voidtreckermods: (train)
VoidTrecker Express Mods ([personal profile] voidtreckermods) wrote in [community profile] middleofsomewhere2021-10-13 04:32 am

Enemy Unknown

"Good Morning, Voidtreckers. Today is day 21 of the month of Nebula."

The voice echoes through the train as passengers wake up in their beds. It is as normal of a day as any, as people make their way to the dining car, to the kitchen, while others head to the showers. For most of the day, everything is normal. Friends meet, the training gym is put to use; an art class is in session. Lunchtime comes and goes.

...and then by 3PM, everyone's SCA glows with the colours of the void, and a holographic image appears.

As strange as it seems, it's time for a mission.



ENEMY: UNKNOWN
TL;DR notes version of event/prompts: (click to show)



EVENT BASICS:


Day One
~ They arrive into a hanger, after some searching they will find a device that allows them to register their SCA's to enter the main station.
~ There are two main directions. North (purple and red) and West (orange and blue).
~ They will find the door to the next section but be unable to get further yet.
~ After exploring they will be found by security bots and then invisible monsters. After the chaos calms down many of the voidtreckers will find themselves trapped in sleeping/living quarters for the next five hours.
~ Jake, Ansem, Inigo, Danny, Kitty and one of the Lan Wangji's dissappear.

Day Two
~ Once the lockdown is over they will be able to explore more eventually gaining access to more staff areas. In these staff spaces their powers will work though they will not be able to escape the station and any life or energy sensing powers will not give any answers.
~ In the staff areas they are more likely to find invisible monsters, but less likely to run into the bots.
~ The surroundings are a lot less stable here- rusty bridges, exposed wires etc. There are less places to hide and the choice is powers here or a slightly safer time back in the first area.
~ Tidus Masumi Sera, Ken Amada, Rich, Essek and Xehanort vanish during day 2.

Day Three
~ Demyx, Elidibus, Freeza, Zelda, Lan Jingyi and Zagraeus vanish during day 3.
~ It becomes more obvious that there doesn't seem to be anyone to rescue here, just the invisible monsters and weird bots.
~ Those that are still searching and investigating will come across the Engine control rooms These however seem to be a set of puzzle rooms, rather than a true engine...
~ OOC note: You can decide whether your character can get through to the engine rooms and how successful they will be. This is a separate thing to the trick or treat.
~ Those that succeed in solving the engine room will find themselves in a large empty hangar bay with no doors for the final night...

A conclusion will go up on the 20th October

For those whose characters were chosen to vanish please go here. If you cannot see the post please make sure you have granted access to voidmissions. If you still cannot see it please speak to a mod. For everyone else~ the post will be made public on the 20th so everyone can see what happened!






DAY ONE
arrival. THEY EXIT OUT OF THE TRAIN INTO DARKNESS, THE SLOW PULSE OF RED EMERGENCY LIGHTS TOO DIM TO MAKE ANYTHING OUT. The quiet hum of energy under metal flooring is the only sound that greets them. Putting on the SCA flashlights will help to see better the farther corners, a mostly empty docking hangar. A single craft sits to the side, locked. There are three doors, LED lighting making them stand out, two with press panels to open them.
Trying to access the two larger doors will lead to a buzzing, and reading on the panel: SCA UNKNOWN. PLEASE REGISTER YOUR SCA. APPROVED PERSONNEL ONLY.

The third and smaller door, however, is accessible. It leads into an office with a few lockers and small washroom at the back, and a messy desk of small square devices that sit in labelled trays inside. A computer is also here, requiring a USER ID and PASS to be accessed.

Luckily, Lan Jingyi and Idia will find searching around a screen and handle device, which sci-fi fans or tech-savvy people will assume correctly as a scanner. This is the SCA registering device they need. Everyone will need to log in with a quick scan and approving beep, registering them as VISITOR. Thankfully, two more spares can be found, and the front doors will finally open further into the station.

