MegaTRON like Electron (
megaton) wrote in
re_alignment_ooc2013-07-16 08:23 pm
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Sojourn to the Badlands - Extra Credit Mini-plot!
So Megatron was cleared to make a journey to the badlands, wherein he will learn how truly bad said lands can be.
He made a link entry a bit ago looking for those who would accompany him, but decided to put it off until after the games so that everyone could be in good spirits and well rested.
Now, however, he is ready to go!
I'm going to be replying to tags in his original post tonight, so anyone who would like to go can still reply and get in!
I do NOT intend to play out the journey, or its climax. However, I am going to summarize how it goes in a blurb below, and I'm offering up a little tidbit extra to anyone who wants to come:
Personalized fate tags!
If you post below with the character you're bringing, what kind of mood they're in and why they want to come/what they want to find out, I'll reply with a little description of how your character's few days in the wilderness turn out. Did they get bitten by a monster? Did they discover a small source of water? Did they fall victim to the call of the badlands? Did they wind up with dysentery? Did their wagon sink into the creekbed?
I'll be using a random generator to determine whether your character gets good, neutral, or doom fates, and if something comes up you really want to play out we can make a post or log! There WILL be some injuries due to the nature of the adventure, but nothing will be permanent (unless you'd like a cool scar or something from that time your character saved Megatron, just so you can tell the grandbits.)
Dates
Anyone who comes can be assumed to be gone for about a week in-game time, starting NEXT Wednesday, the 24th. This is planned specifically around TFcon, since I know a large number of us are going to be gone that weekend. I will be attempting to give personalized fates before I leave on the 24th so that anyone who wants to play them out can do so while I'm gone/when I return. I won't be giving out fates after the 24th.
Obviously, this isn't mandatory. If you don't want a personalized fate, no problem! Your character may still come along with Megatron, see what there is to see, and return without issue. Just make sure you read the summary below so you know what happened on the trip!
Sojourn Summary
On the first day, it is uncomfortably hot. The wastelands outside of the Haven have a noticeable temperature increase, which contrasts starkly with the pleasant days of weatherless Haven life. It feels almost like baking in the heat of a desert, and while crossing over the miles and miles of barren, rocky terrain neither human nor Cybertronian make it through without some measure of annoyance. The badlands aren't yet in sight, nor are there many landmarks to make the journey exciting aside from the occasional, even warmer lava pit glowing softly in the darkness as the distant Cybertronian sun sets.
Night travel is not much better for removing the heat, and so a small stop is made by a towering rock formation to allow for rest and relaxation. The shape of the rock is strange, almost as if something had crafted it thousands of years ago and then left it alone to calcify, and small cracks along the surface obscure what could have been writing...or what could have been erosion from winds.
Whatever it once was, it marks the beginning of a new terrain, and as the second day progresses more formations spring up, the beginnings of mountains. Travel is harder, here, but it is also marked by significantly cooler temperatures and much more breathtaking scenery as small mountains give way to appealing crevices, beautiful canyons, and sloping peaks. Now the badlands can be seen in the distance--a darkness that swallows the horizon as if space itself is encroaching on the landscape.
It is a space without stars.
The third day begins the real challenge, however. There is now only frigid cold, a far cry from the heat that plagued the earlier journey. The mountains are sharper and much more jagged, and any misplaced step or slipping wheel can result in calamity most foul. Moving forward is slow and aggravating, and few progress without a scratch or two--until the paths are found. They have been there for some time, apparently, and though they are of questionable origins they nevertheless weave organically through the treacherous maw of deadly rocks. All paths wind crookedly toward the badlands.
This is the day when the travelers arrive.
They do not attempt to penetrate the haze of darkness that is the badlands, however. It is already as black as night long before sunset, and eerily cold and still. Noises like static occasionally drift over the hastily erected campsite, choosing their targets selectively so that none can hear the sound at once. Sometimes it feels like someone is breathing just beyond where they can see. Sometimes it feels as if warm fingers pass over their shoulders. The call is strongest here, and not everyone finds it possible to resist. Even those who cannot hear it when awake find it haunting them in their sleep, and dreams are twisted into terror no matter how good they start off.
Early in the morning the fourth day, the monsters attack.
