VoidTrecker Express Mods (
voidtreckermods) wrote in
middleofsomewhere2022-09-19 12:44 pm
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Fighting Headstrong in our Final Hour: Blue and Orange Start
Those who are choosing to do the tasks assigned to Orange and Blue team travel on the Voidtrecker Express. They are accompanied by a group of ministry scientists to keep an eye on things, as well as to act static anchors for those trying to reach through time.
"Shortly arriving in system #1015. Leaving the void in ten, nine, eight, seven, six, five, four, three, two, one."
The train shudders and jerks as it leaves the void, the colours fading to black emptiness. Looking out the windows there is no light, no stars. This isn't space - it is nothing: a void, but not the Void.
Even inside the voidcraft there is a feeling of wrongness. This place is unnerving, almost terrifying; a place that shouldn't be. It might be familiar to some, a space that some voidtreckers reached whilst attempting to go home many months ago. It is here that Orange team must work whilst Blue team attempt to move back in time.
OUR FINAL HOUR: BLUE AND ORANGE
BLUE SIDE
ANCHORING. The experimental technology comes in the form of an armband which sits just above their SCA. They are encouraged to find somewhere on the train to be comfortable with the scientist or fellow voidtrecker, who are acting as their static anchor.
They may be there a while; no one knows how long this will take. Once they activate the anchoring on their SCA, it is a case of reaching out away from themselves.
It is different from the last two times they've anchored, for those that did. Pushing their selves through into the void river is harder than it was off the platform, and indeed from Chaos' world. For a while it feels as if they are floating through mist, to break through into the colours above.
Once they are in it, it is more an ocean than the river they experienced before. The void is all around, and it is easy to be disorientated. They don't have the advantage of connection this time. These aren't their friends they are reaching, nor are they trying to reutrn people to their worlds. This time, the only connection is to the Voidtrecker Express itself.
But for those that focus enough they will feel the tug, see the tethers that stretch between here and there to the Voidtrecker Express and beyond, and they will be able to begin following. They are together in this mindspace, so they can help each other get to where they need to be.
DEPTHS OF FUTURE PAST. The ocean of void is deep and vast. Images dance past them, figures they know, figures they don't but who are familiar to others. But there are some things not familiar to anyone: cities and towns, bustling scenes from a world they have never seen. People cheering as others in colourful hoodies board a train. People in prayer, people suiting up in space suits, desperate fights against robots.
Faces they might have seen in video snippets or train memories join faces from their own lives and voidtreckers long departed, not returned at the last platform. Join us they call. Just let go. Come with us.
Gentle voices, pleading, inviting. Aren't those the people they are searching for? And it would be easier to just let go, join them in the swirling chaos. Here. Come here.
They must hold tight, steadfast towards their goal -- and people may need to help to see and believe that those aren't the same people they've lost to the void.
THROUGH THE RIPPLES. Strangely enough, in the swirling chaos, those from blue team may sometimes see those from orange. Appearing almost like mirages. Getting close to them makes them clearer, if only for a few moments.
They are working, setting charges, but sometimes their eyes seem to meet them. It is as if they are on the other side of thick glass. Communication might be possible, but muffled, confused. Sometimes they feel nudged in a direction, orange team pointing or getting it through to them which way to go. They are always correct. Contact doesn't last long, before they are wiped away by the swirling colours.
They may be there a while; no one knows how long this will take. Once they activate the anchoring on their SCA, it is a case of reaching out away from themselves.
It is different from the last two times they've anchored, for those that did. Pushing their selves through into the void river is harder than it was off the platform, and indeed from Chaos' world. For a while it feels as if they are floating through mist, to break through into the colours above.
Once they are in it, it is more an ocean than the river they experienced before. The void is all around, and it is easy to be disorientated. They don't have the advantage of connection this time. These aren't their friends they are reaching, nor are they trying to reutrn people to their worlds. This time, the only connection is to the Voidtrecker Express itself.
But for those that focus enough they will feel the tug, see the tethers that stretch between here and there to the Voidtrecker Express and beyond, and they will be able to begin following. They are together in this mindspace, so they can help each other get to where they need to be.
DEPTHS OF FUTURE PAST. The ocean of void is deep and vast. Images dance past them, figures they know, figures they don't but who are familiar to others. But there are some things not familiar to anyone: cities and towns, bustling scenes from a world they have never seen. People cheering as others in colourful hoodies board a train. People in prayer, people suiting up in space suits, desperate fights against robots.