Doing this will be the only way in - by now, many may have noticed their powers don't work. Superstrength, magic, ki - no one will be able to pull off more than the strength of an average human, unless they're built stronger.


normal. MOVING FORWARD, THERE ARE TWO DIRECTIONS VOIDTRECKERS CAN GO. Though their SCA doesn't show a complete map it does show a recommended route. Both lead into waiting halls, submerged in the same dimly lit red light. Their footsteps echo; there's a front desk, visitor lavatories, and inaccessible staff rooms that make their SCAs beep with too many door handle waggles. STAFF ONLY appears from their devices.

However, the other doors work fine. As the voidtreckers explore in both sections, they will find them similar, if different in layout.
The north route - where Purple and Reds are led - leads to a series of meeting rooms along corridors, with different layouts. The west route - Orange and Blue's way - leads into classrooms, with desks and wash basins, most with holographic projectors in place that shows the different presentations on both sides being held. There's signs of use in most of the rooms, of personal belongings and drink bottles left behind. In some, people may knock over props; a cardboard cut-out of a company mascot, or in a classroom, an innocous large board - which when walked in front of, trips a splat gun, covering the poor person in illuminous paint.

On both sides, the Voidtreckers will find their first proper hurdle with enough navigating: the next larger doors leading to SECTION 2 will be locked, a keypad beside it. Trying their SCA's current access level to it will lead to be a beep.

DENIED. LVL 2 ACCESS REQUIRED.

Attempting to use the SCA scanner will ask for a pin. Voidtreckers will be forced to search and investigate: back to the front desk, through the abandoned meeting and classrooms. As they search in the dim red lighting, the near silence, they don't always feel so alone. A door will randomly slide open; the lights flicker; a cheery tune comes from a forgotten cellphone, when they're deep in investigation. The sound of footsteps may be heard outside, or even directly behind someone.

But there's no one there.


too quiet. IT TAKES AN HOUR OR SO, BUT FINALLY, THE VOIDTRECKERS REACH DEEPER IN. The doors lead them into a corridor that promise to connect the two groups, and the walls they face as entering shows a map that outlines the corridor they're in. However, before they can think to meet or get very far, a beeping greets people at their feet from the dark - small spider-bots, just above ankle height. They skid along the ground, and beeping in what's morse code, a holographic message appears above to share the same message:

WARNING, WARNING. THIS STATION IS IN EMERGENCY LOCKDOWN. UNKNOWN ENTITIES PRESENT. PLEASE TAKE SHELTER.

They may give some people a scare, but they don't do anything more than to shine a light towards the closer doors. There then comes a sound heard at the farther ends of the corridors. People will feel a vibration from their SCAs, then a beeping. Those wearing their synced earpieces will hear the beeping clearer, and whatever that sound belonged to is coming - and fast.
Chaos ensues. The spider-bots repeat, TAKE SHELTER, TAKE SHELTER, as they skid down the halls - if they're not attacked by Voidtreckers. The Voidtreckers will need to think fast, but some may not come to the right answers. Fortunately, some take refuge in the rooms as directed, or head back in through the way they came. Or they might try and fight, against invisible entities that fight fast and ruthlessly. For those who do fight they will learn that the blasts are meant to stun, to knock down and even knock out. But they won't take any lasting damage from them.

For those that do manage to get to shelter they will here banging from the doors, thudding hard against them. For whatever reason, they won't open to what's outside in the hall. A silence eventually settles.. except amongst the Voidtreckers. Separated, they will have questions over the SCAs. Counting heads, figuring what happened. Who saw what? Who's where? No one saw anything.

And they will figure in time that Jake, Ansem, Inigo, Danny, Kitty and one of the Lan Wangji's aren't answering their SCAs.

Access to the Sector 2 corridor will be denied. Attempting to open any of the doors will bring up a message from their SCAs. SECTOR 2 HALL BREACHED. LOCKDOWN FOR FIVE HOURS. Even if they wanted to leave the rooms they entered, they can't. They're stuck, with whoever's with them, for five hours.