The campsite is not caught completely unawares, however, as those who wait on watch are able to get out a warning: stand up! Fight for your lives. The creatures are relentless, bladed beings--half/mech, half/monster, with tails and claws and too many teeth inside jaws that grind in terrible whirling circles. The sting of their metal is fearsome, indeed--but more fearsome are the ones that do not attack, but simply wrap those they best into their silver-sharp arms and sprint into the darkness.
When the fight is worst, the runes on the traveler's arms glow brightest. When the runes glow, the monsters fall back and the travelers give chase, grabbing back those who are taken from them and going on the offensive, bursting through the haze at last.
Then, there is only chaos.
Sounds of screaming. Noises of metal wrenching, brief glimpses of something writhing, coiling, undulating. Every direction feels wrong, and there is no longer up nor down nor any sensation but wrongness and terror.
Then the glyphs glow once more, and with a magnetic hum the mists also vanish--light repelling darkness, or the other way around. The travelers find themselves ejected back into their campsite once more, with the distinct feeling that they have narrowly avoided a gruesome fate, and that much larger forces than they anticipated wait just beyond the veil.
This is the end of their trial.
It is time to return home.
~~~~~
He made a link entry a bit ago looking for those who would accompany him, but decided to put it off until after the games so that everyone could be in good spirits and well rested.
Now, however, he is ready to go!
I'm going to be replying to tags in his original post tonight, so anyone who would like to go can still reply and get in!
I do NOT intend to play out the journey, or its climax. However, I am going to summarize how it goes in a blurb below, and I'm offering up a little tidbit extra to anyone who wants to come:
Personalized fate tags!
If you post below with the character you're bringing, what kind of mood they're in and why they want to come/what they want to find out, I'll reply with a little description of how your character's few days in the wilderness turn out. Did they get bitten by a monster? Did they discover a small source of water? Did they fall victim to the call of the badlands? Did they wind up with dysentery? Did their wagon sink into the creekbed?
I'll be using a random generator to determine whether your character gets good, neutral, or doom fates, and if something comes up you really want to play out we can make a post or log! There WILL be some injuries due to the nature of the adventure, but nothing will be permanent (unless you'd like a cool scar or something from that time your character saved Megatron, just so you can tell the grandbits.)
Dates
Anyone who comes can be assumed to be gone for about a week in-game time, starting NEXT Wednesday, the 24th. This is planned specifically around TFcon, since I know a large number of us are going to be gone that weekend. I will be attempting to give personalized fates before I leave on the 24th so that anyone who wants to play them out can do so while I'm gone/when I return. I won't be giving out fates after the 24th.
Obviously, this isn't mandatory. If you don't want a personalized fate, no problem! Your character may still come along with Megatron, see what there is to see, and return without issue. Just make sure you read the summary below so you know what happened on the trip!
Sojourn Summary
On the first day, it is uncomfortably hot. The wastelands outside of the Haven have a noticeable temperature increase, which contrasts starkly with the pleasant days of weatherless Haven life. It feels almost like baking in the heat of a desert, and while crossing over the miles and miles of barren, rocky terrain neither human nor Cybertronian make it through without some measure of annoyance. The badlands aren't yet in sight, nor are there many landmarks to make the journey exciting aside from the occasional, even warmer lava pit glowing softly in the darkness as the distant Cybertronian sun sets.
Night travel is not much better for removing the heat, and so a small stop is made by a towering rock formation to allow for rest and relaxation. The shape of the rock is strange, almost as if something had crafted it thousands of years ago and then left it alone to calcify, and small cracks along the surface obscure what could have been writing...or what could have been erosion from winds.
Whatever it once was, it marks the beginning of a new terrain, and as the second day progresses more formations spring up, the beginnings of mountains. Travel is harder, here, but it is also marked by significantly cooler temperatures and much more breathtaking scenery as small mountains give way to appealing crevices, beautiful canyons, and sloping peaks. Now the badlands can be seen in the distance--a darkness that swallows the horizon as if space itself is encroaching on the landscape.
It is a space without stars.
The third day begins the real challenge, however. There is now only frigid cold, a far cry from the heat that plagued the earlier journey. The mountains are sharper and much more jagged, and any misplaced step or slipping wheel can result in calamity most foul. Moving forward is slow and aggravating, and few progress without a scratch or two--until the paths are found. They have been there for some time, apparently, and though they are of questionable origins they nevertheless weave organically through the treacherous maw of deadly rocks. All paths wind crookedly toward the badlands.
