reveriemod (
reveriemod) wrote in
reverielogs2018-05-01 08:33 pm
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Entry tags:
- !mod-event,
- !open,
- alien: ellen ripley,
- angel sanctuary: sakuya kira,
- boyfriend to death: ren hana,
- breaking bad: jesse pinkman,
- danganronpa: hajime hinata,
- dc comics: kara zor el,
- dceu: diana prince,
- devil survivor: hibiki kuze,
- devilman crybaby: akira fudo,
- devilman crybaby: ryo asuka,
- digimon: erika mishima,
- doctor who: clara oswald,
- dragonball super: kale,
- harry potter: hermione granger,
- homestuck: dave strider,
- homestuck: terezi pyrope,
- lost girl: kenzi malikov,
- marvel comics: kamala khan,
- marvel comics: pietro maximoff,
- mash: hawkeye pierce,
- mcu: daisy johnson,
- mcu: frank castle,
- mcu: gamora,
- mcu: karen page,
- mcu: peter quill,
- mcu: steve rogers,
- mcu: wanda maximoff,
- metroid: samus aran,
- nier automata: 2b,
- nier automata: 9s,
- nier automata: a2,
- original: haruto saitou,
- original: katarina eranas,
- pacific rim: mako mori,
- pacific rim: raleigh becket,
- penny dreadful: vanessa ives,
- penumbra podcast: juno steel,
- persona: goro akechi,
- persona: haru okumura,
- persona: makoto niijima,
- persona: naoya toudou,
- persona: ren amamiya,
- persona: ryuji sakamoto,
- power rangers: zack taylor,
- raven cycle: joseph kavinsky,
- resident evil: lucas baker,
- shadowhunters: clary fray,
- shadowhunters: sebastian,
- star wars: ezra bridger,
- star wars: kylo ren,
- star wars: rey,
- stormlight archives: jasnah kholin,
- the expanse: alex kamal,
- the expanse: amos burton,
- the fall: mainframe ai,
- the fall: the butler,
- windstorm comics: apollo,
- wktd: jupiter,
- wktd: neptune,
- wktd: venus,
- xcu: erik lehnsherr,
- xcu: rogue,
- young justice: kaldurahm,
- young justice: wally west,
- zero escape: snake
( 0 0 1 » ENSEMBLE ) welcome to the inaugural log
» WHO? everyone
» WHEN? may 1 onward
» WHERE? all over the station
» WHAT? introductory log feat. waking up, exploration, meeting over food and noises in the walls
» WARNINGS? potential for body horror, psychological horror, hallucinations, physical injury

Were you asleep or were you unconscious? It doesn't matter: when you come to, there's an odd taste in your mouth and there's a low-level mechanical hum in the air. Your head hurts and you feel nauseous. You aren't anywhere you know: everything around you is metal, from the floor you lie on all the way to the ceiling. You are dressed in a jumpsuit you definitely weren't wearing before.
"We tried to save the world. I think— I think we did the opposite."
The message repeats on a loop. If you look for its source, you find a comms device on the floor next to you. The logo on its wallpaper says REVERIE TERMINAL. Upon closer inspection, you find the same logo on your jumpsuit.
Welcome to your new home.

You've woken up — but where have you woken up? It may be time to explore your new home. Rifling through a crew quarter will make the room's terminal lock to the comms device you're carrying; the room becomes yours. That includes everything in it, from the additional jumpsuit to the two extra sets of underwear. In some quarters, you may find remnants of whoever was here before you: a book on the nightstand, a coffee mug still on the table, a lonely sock on the floor.
A look around the shared areas will reveal the bar, some of its bottles already open, the mess hall, observation deck and the gym area with its dirty pool. An even closer look around these areas might reveal basic first aid kits as well as basic tool kits and fire extinguishers. The kits are located near the fire extinguishers in compartments in the wall that are not immediately visible. Hopefully, nothing's on fire and no one needs first aid... but that tool kit might come in handy.
Every now and then, as you explore, you might find yourself standing before a door that is locked. Try as you might, you will not be able to get it open.
( OOC: What items characters find of those who were there before them is up to players, but please limit it to a single item that is mundane and somewhat useless in nature. )