Faces they might have seen in video snippets or train memories join faces from their own lives and voidtreckers long departed, not returned at the last platform. Join us they call. Just let go. Come with us.
Gentle voices, pleading, inviting. Aren't those the people they are searching for? And it would be easier to just let go, join them in the swirling chaos. Here. Come here.
They must hold tight, steadfast towards their goal -- and people may need to help to see and believe that those aren't the same people they've lost to the void.
THROUGH THE RIPPLES. Strangely enough, in the swirling chaos, those from blue team may sometimes see those from orange. Appearing almost like mirages. Getting close to them makes them clearer, if only for a few moments.
They are working, setting charges, but sometimes their eyes seem to meet them. It is as if they are on the other side of thick glass. Communication might be possible, but muffled, confused. Sometimes they feel nudged in a direction, orange team pointing or getting it through to them which way to go. They are always correct. Contact doesn't last long, before they are wiped away by the swirling colours.
ORANGE SIDE
SETTING UP. Orange team are given space suits to leave the Voidtrecker Express. There is no gravity here, no light except those on their space suits and the headlights of the train.
It is more than empty space. It feels strange, wrong and terrifying to be in. Once everyone has exited into the darkness, the train projects an image through its headlights. Overlaid in the darkness are two planets, three moons, and light from a distant sun lighting up those planets. Not real but landmarks, a map to help set the 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 even in the nothingness around them. They must be placed around the system and then connected. This connection is partially technological and partially mental- spinning threads across charges make an invisible web in the void.
TWISTING TIME. If only it were so easy. It doesn't take them long to learn that in this space, time does not work in the way they would wish it to. At first subtle, a few moments to one voidtrecker is a few hours to another, making coordinating work difficult.
But sometimes a voidtrecker will do a task, to find themselves repeating that task, then repeating that task, then repeating that task -- stuck in a loop until someone pulls them out of it. Other times work is undone as time unravels itself.
Sometimes the voidtreckers themselves are taken backwards in time. It might be mental, not knowing what has happened, memory slipping back a week, or a month, or years. Other times it is physical - they are now younger, a child again, a teenager or perhaps older; becoming adult, becoming ancient.
With all these distractions, setting up the connection with red team is not going to be easy. But it is fundamental to the plan and so they must focus their minds, reaching across the distance. To reach their friends and be ready for the surge of energy.
ONE LAST PULL. In the darkness figures sometimes appear, out of nowhere, sometimes seeing them and sometimes not. Blue team, appearing and vanishing again in the darkness as they fight their way backwards in time.
It is as if they are on the other side of thick glass. Communication might be possible, but muffled and confused. But those in the darkness feel the urge to direct them, they feel a tug in a direction and the need to tell the wanderers which way to go.
It might be a gesture, or a yell, a nudge to the right place through the chaos. The contact never lasts long before they fade into the darkness.
It is more than empty space. It feels strange, wrong and terrifying to be in. Once everyone has exited into the darkness, the train projects an image through its headlights. Overlaid in the darkness are two planets, three moons, and light from a distant sun lighting up those planets. Not real but landmarks, a map to help set the 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 even in the nothingness around them. They must be placed around the system and then connected. This connection is partially technological and partially mental- spinning threads across charges make an invisible web in the void.
TWISTING TIME. If only it were so easy. It doesn't take them long to learn that in this space, time does not work in the way they would wish it to. At first subtle, a few moments to one voidtrecker is a few hours to another, making coordinating work difficult.
But sometimes a voidtrecker will do a task, to find themselves repeating that task, then repeating that task, then repeating that task -- stuck in a loop until someone pulls them out of it. Other times work is undone as time unravels itself.
Sometimes the voidtreckers themselves are taken backwards in time. It might be mental, not knowing what has happened, memory slipping back a week, or a month, or years. Other times it is physical - they are now younger, a child again, a teenager or perhaps older; becoming adult, becoming ancient.
With all these distractions, setting up the connection with red team is not going to be easy. But it is fundamental to the plan and so they must focus their minds, reaching across the distance. To reach their friends and be ready for the surge of energy.
ONE LAST PULL. In the darkness figures sometimes appear, out of nowhere, sometimes seeing them and sometimes not. Blue team, appearing and vanishing again in the darkness as they fight their way backwards in time.
It is as if they are on the other side of thick glass. Communication might be possible, but muffled and confused. But those in the darkness feel the urge to direct them, they feel a tug in a direction and the need to tell the wanderers which way to go.
It might be a gesture, or a yell, a nudge to the right place through the chaos. The contact never lasts long before they fade into the darkness.
OOC NOTES