This is the day when the travelers arrive.
They do not attempt to penetrate the haze of darkness that is the badlands, however. It is already as black as night long before sunset, and eerily cold and still. Noises like static occasionally drift over the hastily erected campsite, choosing their targets selectively so that none can hear the sound at once. Sometimes it feels like someone is breathing just beyond where they can see. Sometimes it feels as if warm fingers pass over their shoulders. The call is strongest here, and not everyone finds it possible to resist. Even those who cannot hear it when awake find it haunting them in their sleep, and dreams are twisted into terror no matter how good they start off.
Early in the morning the fourth day, the monsters attack.
The campsite is not caught completely unawares, however, as those who wait on watch are able to get out a warning: stand up! Fight for your lives. The creatures are relentless, bladed beings--half/mech, half/monster, with tails and claws and too many teeth inside jaws that grind in terrible whirling circles. The sting of their metal is fearsome, indeed--but more fearsome are the ones that do not attack, but simply wrap those they best into their silver-sharp arms and sprint into the darkness.
When the fight is worst, the runes on the traveler's arms glow brightest. When the runes glow, the monsters fall back and the travelers give chase, grabbing back those who are taken from them and going on the offensive, bursting through the haze at last.
Then, there is only chaos.
Sounds of screaming. Noises of metal wrenching, brief glimpses of something writhing, coiling, undulating. Every direction feels wrong, and there is no longer up nor down nor any sensation but wrongness and terror.
Then the glyphs glow once more, and with a magnetic hum the mists also vanish--light repelling darkness, or the other way around. The travelers find themselves ejected back into their campsite once more, with the distinct feeling that they have narrowly avoided a gruesome fate, and that much larger forces than they anticipated wait just beyond the veil.
This is the end of their trial.
It is time to return home.
~~~~~
mini fate awww yeah
Fate result: Good!
Instead of being sent by Megatron to scout above the badlands, however, you're asked to scout from the air for possible threats--which you find on the fourth day when they attack! Much to your benefit, you'll find that the bladed creatures DO contain something that seems like a spark, and since they come in many varied sizes some of them make handy snacks! Sadly, their blades are capable of cutting through even the strongest metal and do NOT digest, leaving you with a terrible stomach-ache should you eat any of them. Thankfully, your luck holds out regardless and you do not end up with major wounds, though as soon as the Badlands wash over you you might recognise the large, black, figure running off ahead of you with rotors trailing down its back....
It may be a good thing that Drift is nearby to stop you from chasing it, if he's capable of doing so.
no subject
She's still skulking around cloaked but just for safety she's (reluctantly) burned out the autobot brand she marked herself with. For the most part she'd be chilling with known Decepticons to get buddy buddy with them and glean some information of what their plans are/what the state of things are.
Information about the Cybertron they're on and the First Forged is a bonus. She's especially interested in information on Leige, but most of all she also wants to find out what's out in the Badlands anyway to try and use it to her advantage with... deposing undesirables.
WORKING OUT SOME COMBAT IS A PLUS since it helps her think and clear her head.
Fate result: Good!
If you do try to get close to Megatron, you'll find him particularly receptive to conversation...especially in regards to the current situation and sharing information about it. You'll learn about his own personal experiences in the badlands and with 'the calling' that happened to him as a Glyphless--how it drove them mad. Because of this, on the evening of the second day when you see him staring off strangely into the distance with no one around, you're pretty certain he's being distracted by something very *similar* to the calling...and oh, what a good time to attack! Should you take advantage of it, however, you'll find yourself almost stepping on Miko--a human with an amazing propensity for being places she should not be. On the minus side--no Megatron. On the plus side, though, he simply wanders off with no idea that you're after him, so you may get another chance.
Information on Liege is harder to come across out here--but you do think he might be interested in the blades that the monsters wield--especially since they seem to cut through EVERYTHING, including metal, without stop. Since luck is with you on this journey, it wouldn't be hard to pry one from the pile of corpses they leave when you're finished with them.
mini fate, baby
Fate result: Good!