Sooner or later, all characters will have to make their way to the mess hall if they want to eat. In the mess hall, here are a number of replicator-like devices that sometimes work and sometimes don't— but after a recent malfunction that some characters may have noticed, they seem to work just fine... or at least as well as ever: nothing is particularly palatable, but at least it's nourishment, right?
So why not sit down at a table, whether it's already occupied or not, and have a meal. Maybe use it as an opportunity to introduce yourself, or just to complain about what passes for coffee around here.
And if coffee isn't your preferred beverage, well. There's always the bar.

For some, it's been over a week on the station. For others, merely a day or two. For all, things are starting to change: maybe you were asleep or maybe you weren't, but surely the scream that reverberates through the station will startle you. Was it human? Whatever it was, it seems to be coming from the walls of the station. Banging, clanging, then more screams.
Are you going to chase the sounds? Hide away from them? Try to investigate?
If you follow the sound of screams through the station's corridors and halls, you might feel someone - or was it something? - grab you from behind and pull hard. But when you turn around or turn your head if you've fallen, there's nothing and no one there. If you investigate and perhaps put your ear to a wall to see if the noises really come from there, or bang on the wall, you might hear something other than screams and clanging. Strain your ears and you might hear nothing at all — or you might be able to make out a soft "help me". It's barely above a whisper. Did it sound familiar? If you try to take apart the wall, two things will happen: you'll feel uncharacteristically weak and lethargic all of the sudden, and you'll find nothing at all but wiring and more metal.
Whatever you do, you'll find that the noises stop after a while, with no discernible source other than "the walls". And then hours later, they'll start again. Stop again. Start again a day later— and then stop for good.

Hello Reverie Terminal Operators! Welcome to our inaugural event. We hope you'll enjoy it!
To help exploration and interaction with the station, we have put together ten (10) 'actions' that you can request. These actions range from very minor, such as receiving a small piece of information about the station, to major, which may be a more vital piece of information or something far less pleasant, and are completely opt-in. These actions can help get your character involved in the plot, jump into the plot and its mysteries, and have more of a personal prompt to jump off of if you so wish.
Please note if you would avoid particular kinds of consequences (for example, if you'd rather your character not be injured), and we'll try to accommodate that, but please be aware that heavy themes are in play and the actions may feature body horror, injury and hallucinations.
If you'd like to receive an action, please reply to this comment with the following:
In the future, actions such as these may be "bought" with bonus AC.

Please use content warning in your top-levels wherever necessary.
» WHEN? may 1 onward
» WHERE? all over the station
» WHAT? introductory log feat. waking up, exploration, meeting over food and noises in the walls
» WARNINGS? potential for body horror, psychological horror, hallucinations, physical injury

( 0 0 1 ) » WAKE UP
Were you asleep or were you unconscious? It doesn't matter: when you come to, there's an odd taste in your mouth and there's a low-level mechanical hum in the air. Your head hurts and you feel nauseous. You aren't anywhere you know: everything around you is metal, from the floor you lie on all the way to the ceiling. You are dressed in a jumpsuit you definitely weren't wearing before.
"We tried to save the world. I think— I think we did the opposite."
The message repeats on a loop. If you look for its source, you find a comms device on the floor next to you. The logo on its wallpaper says REVERIE TERMINAL. Upon closer inspection, you find the same logo on your jumpsuit.
Welcome to your new home.
( ♪ )