With nowhere else to go, the Voidtreckers will be able to investigate the areas they've gotten locked into. There's lounges, sleeping quarters, and kitchen available to end up in, other than the previous hall. The rooms are only lit by their doors, and by what appears to be ICPs set in the walls, one by each door. However, all that seems to be working are sending messages to different rooms within the residential sector.
DAY TWO
access. AFTER FIVE HOURS, THE PANELS BY THE DOORS FLASH FROM RED TO GREEN, AND WITH THIS, THE VOIDTRECKERS CAN LEAVE THEIR ROOMS. Out in the residential hall, no one is present, but there are pieces of SCAs trashed beyond repair. The spider-bots are in the same state, tossed and forgotten.
Now is a good time to explore, but Voidtreckers will need to be careful. Too much noise will make the Unknown Entities appear, and they are especially attracted by groups larger than three or four people. They cannot enter most rooms, but they lurk the halls - and one is sure to be patrolling when Voidtreckers initially leave the rooms they've been stuck in.

The spider-bots continue to patrol the halls, and will scan anyone they find. They approve of anyone with a staff level access, but get noisy and lead anyone else into rooms to hide.

Voidtreckers will learn they need to practice patience as they investigate. This work is a matter of tedium, but also of being aware of one's surroundings, and searching through the darkness. There is a computer library and gaming room, which create labyrinths of tables and machines, and in these two rooms, Voidtreckers will hear a hissing, the noise of something moving around other than themselves, a beeping from their SCAs. A dining hall is completely trashed, tables toppled over and cracks in the walls where hard contact has been made. However, no bodies can be found, though a few shreds of clothing and trashed SCAs and other devices can be found, in total disrepair.

Unfortunately, as the Voidtreckers will find that despite the noise the security spiders make, damaging the spider-bots is what causes rooms to go into lockdown for five hours. This might happen again, if they come across the spiders again. The best policy seems to be to stay hidden and quiet, avoiding the bots and listening out for the beeping from the SCA's for warnings of invisible monsters.

However, searching around will provide the key to finally being able to give Voidtreckers staff level access, after a few hours. Allowing them better access to different areas, including areas where their powers work.

workers halls. WITH THE STAFF ACCESS, MOVING AROUND BECOMES EASIER, BUT MORE DANGEROUS. A message greets every door that promises to leads them deeper into the station, with the workers' halls and and a way to the secondary hangar available through traversing corridors.

STAY OUT
KEEP OUT

LISTEN TO SCAS


GO BACK

The areas get more shabby, away from the gleaming metal of the main space station and down to more service areas. Metal is rustier and some walk ways don't seem entirely stable. They are less likely to meet the spider bots here but more likely to hear the beeping that signals monsters are near.

Here there are less places to hide, and though there are rooms with beds and places to rest they don't seem to have the same protection as the rooms in the main space station area. It seems to be a choice between having abilities, or being in the relatively safer areas.

But is anywhere truly safe? Because they may learn, from listening on comms or just noticing themselves that ›Tidus Masumi Sera, Ken Amada, Rich, Essek and Xehanort have disappeared over the course of the last few hours. Their names still solid on the SCA but not able to be contacted.
DAY THREE
dwindling hope. By the third day it is becoming more apparent that there is no one to rescue here. Or if there is they are like their own comrades, somewhere inaccessible. Because as the morning of day three comes to an end it is clear that yet more voidtreckers have vanished. Demyx, Elidibus, Freeza, Zelda, Lan Jingyi and Zagraeus are nowhere to be seen.

The space station remains eerily quiet and those who are still searching will find themselves going deeper into the workings of the space station.

control sector. Eventually they will come to a sign KEEP OUT: ENGINE CONTROL ROOMS.

Their SCAs will allow them through. But straight away it is clear this is no normal set of engine rooms.
The first room has a floor full of tiles with symbols on them leading over to the door. Any flight and teleportation powers do not work here. It is not a difficult puzzle to solve, a basic pattern recognition but anyone who steps on a wrong tile will find a sleeping gas shoots upwards and they will awaken at the door again, having lost around half an hour.

The second room if they get through the first is less a room and more a series of small compartments with sliding doors. A little like a maze though there is no way any one can get through it alone for it requires people pressing different buttons at different places in order to work their way through. A teamwork puzzle where a wrong move could leave someone stranded in a small box cubical.