If a Decepticon powow is what you're after...this is probably the most unusual opportunity to take advantage of it ever. If you ask nicely, you'll even get to ride on the Megatank, which is exhilarating but extremely bumpy. Of course, there are fellow 'Decepticons' like Frenzy along for the ride, but most of your compatriots just look at you strangely when you suggest a sing-along by the camp-fire. However, by the miraculous powers of meta, on the third night you find a chest nearby filled with wood and marshmallows...and thus a camp-fire happens regardless...at least until you look over and realize the person next to you is covered in bladed scythes. Since luck is with you, you either manage to knock a few monsters out or find a good hiding spot nearby to wait out the chaos.
Once in the badlands, you do hear the haunting sounds of a really, really terrible movie...and if you follow them, you find what just might be a cursed VCR. Who knows? You'll have to locate some VHS tapes later to find out.
no subject
Also, he's still not sure about Megatron, where he stands, whether he really was that idealistic as Drift remembered him being, or if that was him seeing through rose colored optics.
Fate result: Doom!
On the third day, you and Wing are both approached by Megatron to take the second watch after him. As someone who has experienced the lure of the calling your dreams are particularly horrifying, and it takes you a few moments to come to your senses when he wakes you from recharge--at which point you'll realize you've left a gash on his arm. He does not say anything about this, however, and you might recognize that he seems similarly distracted by the closeness of the Badlands. Thankfully, the proximity seems to have heightened both your senses and Wing's, which means that when the bladed monsters start infiltrating the camp-site you're both aware of it almost instantly and can sound the alarm.
You will find that when the pull of the badlands causes your Glyph to glow, your sword seems to be affected similarly. If drawn, it WILL provide a brief protection from both the calling and the monsters and the darkness itself--though you will also notice that it is pulling tremendous energy from your spark to maintain that. Once in the badlands, you see Dirge running off after what looks like a monster shouting 'Blackout!'--and if he's not stopped, he may be stuck in there forever.
When the badlands recede and you find yourself back in the campsite once again, that is when you realize that your luck has not held out. Not only was the sword a drain (if used), but one of the monster's blades has pierced straight through your torso. You will need help to return home, as you will be very weak and unable to transform.
mini fate you say?
Besides, it's weirdly quiet in the Haven. He's not used to things going so well all the time. It's better to figure out what's waiting for them early... and to see a little action.
He joined excited, and even the terrible weather and monster attacks are unlikely to diminish his mood much. Such is life
in the Zoneon Cybertron, after all!Fate result: Neutral!
As someone used to surviving, you're particularly well-stocked for this journey and know what sort of landmarks to watch for. In the middle of the third day you notice a handy path that leads further up the mountains and are able to nip away to do some scouting while the others rest. From the summit you can see the badlands in the distance, and notice a few key things about them:
1. That they're moving slowly.
2. That they're expanding slowly.
They don't seem to be heading towards the Haven, but it is still a worrisome sight.
If you look back the way you came, you'll see another worrisome sight. It's a white, red, and blue jet doing battle with a bladed monster riding a giant centipede. They seem to be tied in skill--and while Starscream manages to take down the centipede and wound the creature into stopping its assault, it is clear that he's wounded and can't fly. You can go salvage off him yourself or warn the rest of the party, or you can say nothing and continue on. (If you do go find Starscream, read his blurb below to participate.)
Your luck is fairly neutral on the journey...so while nothing terrible happens to you, nothing particularly good happens either, and you end up with only a few scrapes--normal for a journey of this length.
mini fate, sure. Also RIP Drift's dignity maybe? Sorry love~
Besides, there is no way hell and beyond that Wing will let Drift go by himself. Not after the mindless zombie-walking towards the Badlands before all the glyphless arrived. If the call wants Drift it has to go through Wing first. He'll abuse his old link to the Great Sword or even SIT on the mech if he has to. In fact, Wing fully intends to sleep ON Drift every night, lest the other swordmech wander off in a daze again and regardless of any untoward looks they get. For once, propriety be damned. He might have even stashed a pair of stasis cuffs in his storage just in case; it pays to have friends on the Police Force.
no subject
lol sorry, couldn't resist(no subject)
TC-mun in WAYYY the wrong account XD;;;
Fate result: Neutral!
