VoidTrecker Express Mods (
voidtreckermods) wrote in
middleofsomewhere2022-09-19 12:43 pm
Entry tags:
Fighting Headstrong in our Final Hour: Red Start
Red Team's ride to their destination goes without incident. Inspection Craft A9310 puts function over comfort. Benches are smooth metal bolted to the wall, walkways are wide and the craft is harshly illuminated. There's a low hum not unlike the Voidtrecker Express' when in motion, but it's smoother, making it hard to tell that they are moving at all. The windows are covered by shutters, which can be opened to show the swirling maelstrom of the void outside- though towards the end of the journey these will be closed due to the voidstorm they must pass through.
Adding to the tension of the journey are the inspectors. They tower over all but the tallest of the voidtreckers in their armour, which they never remove for the duration. They busy themselves with work on tablet devices and are silent unless approached, and even then their answers are abrupt and to the point. They don't make any attempt to stop voidtreckers from talking amongst themselves though.
Most of the craft is open to the voidtreckers, apart from the lower decks, which contain the engine rooms. There are sleeping quarters, which the voidtreckers cannot access, with entry pads much like the ones on the Voidtrecker Express.
Once they come close to their destination, three Inspectors stand simultaneously, with two approaching thick lockers near to the door to the control room, while one stands to address the Voidtreckers.
"We are almost through to the eye of the storm. We aim to avoid detection as we find somewhere to form our base. From this point on all must wear one of our suits as the craft will be opened to the void.The suits are passed out and the inspectors will make sure to check that everyone is secure in them before the doors are opened and the mission begins.
The charges will be stored in this central area for you to collect as you need them. We recommend you work in at least pairs. Do not go through the rift. We have no data on what may happen if you do, but we doubt it will be survivable, even for a void traveller."
OUR FINAL HOUR: RED
VOIDWALKING. The suits are jarring to be in, even with the practice available before the mission. Bulky, they limit fluid movement, and being inside gives a sense of isolation to the senses; even with others nearby, it can be easy to get lost in your own head if you're not careful.
But now isn't the time to get distracted. The charges must be set, and the points to set them reach - the craft has gotten them as close as is safe, meaning they must 'walk' the rest of the way.
Moving in the void is similar to moving in zero gravity but the void swirling around them means it is easy to get disorientated, colours swirl around them, even if dulled through the visors, singing vibrates through the metal.
SLIPPING. The rift is impossible to ignore, a jagged hole in the void through which there is an endless nothing. Just looking at it is terrifying: beyond it is the unknown, the unknowable.
It should be easy to avoid. The rift is large, but the parameters are obvious where colour shifts into shadow. The problem comes from the disorientating effects of both: it is hard to know direction in the void, and with the extra confusion brought on by the rift itself, it can be easy to get a little too close.
They will need to keep an eye on each other, because drifting through the rift will mean being lost to even the train. Luckily their SCA's beep whenever they get too close. Hopefully, it's enough to awaken a drifter.
UNRAVEL. The danger of drifting is not the only one that faces the voidtreckers doing this task. The rift interacts with the void in a way that makes it hard to keep a sense of reality. Space is fluid: something that seemed close is now far away, things distant appear right next to them. People and items grow and shrink or vanish altogether, to then turn up somewhere else. Nothing is where it should be.
Worryingly it may seem that things begin to unravel. Tendrils of self drift from things and people as they seem to separate from reality itself. It never lasts long before they snap back together, those being unravelled feel no pain, but they do feel a sense of expanding, of being as one with everything there ever was and will be. It can be hard on a mind to see one's self or others change and slip apart, and physically difficult to deal with, too, making an already hard job harder.
But now isn't the time to get distracted. The charges must be set, and the points to set them reach - the craft has gotten them as close as is safe, meaning they must 'walk' the rest of the way.
Moving in the void is similar to moving in zero gravity but the void swirling around them means it is easy to get disorientated, colours swirl around them, even if dulled through the visors, singing vibrates through the metal.
SLIPPING. The rift is impossible to ignore, a jagged hole in the void through which there is an endless nothing. Just looking at it is terrifying: beyond it is the unknown, the unknowable.
It should be easy to avoid. The rift is large, but the parameters are obvious where colour shifts into shadow. The problem comes from the disorientating effects of both: it is hard to know direction in the void, and with the extra confusion brought on by the rift itself, it can be easy to get a little too close.
They will need to keep an eye on each other, because drifting through the rift will mean being lost to even the train. Luckily their SCA's beep whenever they get too close. Hopefully, it's enough to awaken a drifter.
UNRAVEL. The danger of drifting is not the only one that faces the voidtreckers doing this task. The rift interacts with the void in a way that makes it hard to keep a sense of reality. Space is fluid: something that seemed close is now far away, things distant appear right next to them. People and items grow and shrink or vanish altogether, to then turn up somewhere else. Nothing is where it should be.
Worryingly it may seem that things begin to unravel. Tendrils of self drift from things and people as they seem to separate from reality itself. It never lasts long before they snap back together, those being unravelled feel no pain, but they do feel a sense of expanding, of being as one with everything there ever was and will be. It can be hard on a mind to see one's self or others change and slip apart, and physically difficult to deal with, too, making an already hard job harder.
WORK TO DO
With all the strangeness all around, there are still tasks to do, tasks that require them to work together.
SETTING CHARGES. The charges are disks, about the size of dinner plates with a transparent centre. They are activated by pressing the centre and will remain in place in the void, even as the colours swirl around them.
They must be placed around the rift and then connected. This connection is partially technological and partially mental- spinning threads across charges make an invisible web in the void.
CONNECT. Being ready to accept the connection from orange is something they need to maintain during their time near the void. They don't know when exactly the energy surge will come, so the link must be ready.
It will take them a while however to set it up. Even those who found it easy back on the base will find it harder here. There are many distractions, they are trying to connect over a very large distance, and the rift is playing havoc with everything: shifting their form, their sense of self, and the suits on top of that making them feel isolated and lost.
They must be placed around the rift and then connected. This connection is partially technological and partially mental- spinning threads across charges make an invisible web in the void.
CONNECT. Being ready to accept the connection from orange is something they need to maintain during their time near the void. They don't know when exactly the energy surge will come, so the link must be ready.
It will take them a while however to set it up. Even those who found it easy back on the base will find it harder here. There are many distractions, they are trying to connect over a very large distance, and the rift is playing havoc with everything: shifting their form, their sense of self, and the suits on top of that making them feel isolated and lost.
OOC NOTES