( 0 0 2 ) LOOK AROUND
You've woken up — but where have you woken up? It may be time to explore your new home. Rifling through a crew quarter will make the room's terminal lock to the comms device you're carrying; the room becomes yours. That includes everything in it, from the additional jumpsuit to the two extra sets of underwear. In some quarters, you may find remnants of whoever was here before you: a book on the nightstand, a coffee mug still on the table, a lonely sock on the floor.
A look around the shared areas will reveal the bar, some of its bottles already open, the mess hall, observation deck and the gym area with its dirty pool. An even closer look around these areas might reveal basic first aid kits as well as basic tool kits and fire extinguishers. The kits are located near the fire extinguishers in compartments in the wall that are not immediately visible. Hopefully, nothing's on fire and no one needs first aid... but that tool kit might come in handy.
Every now and then, as you explore, you might find yourself standing before a door that is locked. Try as you might, you will not be able to get it open.
( ♪ )
( OOC: What items characters find of those who were there before them is up to players, but please limit it to a single item that is mundane and somewhat useless in nature. )

( 0 0 3 ) HAVE A BITE
Sooner or later, all characters will have to make their way to the mess hall if they want to eat. In the mess hall, here are a number of replicator-like devices that sometimes work and sometimes don't— but after a recent malfunction that some characters may have noticed, they seem to work just fine... or at least as well as ever: nothing is particularly palatable, but at least it's nourishment, right?
So why not sit down at a table, whether it's already occupied or not, and have a meal. Maybe use it as an opportunity to introduce yourself, or just to complain about what passes for coffee around here.
And if coffee isn't your preferred beverage, well. There's always the bar.
( ♪ )

( 0 0 4 ) NOISES IN THE WALLS
For some, it's been over a week on the station. For others, merely a day or two. For all, things are starting to change: maybe you were asleep or maybe you weren't, but surely the scream that reverberates through the station will startle you. Was it human? Whatever it was, it seems to be coming from the walls of the station. Banging, clanging, then more screams.
Are you going to chase the sounds? Hide away from them? Try to investigate?
If you follow the sound of screams through the station's corridors and halls, you might feel someone - or was it something? - grab you from behind and pull hard. But when you turn around or turn your head if you've fallen, there's nothing and no one there. If you investigate and perhaps put your ear to a wall to see if the noises really come from there, or bang on the wall, you might hear something other than screams and clanging. Strain your ears and you might hear nothing at all — or you might be able to make out a soft "help me". It's barely above a whisper. Did it sound familiar? If you try to take apart the wall, two things will happen: you'll feel uncharacteristically weak and lethargic all of the sudden, and you'll find nothing at all but wiring and more metal.
Whatever you do, you'll find that the noises stop after a while, with no discernible source other than "the walls". And then hours later, they'll start again. Stop again. Start again a day later— and then stop for good.
( ♪ )

( O O C ) ACTIONS
Hello Reverie Terminal Operators! Welcome to our inaugural event. We hope you'll enjoy it!
To help exploration and interaction with the station, we have put together ten (10) 'actions' that you can request. These actions range from very minor, such as receiving a small piece of information about the station, to major, which may be a more vital piece of information or something far less pleasant, and are completely opt-in. These actions can help get your character involved in the plot, jump into the plot and its mysteries, and have more of a personal prompt to jump off of if you so wish.
Please note if you would avoid particular kinds of consequences (for example, if you'd rather your character not be injured), and we'll try to accommodate that, but please be aware that heavy themes are in play and the actions may feature body horror, injury and hallucinations.
If you'd like to receive an action, please reply to this comment with the following:
In the future, actions such as these may be "bought" with bonus AC.