\o/
Graham get out.His reasons for going out aren't completely unfounded, and not solely to keep Megatron out of trouble (lol)- after all, he'd told Prima a long time ago that he'd help keep an eye out for anything dangerous that's come from the Badlands, but his curiosity for just what exactly lies within the Badlands is there. Maybe it's also because of his natural affinity to Light, being that he's devoid of Darkness. Opposites attract? Ahaha...hah.
-oh yeah, speaking of light! Ven does have the ability to create orbs of light, courtesy of Prima. They're not an attack, but hey, if things get too dark, he can either help light the way or SURPRISE BLIND
everyonemonsters to give others an opening for attack or whatever. They can get pretty bright, apparently, though he can't make more than two at a time, and only as big as his fist.HIT MEH~
Fate result: Doom!
Most of your journey is spent near Megatron--and thus occasionally near Arcee, Crow, Glit, Frenzy, and others who come and go as the miles fly by. On the second night Megs would vanish and head off into the mountains, going towards flashes of what looks like a distant thunderstorm...but he'd return after not much time had passed. When he does, he has a mission for you: to go with Thundercracker and scout ahead. He wants to know if there is anything on the path, and he also wants to know if it is possible to fly over the badlands, and he wants to know if doing so affects humans any differently than Cybertronians.
Thus, you and TC would be able to set off together for some scouting. As far as you can tell there's nothing unusual on the ground up to the badlands, but TC would get readings of fluctuating magnetic fields the closer you get, and you would simply feel...odd. As if sometimes your propulsion is too easy and other times it strains just to keep float. Because of this, it takes almost a whole day for the pair of you to get close despite your aerial advantage.
At that point, your flight cuts out entirely as the magnetic distortion becomes too great. You would begin to plummet--though it is not terribly far before ThunderCracker catches you. He needs your help to get down, though, and you might realize that the fields have cut out his visibility entirely, meaning he needs your eyes to land.
It's not a comfortable landing, but you do both survive. However, luck is not with you and you're fairly certain that you have a few cracked ribs and a broken arm, and will definitely be needing help to get back. On the plus side, you aren't far off from the path Megatron and co end up taking on their route back, so if you wait it out help would be on the way.
On the minus side, this means you're stuck out in the middle of nowhere during the badlands fight.
Mini-fate get!
Semi-breaking slow-/hiatus for this. \o/
TC is going. Because he
hasn't quite yet worked up the courage to refuse Megatron anythingsaid he would. He's wary, even a little nervous, and yet he'll find himself falling right back into place at/behind Megatron's side. Not as a right-hand man - that was Soundwave's place - but a step or three just below that, as a ranking officer (he /did/ fight hard for that position, before he realized it wasn't where he wanted to be). He hates it, but it's also familiar...even comfortable in a sense. In a slightly masochistic sense, maybe. But it's where he lived and served for too long to NOT fall readily back into that position.As the way gets treacherous and unpredictable on the third day, since TC can fly even in root-mode, he'll readily move to help catch anyone whose step or wheel slips. By the fourth, he'll be SOOOO ready for a good fight. And against the monsters of the Badlands, he'll prove every bit as vicious and unrelenting as the brands on his wings indicate that he "should" be.
Hope that's enough to work with! 8D
Fate result: Neutral!
Most of your journey is spent exactly as you expect it to be--following along, usually from the sky except when there are small stops or breaks. You're mostly left alone by Megatron, who has not yet keyed into the fact that something is wrong and is generally operating under the assumption that you're fine with his command. Because of this, he comms you on the second night from one of the peaks, where he's been standing watching what almost looks like a thunderstorm on the horizon. When you arrive, he has a mission for you: to go with Ven and scout ahead. He wants to know if there is anything on the path, and he also wants to know if it is possible to fly over the badlands, and he wants to know if doing so affects Cybertronians any differently than humans.
Thus, you and Ven would be able to set off together for some scouting. As far as you can tell there's nothing unusual on the ground up to the badlands, but you would get readings of fluctuating magnetic fields the closer you get. They're not pleasant fields, and you find yourself consistently having to reset on-board systems as they fail and then come back online. Ven's ride does not appear to be faring much better. Because of this, it takes almost a whole day for the pair of you to get close despite your aerial advantage.