The third room is made of a large console with all the buttons and levers that any good science fiction fan could wish for. There are computers to hack, passwords to guess and secret compartments to open. Even voidtreckers who are not hackers or computer geniuses will be able to follow the clues to get through the systems. This might seem a little suspicious. Or they might just be relieved that it is not impossible.

If passwords are put in wrong too many times or the wrong steps are taken and not corrected quickly enough their SCA's will beep and invisible monsters will flood the room attacking them. Voidtreckers will come to just outside the door to the first engine room.

However if they manage to get to the end of the sequence the lights will flash green as all systems are restarted...

And those in the final engine room will find themselves in a large hanger bay. It has no doors, no windows and nothing inside. But, they will be glad to hear, no monsters.

Be it in this hangar bay or elsewhere in the space station the voidtreckers will spend a final uneasy night...



wewillwewill: (Elidibus-thoughtful)

[personal profile] wewillwewill 2021-10-16 01:36 am (UTC)(link)
There's definitely a lot of bruising and contact marks that match what other people who've engaged in battle with the invisible enemy show up with; it might be an energy level meant to knock out or stun but it still leaves a mark. Right arm especially where attackers aimed to force him to drop the sword. Clothes are a bit ripped up, the left forearm is showing signs of swelling.

With his good arm he reaches around to grab the shield from his back and set it to the ground before going to remove his shirt; which is an awkward process while keeping his bad arm as still as he can. Accursed team polo.

"I keep an eye on those around me and encourage those who can't continue to retreat for aid, though our team is already scattered. Our foe is efficient," Elidibus allows as he works. There's probably pain here but he seems to be good at controlling his reaction to it.
theverymodel: (Default)

[personal profile] theverymodel 2021-10-17 05:59 am (UTC)(link)
"Many members operating at diminishes capacity. Enemy entire familiar with terrain. Troublesome combination." There's nothing unusual about the local knowledge when it comes to missions, but the loss of special abilities has them at a greater disadvantage.

"Experiencing pain when moving wrist?" The bruising and swelling could mean a sprain or fracture. For that matter, pain pointed to both.
wewillwewill: (ard-beckon)

[personal profile] wewillwewill 2021-10-17 05:09 pm (UTC)(link)
"Very much so. In my long life I've come close to working under these restrictions, but the affects were never so adverse." A pity this isn't a Garlean body. It would be far more accustomed to such limits. Or perhaps this security system would be able to suppress that too.

Shirt's finally off. As probably expected, some more bruising and contact hits from the stun weaponry. Minimal cuts, but the attackers haven't been aiming for deadly wounds so that's probably to be expected. Maybe surprisingly few scars for a warrior body from an archaic world. Perhaps magic had its perks.

If Mordin happens to look at the shield he'll see a decent dent in its surface; probably the strike that is causing the current swelling of the warrior's arm. Elidibus frowns and looks down at the offending limb, carefully moving it and his fingers. There are signs of discomfort written in his features from time to time, but he gets through the exercise.

"Hm. There is a lot of discomfort, yet the pain isn't sharp. I can move my fingers and I seem to have feeling." He casts a wry look at the shield that had, it seemed, saved him from a bad break.

"And rest assured I will avoid using it until it's healed. If for no other reason than my shield will not likely survive another blow."
theverymodel: (Default)

[personal profile] theverymodel 2021-10-18 04:50 am (UTC)(link)
"Train manages to create many novel scenarios." That's probably a natural consequence of being in a different universe. There's no way to ever prepare for it.

At least the shield served its general purpose. IT clearly took a lot of the force. "Will accept any rationalization with appropriate outcome. Will need imaging to fully differentiate fracture from sprain. In meantime, should wrap injury to immobilize."
wewillwewill: (ard-sidelong)

[personal profile] wewillwewill 2021-10-18 06:38 am (UTC)(link)
"The train being the creator of all the scenarios we're put through? An interesting idea." Unlikely, but an interesting one nonetheless. Certainly the train may be responsible in some fashion by kidnapping them in the first place and then kicking them out to deal with whatever problems attract it. But that is also dependent on the train actually having the freedom to make such choices in the first place. Elidibus still wonders.

