VoidTrecker Express Mods (
voidtreckermods) wrote in
middleofsomewhere2021-10-13 04:32 am
Entry tags:
Enemy Unknown
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.
› 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.
› 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.
› 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: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.
› 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.
› 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.
STAY OUT
LISTEN TO SCAS

› 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.
› 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 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...
› 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...

no subject
"We should have been being. Unless they did be hiding. But if they did be asking for help why would they be hiding from us?"
no subject
Alice exhales.
"Come, sit with me here," she says, patting the spot next to her. "What is the use in running and crawling around if we are not finding anything regardless?"
Usually she doesn't mind doing some work on these missions - if not just because Alice is actually terrible at leaving people who need help alone. But it sure isn't starting to seem like there's anyone like that in terrible danger here.
"Let's rest up a bit, before we get attacked again."
no subject
Best to save their energy.
"We do be needing to be figuring out how to be killing the invisible things." She said with a sigh. They weren't going to get very far if they were threatened by monsters they couldn't even see.
no subject
Though it's easier said than done. After all, it's not like they have the time to exactly calmly analyse the situation by the time those monsters roll in.
"I wonder how vulnerable they really are. So far I am not quite sure whether our failure to truly fight them is just because they are not visible to us, or if it really is that hard to actually injure them as well." It's so hard to tell when you've actually hit one - after all, how do you notice when the injuries might be invisible as well, or the monster's reaction to the hit? Alice isn't sure she has even heard about one of them actually managing to defeat one of these things in the first place.
no subject
Which wasn't helpful in knowing if they were even hurting them never mind killing them. "It do be being stupid. I do no be knowing if anyone did be fighting them properly or if we did just all be running."
She sighed. "Finding a way to be silencing the stupid bots might be easier."
no subject
"We could see if we could just destroy those."
Is that a great idea? Maybe not, in case anyone does return here later and would like to once more use their station and their weird spider bots.
But really, it's their fault for making this situation so annoying for them to begin with, so Alice doesn't care.
"Do you think there is anything heavy enough around here for that?" Considering Alice can't just summon her usual weapons, which would make that so much easier.
no subject
But heavy stuff... She looked around and then got to her feet. It was something to look for, and better than sitting still.
"I will be having a look. You can be borrowing a gun as well but I do no be knowing how well they will be destroying them. Smashing them do be sounding more useful."
no subject
There's a reason why Ange prefers to use a good smash. Then you can be done in one blow, as long as you get a good one in. The trouble is just finding the right equipment for that in a place like this.
And since the girl is already saying she will take a look around, Alice just remains seated, looking at her. Hey, she has learned it's good to make kids feel like they're doing something useful - and the girl is definitely doing something useful in this case.
"They would probably overwhelm us before we even had one of them down. They do tend to swarm from what I have seen."
no subject
It's a space station, heavy things were likely.
"Chasing them off and getting them on their own would probably be being for the best."
no subject
That clearly justifies it, right.
"I think that sounds like a good plan. If there is anything heavy, I am fairly sure I could use it to destroy those things." After all, Alice is used to fighting with heavy weapons. "And I know you are incredibly quick and nimble, so I know you could lure one off so it's on its own."
See? Teamwork.
no subject
But bulky to carry. Really Alice will need something with a handle, like her hobby horse or a hammer.
"Let's be looking further. Unless you do be wanting to be waiting here?"
no subject
.. nor does she want the girl to go off on her own and be found like either of those, but she keeps that reason a little closer to her chest as she moves to follow the other.
"It sure would be easier to find something suitable if this place looked more like any place I am actually used to." Futuristic stations aren't exactly the sort of place Alice usually spends her time.
no subject
"Yes. It do no be looking like what I do be being used to now. Though I did be being on a space station before on a mission."
She had vanished half way through that mission though, so it barely counted.
no subject
Though Alice really hadn't even spent the majority of her time on the station, since she had been going out to fight against the enemy in those ships.. so she definitely hasn't spent enough time on it at all for it to feel normal.
Not even enough to have a good idea of them, really.
"I mostly just remember that time being really odd."
no subject
Very stupid indeed. "And this might no even be being the same sort."
Were there different kinds of space station? She had no idea.
no subject
But it's also that the little girl overuses the word 'stupid' so much that it might just lose its meaning a little at this rate.
"If only it were the same kind. Then perhaps it would have similar smaller ships aboard it that we could use to just shoot the monsters with." But they were in the hangar when they arrived, right? And it did seem like there was absolutely nothing of the sort there that they could use.
no subject
Which would be better than nothing and more interesting than dropping computers on them.
"We do be needing to be finding a bit that do be goiing outside."
no subject
Would there be some way to go outside ahead of them? There's no telling either.
Like they're stuck between a rock and a hard place.
"I would appreciate a way to go outside in general right now," she says. "This place is almost starting to feel claustrophobic. Like we are trapped here."
.. or maybe that's just part of her asylum trauma playing back up under these circumstances.
no subject
Probably. "Or a helmet." Like for diving, which is something she has a tiny bit more experience with than space.
She wrinkled her nose. "You could be going back to the train, if you do be feeling trapped."
The mission was useless anyways.
no subject
But.. the mission description did say there were people here, as unlikely as that seems. But while there's still the faintest chance of people being here and being in danger, Alice wouldn't feel right about going back without doing anything to help them.
Besides-- it's not just like it's the people from this world in danger, right? She has people to look out for from the train as well.
"I think I can handle it," she simply replies. "Besides, if you also disappeared like many of us have so far, I don't think I could forgive myself if I was sitting somewhere safely by myself."
no subject
She blinked up at Alice. She would feel bad if she disappeared? That might be true. If Alice vanished she would be mad, especially if Alice was put in danger. Alice could handle herself but without her powers...
"Well we will just be having to be sticking together, so neither of us do be vanishing."
no subject
Alice was quiet for a moment there, seemingly gauging the other's reaction. She figures her words must have come as at least some sort of slight surprise to the other girl, but the girl seems receptive enough of the idea.
Which is nice. The girl reminds her a little of a cat in some ways. You're never quite sure when it might just run away or ignore you, but once you build enough of a bond with it, it starts reprocating some of your feelings. Or at least, it seems like that's what's going on here.
"Neither of us are stupid enough to just let someone else vanish right in front of our eyes without noticing, after all."
no subject
She stuck close. Alice was very competent so she felt a bit more help that they might find something. It was good to have an ally.