no subject
Just take it back. What you said about the lady.
[ it's calm, but calculated, and frank narrows his eyes as he waits for amos to do just that. though he hadn't actually said anything about karen in specific, he can't help but be protective even when he's in no state to be picking fights and there's a strong fist clenched in his jumpsuit. wouldn't be the first time being the underdog, and he's betting it won't be the last. ]
no subject
I didn't say anything about the lady.
[ Which, technically, is the truth. Sure, the implication was there, but technically, he didn't say anything about Karen, and that was the kind of truths Amos lived on.
But Frank seems calm, not like he's actually aching for a fight, so Amos takes a breath, and opens his fist, releasing Frank with a tiny push back. He's not going to apologize - because how does one do that? Alex made it clear to him that he went about it wrong before - but at least he can stand down.
Progress. ]
Just let it go, man.
no subject
let it go. he takes a breath and releases his fists. he really doesn't need to be making enemies here yet. frank slowly raises his hands in surrender, showing off the nasty cut across his right palm, and takes another few steps back. witness frank castle: letting it go. will wonders never cease. ]
no subject
But he pulls back, holds his hands up. Amos nods, reaching out to grab another cup of coffee instead. ]
Want one?
no subject
Thanks. [ see he even has manners sometimes ]
no subject
He passes a cup to Frank, then gets his own. ]
You two know each other from home, huh?
no subject
You could say that.
no subject
[ All Amos thinks is that he's had plenty of disagreements with his people, even if they weren't in the middle of crowded places. He'd learned to just say sir, yes, sir whenever Naomi gave him an order in public. T'was easier, even if he commented on it in private, later.
But with Holden, things had been different. Holden didn't give them a choice but to voice opinions in front of everyone else.
He doesn't say any of that. Instead, he dips his pinky finger in his coffee to test the temperature, making a face. It's lukewarm at best. ]
So she's off limits, huh?
no subject
What Karen does is up to Karen. [ often to his chagrin, but he's embarrassed them both enough for one day. ] If anyone hurts Karen- [ that's under his purview. ]
no subject
He's trying to keep his knowing smirk in check, because whatever. If Frank says that, and Karen ends up coming on to Amos, well. Good for Amos. ]
Yeah, yeah. I've heard that one before. Hell, I've said that one before.
[ Because touch a hair on Naomi's head. Just try. Maybe Frank and Karen have the same kind of relationship. ]
I get it.
no subject
...Are you interested in Karen? [ he takes a long sip, eyes widening almost imperceptibly at his own boldness. he doesn't need to know that. it's none of his business. and yet the question hangs there, mocking him. ]
no subject
No. [ it's true, is the thing. But. ] But if she came on to me, I'd do her.
[ You ask, you receive. ]
no subject
Good to know romance is still alive in 2016. [ well- ] Or whatever the fuck year it is for you. [ since he's betting on much later than that given the man's experience with space travel and... blue goo. ]
no subject
He'd agree with the assessment that he's not worth any wrath. He's not worth any feeling, really, because he doesn't tend to have much, himself. Sure, there are exceptions to the rule, but the less people know that, the less Amos has to worry about people ascribing feelings to his actions. ]
2355, give or take five years.
[ He takes another sip of coffee, his expression not changing at all. ]
Romance still exists. [ Ask his Captain. He believes in it, falls in love in two seconds. ] Just not to me.
no subject
You're a real tough guy, huh? [ he takes a gulp of coffee and offers a shallow, sharky smile. ] Maybe you just haven't met the one yet. Ever think of that? [ he had to say it at least once ]
no subject
[ Amos asks, genuine. These concepts Frank is talking about - romance, love, the one, they're not anything Amos had grown up with. What he knows is a lot more concrete: sex and violence. Usually - often - combined.
A few things changed, recently. But not that many that his worldview has shifted. ]
Aren't you a real tough guy too?
no subject
...Yeah, one tough guy to another, huh. [ he takes a long, cool sip of coffee. it's an unappetizing as it is satisfying. ] If you find the one, you'll know it. You'll know it the second you lay eyes on her.
no subject
[ The Cap'n, for one. With his ideas and his heroism and everything. The way he cares for Naomi, and not just for the sex. Or, at least, Amos doesn't think it's just about the sex. ]
I'm just not one of them.
[ Also genuine. ]
There's only one kind of love I believe in, and that's from a parent to their kid. The rest is - [ He waves a hand in the air. ] - stuff people like to believe in to make themselves feel better.
no subject
What you're talking about... that's biological. Survival of the species. [ maybe he's wasting his time. maybe amos didn't know love the way frank once had, but it feels like a failure to give up, too. ever the hypocrite. ] I think it's time for me to get blackout drunk again.
[ frank places both palms on the table and pushes himself off, ignoring the pain in his right hand. ]
See you around, Amos.