"Though perhaps you meant a less sinister interpretation." The train takes them to places with very novel scenarios. The Ascian shakes his head and looks to Mordin. "If that type of facility is found and here, you are welcome to do so. Once we've returned to the train, I will be able to heal it with my own magic."

But Elidibus seems to be a pragmatic type, in the absence of his abilities. Wherever he's directed, he'll offer his arm to be bound appropriately. "The blow spun me around and a took a blow to the back. Some bleeding, but I don't think it's overmuch. The rest seem superficial."

In fact he's correct about the superficial and the blow to the back. Might need a bit of gauze; the skin got abraded enough for some bleeding to occur. But most everything else is disinfect and send him on his way really. Well maybe some painkillers for the bruising but that's another matter altogether.

"What do you make of this rescue mission?" Elidibus asks while all this is being sorted out.
theverymodel: (Default)

[personal profile] theverymodel 2021-10-20 04:41 am (UTC)(link)
"Train likely not creating scenarios. Being on train reason to be involved." If they weren't on the train, a lot of them would probably still be dealing with crises, but they would within more defined parameters.

Most of them. He'd be dead.

"Magic. COnvenient until stops working." Wrapping an injured limb to stabilize it though? THat is quite reliable. It's not a fast fix, it's not a full fix at all, but it will get the job done.

"Remarkably lacking in evidence of parties to be rescued." He would have expected to see them or at least signs of a struggle by now. No sign of life so far though.
wewillwewill: (Elidibus-ohplease)

[personal profile] wewillwewill 2021-10-20 07:10 am (UTC)(link)
"It would be an interesting subject to debate, however improbable," Elidibus offers with all the apparently interest of anyone who finds philosophy fun. It's a cultural upbringing thing.

"And thus it is best to know or have resources for multiple forms of care," the Ascian agrees. "However personally inconvenient." He is still through the process, not protesting even when there's probably some discomfort. Meanwhile, Mordin offers his opinion of the mission.

"Instead, it seems more and more like we're the ones which need to be rescued," Elidibus responds mildly.
theverymodel: (Default)

[personal profile] theverymodel 2021-10-21 03:43 am (UTC)(link)
"Perhaps activity for travel time." He's no philosopher, but he's looked at a lot of things while trying to figure everything else out after his genophage work. He didn't find answers, but he looked at a lot of questions.

"Redundancy optimal for many scenarios. Medical treatments. Weapons. Organs." He would ideally use other techniques, but he doesn't have any of the technology from his world. Just a knowledge of how an injury should be positioned to avoid causing further damage.

"False distress signal for ambush common tactic. Could be at play." He would never advise against investigation, but they have to keep the other possibilities in mind.
wewillwewill: (Default)

[personal profile] wewillwewill 2021-10-21 04:20 pm (UTC)(link)
That's a big part of philosophy isn't it? Finding not the answers, but questions. And exploring how one perceives them.

"Undoubtedly there is is a plan. Yet ambush alone doesn't explain the consistent efforts of our foes."

He speaks of it carefully, as though putting great thought on the matter. Truthfully he knows largely what is going on. He just wants to find out who else might be aware.

"They have advantage and can easily overwhelm us. Yet they do not."
theverymodel: (Default)

[personal profile] theverymodel 2021-10-27 04:21 am (UTC)(link)
"Likely pursuing other goal." The attacks are staggered, it's peculiar. "Need us alive to achieve ends."

Not that he's complaining that the only injuries he's had to address are of a non-life threatening variety.
wewillwewill: (ard-sidelong)

[personal profile] wewillwewill 2021-11-03 08:33 pm (UTC)(link)
"I suppose you're right. A pity they're taking their time to reveal what those ends are." All in good time though. Elidibus shakes his head, though this does achieve a wince as he pulls something tender with the motion.

He laughs. It's an easy-sounding noise, perfectly ordinary for... well, anyone else but Elidibus really. But hey, Mordin might not know that and their 'friendly hosts' won't either. "I won't learn anything staying around here. What say you of my injuries, healer? Shall I remain on the frontlines a while longer?"