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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.

apollo
» EXTERIOR: EXPLORATION ( NARRATIVE )
» INTERIOR: RETURNING TO BASE ( OPEN )
--
[ Apollo will share the image of the station on the network ICly on the same day he returns to base, but the post will go up tomorrow o7 ]
airlock
So it was a nice change to see someone looking like he belonged, and that looked like he had an interest in the same things as Amos, aka: opening one of the goddamn airlock and take a walk outside. He strides over, looking over the door and the panel by its side.
"Maybe," he replies, turning back to the panel. It says 'locked' in huge red letters, which isn't surprising, but Amos doesn't really think it'll be an issue for long. "It'd be easier if I had a multitool."
He could just pop the lock with one. As is, the manual wheel for the airlock has to be locked down, and Amos taps on the panel until he gets to an override screen. Passlocked, but given some time, he could get through. He goes back to the main screen.
"Either I pop this panel open and override the lock, or we can try forcing the lock off the wheel. I'll have to check the pressure first, though."
i started in prose by default but if you wanna change to action at any point GO FOR IT M8
"I think the pressure's okay," He replies uncertainly, eyes flicking over the locked door as he realises maybe, just maybe, he'd been stupid enough to try and open a depressurised airlock. The kind of thing that would kill everyone on this deck if he'd been successful in opening it. And in a rather dramatic way.
"But uh - maybe let's assume that it isn't, just to be on the safe side?"
it's all good!!
An airlock panel will always be just that, and there's only so much to be done. Going through menus, Amos finds the pressure gauges and settings, flicking it over to match the station's atmosphere, hearing an alarm start inside the airlock.
"Okay, here goes. Which do you prefer, hotwiring, or brute strength?"
no subject
At the sound of the pressure equalising on the other side of the door, Apollo's expression transforms in to one of impressed delight.
"Normally I'm a 'brute force' kind of guy," He replies happily as the sirens blare. The other man is built like he knows how to punch something (mechanical or otherwise) in to submission and Apollo can relate to that. But what impresses him is the fact that this guy can clearly back up his firepower with brainpower too.
"But seeing as that didn't get me very far before... let's say hotwiring."
no subject
"What if there are no vac suits in there?"
Amos asks as he pops the panel open - at least, they're still making that easy. He fingers through the wires, following their circuit and making a few deductions.
"There's a chance doing this will put everything on complete shutdown mode, by the way," he says, just as he pulls at a wire, taking it out of its fitting, the ends sparking once dying out. Then another, and he brushes them together, inwardly crossing his fingers...
The door lets out a whine, long and creaky, before disengaging the lock. "Bingo."
no subject
"Good work," He says approvingly as the lock pops noisily and he leans on the wheel. It spins freely, deceptively easily given how much work had gone in to opening it, and the heavy airlock door slowly gives way.
"So you're a mechanic, right? What's your name?"
no subject
But, again, he has to take stock. Maybe, under other circumstances, Amos would immediately go on the attack - but. The protomolecule hybrid had not made conversation. It had not looked anywhere near human, or coherent, apart from its one mission. The protomolecule needed a biomass, energy, tons of it. That was what Cortazar talked about - it wasn't intelligent, it was a set of instructions.
So. Amos wipes the back of his hand under his nose. "How are vac suits not a problem? You're planning to go outside, right?"
The door is still whining as it opens, punctuating the conversation.
"Amos. Mechanic, engineer, depends on who you ask."
no subject
"Vac suits are only a problem if you need to breathe," Apollo replies easily, knowing with a faint flash of sympathy that it must sound absolutely mad to your every day human.
"And I'm Apollo, by the way," He adds as he turns his attention to the inside of the airlock now, searching out the control panel that will empty him out in to space once the access door is locked behind him again.
"They don't make this easy, do they? Which button do you think I need to press?"
no subject
"Huh, do you also not need to keep your core temperature from dropping? Do you not need thrusters and magboots?"
What the fuck was this guy made of? Obviously he wasn't protomolecule adjacent - even if the timelines were being played with, Amos couldn't quite believe that Mao, or anyone for that matter, would bother with making their hybrids that pretty, or well-spoken. He could be wrong, he could always be wrong, but that didn't seem likely.
