore. Only this place mattered, only this moment, and not because the psychologist had hypnotized me. In the grip of that powerful emotion, I stared out toward the coast, through the jagged narrow spaces between the trees. There, a greater darkness gathered, the confluence of the night, the clouds, and the sea. Somewhere beyond, another border."
― Jeff VanderMeer, Annihilation

Introduction

April 1st – April 7th, 2022

Welcome to the event log for the "Another Border" simulation.

Twenty years ago, a strange phenomena overtook an undisclosed area of Florida coastline. It manifested as a metaphysical border, visible only as a shimmering halo. Animals, humans, vehicles, radio signals, internet, waves — anything that crosses the border is lost. As far as anyone knows, nothing has ever returned, but year by year, the border creeps forward, engulfing more and more of the land. It could be decades before it reaches the nearest city, but considering it has eluded all understanding thus far, it feels like time is running tight.

Every few years, the government sends new recon parties into "Area X", hoping this team will find the source of the phenomena, return, or simply establish communication from within. And it's time to send in another crew.

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



1. Entering Area X

Security is tight. There are military checkpoints, final psychological and physical exams, gear to be inventoried and mounted. The plastic sheeting and polished steel, and the air smells of gasoline from the generators and the faintest whiff of rubbing alcohol. Sterile. A world away from the untamed wilds ahead of them.

There's a cold finality to it all: it is very likely that none of these explorers will come back. Is there a glimmer of hope that they will this time, or is it all just rote, we go because we must, because we've been ordered to, because the idea that something more will make the difference? It's hard to say. Someone passes around beers. Some prattle. Some just sit with their thoughts. We all prepare in different ways. Does any of it change the first steps through the shimmering halo of Area X?

Or perhaps you've evaded security entirely — the borders of Area X are ever-growing, and ever harder to police. There is very little beyond common sense preventing people from wading through swamps, boating out just past the coastline, or simply creeping through the vast miles of forest under cover of darkness.


2. Strange Discoveries

The world is full of strange and wonderful things, especially so in a place where the basic building blocks of life intermingle freely and without judgement.

In this way, the strange can become familiar. Millennia ago, before civilization and industry and the written word, a human could wander the forest in the purest state of nature, no different from other animals. That can be true here, too. People have come here in flak jackets and rip-stop and nylon, and the world around them asks them to consider a life without, a world where saplings sprout from deer skulls and you can come home. The roofs of the buildings in an ancient town have collapsed, as nothing here needs a roof over its head. One can press their palms into the earth and feel sustenance without a single morsel passing their lips. You can belong here.

And in another way, the wonderful can become terrifying. Maybe it's the way plants grow into facsimiles of human forms with boughed arms, and if you dare to touch them, they reach to touch you. Maybe it's finding the corpses of past explorers subsumed in fungal growth, human arms wrapped around mushroom and mushroom sprouting from skin. Maybe it's some animal, an alligator possessing human eyes and fingers, birds capable of speech, a manatee that splits open to reveal human organs.

What cannot come along is your damage. It doesn't — shouldn't — matter here, but humans are often too sentimental to let it go. That may be the strangest and most wonderful challenge at all.


3. Annihilation
"That which dies shall still know life in death for all that decays is not forgotten and reanimated it shall walk the world in the bliss of not-knowing. And then there shall be a fire that knows the naming of you, and in the presence of the strangling fruit, its dark flame shall acquire every part of you that remains."
― Jeff VanderMeer, Annihilation
There are countless ways to die in Area X. Even if you evade the refracted wildlife, avoid merging with the flora, or survive encounters with other explorers, you fragment with every step. What's left of you when you're broken down into the base parts of yourself? What can you let go?

It's a truth you'll have to confront, or lose your sense of self to the world around you, yet another explorer swallowed by the wilds beyond the shimmering barrier.


4. Escape

There is no peaceful waking up. Post-death or post-change, awakening is a weightlessness shattered by a hard and sudden connection with the ground.

You wake in your bed or your bunk and, in that first instant, everything is as real as if you're still there. And then, at your own pace, there's a coming down to earth: this is you, these are your memories, and they're different from the ones that have flooded your mind for the past few days. It was real, if only in a dream.

The ship is quiet. The light are dimmed, swelling to life only when someone passes through the area and settling back into darkness on their heels. Many are still asleep in their beds. Their eyes twitch beneath their eyelids, and they move occasionally, shivering, mumbling. They will wake for nothing, not until they've completed their task, as you have.


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!


Feb. 17th, 2022

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#4

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Passengers: Travis and Jack, and any warden who wishes for them to shut up, and Travis and Alice
Location: Solitary
Date: Feb 17th
Summary: Jailhouse chatter
Warnings: None yet

For Jack:

Travis is bored, as Travis is wont to be in these situations.

He peers out of the cell, face pressed up against it so that he can see as far as he can. It's not that far, but it's better than nothing. Can't see any cameras, anyway. Doesn't sound like anyone is around.



"Hey Jack," he calls, curious. "You still in here?"


For Alice:

It's been days.

In this time, Travis has discovered several things:

1. He has not been without high-speed internet for 72 hours since the dial-up days. Sure, there's been a few dodgy moments here or there, like the eighteen hours he spent in jail for that stupid fucking misdemeanor a few years back, or the four excruciating days where he only had one bar on his cracked cell phone, but this has been forever. Actually, has it been forever? How many days has it been?

2. William has a balding patch on the back of his head.

3. Most adults don't have hobbies. It's just work and family and work and family and work and family and endless reruns of the million cable TV procedurals while they get to level 7854 in Candy Crush. (Okay, maybe the last one is a hobby. But not one Travis respects.) Travis, on the other hand, has so many hobbies that being forced to sit on his hands for days feels like an existential crisis. Were the work + family people right to train themselves on a baseline level of daily boredom and drudgery? Who is he without his hobbies?

4. In December 2009, James Cameron released Avatar, a CG monstrosity that could be otherwise be titled Dances With Blue People, shattering box office records. Despite this, over a decade later, Travis cannot remember the name of a single character or line of dialogue from the movie, and trying to recall a single thing about it is starting to feel like the real torture of solitary. ("Sigourney Weaver" is not a character name, but it is a nice interlude to think about how good she looks in an half-way unbuttoned shirt and frustration on her voice.)

5. Following that last note on #4, it is surprisingly hard to jerk off in solitary, as he is simultaneously in what is essentially a private room, and also very very very observed. On the other hand, his imagination is practically a superpower.

6. He misses his cat so much it feels physically painful. Is it crazy to think you were a cat in another life, and that's why you love this little creature so much? Yeah, probably. But that's what it feels like.

7. He likes the name Alice, but in a bittersweet way. He thinks he's going to keep calling her AQ.

Anyway.

"Didn't get her, huh?" he says to her, through the bars. Disappointed but not surprised. "She's safe, though, yeah?"

The cat is foam, but a foam effigy of his cat is still his cat.

Feb. 16th, 2022

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I'm not like the other wardens I'm like a cool warden

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Passengers: Loki and Jack
Location: Solitary
Date: 2/15, shortly after pairings were announced
Summary: Time to get acquainted in the jail-in-jail
Warnings: N/A

Turns chair around and sits on it backwards let's rap )

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.


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.


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.