So, instead, what?
"I should be able to let you out from this side," he replies at Apollo's question, turning back to the panel to close the airlock door again, tapping around to get back to the pressure gauges. "I'll depressurize, now."
no subject
So instead he gives Amos a little wave goodbye and a sunny smile.
"Thanks for your help, Amos. I owe you a drink."
He pauses, nodding at the vast expanse of space on the other side of the external-airlock behind him.
"When I get back."
Because this isn't an escape. Apollo does plan on coming back.
no subject
She's surprised when he addresses her, and Jupiter tilts her head just a tad as he tacks on that last bit. "Uh, sure??" she responds, a touch hesitant — not really because he'd done anything or warranted any hesitation beyond being a stranger, but mostly because being a devil was still so fresh, so new, and there was still the tiny little inkling left of her that worried what adults would think of a bad kid like her, especially one who had become literally one of the worst girls of all time. She was proud to be a devil and had no regrets, don't get her wrong, but... something felt different here. Like she wasn't as entirely devilish as she had once been, and it stripped away a bit of the confidence she'd gained with her transformation.
Apollo himself may be able to sense a little bit of what gave away she was no longer human — surrounding them on the observation deck were many many hands emanating from Jupiter herself, having an obvious sort of presence to them despite not being visible. With enough thought, it's possible to pinpoint the feeling as it specifically being hands surrounding him, but since she wasn't very upset at the moment, the weight of them was very casual, nonchalant. Nothing to be too concerned about.
no subject
Buoyed, he begins to cross the room in a few long strides but gradually slows to a mystified halt when he realises... something. Something in the room that isn't quite right. He casts a suspicious look around the room, hesitating for just a second, before giving the girl a quizzical look.
"...Can you feel that?"
no subject
She lets out a "hm?" at his question though, looking confused and contemplative before it seemed to visibly dawn on her what he meant. At first she looks sheepish, but then she straightens her back, looking more confident, when she moves to respond.
"Ah, that's probably me."
no subject
"You?" He checks, mystified. Slowly Apollo approaches, curious and not at all judgemental as he asks:
"How so?"
Only a second later he thinks to add, "If you don't mind me asking..."
no subject
"Sure." The hands become slightly visible, enough that you could define their shape, yet still see-through and incorporeal to the touch. They filled up the room, floating gently around her and fiddling a bit with some of the objects and materials that were spread throughout the room, but they gave Apollo a wide berth out of respect.
"See?"
no subject
"Huh," He says eventually. A frown begins to pinch at his brow - not a bad frown, just one of gentle confusion. This isn't something you see every day after all.
Stretching out a hand, tough and broad and tanned but perfectly gentle, he reaches out curiously towards the nearest hand.
"You're controlling them? All of them?"
no subject
"Yep, all of them." Jupiter nods, crossing her flesh and blood arms over her chest. The rest of the hands cease their poking and prodding and pull back a bit, lurking around behind her.
no subject
"Amazing," Apollo breathes, turning to beam a bright smile at the young girl. The wonders on this station never cease to amaze him. "Is it magic? Or a superpower?"
no subject
"You know that one thing at Summer Scouts you're not supposed to do? Well, I did it." She looks and sounds just the teeniest bit defensive, the grin softening down.
no subject
"You... were visited by the hand fairy?"
no subject
"Oh, sorry. I forgot that apparently everyone around here is from all sorts of different places?" Oh, that'd make this either much easier or much worse, she isn't sure. Well, time to just... go for it, she guesses?
"I let the devil in — I'm a devil. It's like, the worst thing you can do where I'm from."
no subject
"Ah, I get it now. You're a friend of Venus's, aren't you? With the wings and the eyes?"
Returning to base
"Hi." The youth isn't all that tall especially compared to the other - somewhat scrawny even in the suit, the black hair looking like he'd just stepped out of waking up, a single black earring on his left earlobe.
"Sure. What type of interesting are we talking about?"
no subject
"Here. Take a look." Apollo extends his wrist, showing his communications device and the grainy picture of the space station.
"This is where we are. That's what this place looks like from the outside."