At that point, you would notice Ven's flight cuts out entirely. It does not take much for you to get underneath to catch him, but you would instantly notice a problem--your own navigational systems refuse to reboot, and the rest of your visuals are fading fast. You're still in the air, still flying, but without sense of light or dark, up or down. It's only with Ven's help and your excellent piloting that you're able to land--a true cooperative effort.
It's not a comfortable landing, but you do both survive. Luck did not completely abandon you, but neither did she assist, leaving you relatively unscathed but still unable to see for the remainder of the day. On the plus side, you aren't far off from the path Megatron and co end up taking on their route back, so if you wait it out help would be on the way.
On the minus side, this means you're stuck out in the middle of nowhere during the badlands fight.
At least there will be plenty to report when he returns, as you did manage to collect more than enough readings of the magnetic fields by the badlands, and have determined that they are definitely not possible to fly over.
Re: Fate result: Neutral!
no subject
Naturally, he'd be ready to fight where necessary with an emotionless lightbulb face, but he'll be picking up souvenirs if he gets the opportunity. He'll also be running scans on the environment while they travel for energy fluctuations, etc.
He got a different alt mode that allows for flight a while back, and probably brought a few drones to scout ahead for the group/run scans. Megatron can of course give him orders to his discretion.
Fate result: Good!
The scouts you send forward would be able to start taking readings almost unhindered, though the results sometimes seem to clash. A few of the drones seem to believe that the badlands is a shield of solid rock, others seem to think that there is nothing there at all. The only consistency appears to be lines of magnetic fluctuation that get stronger when the drones ascend mountains, but without consulting the aerial scouts Thundercracker or Ven, you won't have the full diagram.
When the bladed monsters attack, you'd find their simplistic motions almost easy to predict...which is a benefit, given that you notice very quickly how their blades can slice through solid metal like it's butter. Because of this, it is particularly difficult to get a completely intact sample--they are fast, and will kill their own if it looks like they'll be taken.
There is one exception to this. The monsters come in many varied shapes and sizes, and one of particularly diminutive frame looks like it is trying to attack Flonne. It gives this up after its fight proves fruitless, and winds up clinging to her supply bag instead: a live specimen, if you can coax her to let it go.
If you cannot, there are others who have collected blades, and Megatron himself would offer the upper half of a torso to you--provided you'll pull it out of his back where it imbedded itself.
The return back would be easy for you, also, given that your luck was good and you have only superficial wounds. Indeed, there are many fortunate things for you to learn--including the fact that these creatures have a much more developed processor than the monsters that usually attack.
The enemy, it seems, is trying something new.
no subject
She'll pull main duty as healer and will lob her magic out offensively when need be. Most of her attacks are light based so they can be used as flares while being cast as well as actually knocking back monsters.
No need to do a mini fate if you don't want and she's up to have annoyed/helped/gossiped with anyone else on this trip. When she's not following Laharl around that is since he's usually party leader for her.
no subject
There are plenty of individuals to talk to--whether they want you to or not--so you'd not be without either a ride or 'good' conversation to keep you entertained. It might be more difficult to keep Laharl busy as the trip drags on, and there may be once or twice that the pair of you have to double-check your footing in the mountains.
When the monsters attack and the badlands sweep over you on the morning of the fourth day, you find your attacks and your healing almost repelling the creatures around you, as if the darkness that surrounds them and the light you wield are at odds. Unfortunately, energy is still conserved--which means if a massive bladed creature comes running at you, it's much more likely to be repelling you than you are to be repelling it. As such, you end up bounced around relatively unharmed for parts of the battle, which gives you a good opportunity to lend a helping hand to those that need it. Your cures can work on cybertronians, but for the most part it is only to help superficial wounds. On the other hand, you do notice that Kevin and Zer0 are both organic-based and in need of a bit of repair--the kind that you can help with!--even if neither of them turn out to be exactly what they seem. Good luck getting them to let you close.
As the battle ends you'd have difficulty finding Laharl, but you'd have less difficulty finding the stowaway who has been clinging onto your supply bag. It is small--no bigger than a cat--and looks precisely like the monsters that attacked. However, it had little luck in managing to hit anything and instead clipped itself onto you to take a nap. Given that the bladed attacking creatures did come in many different sizes, it stands to reason that this one was on the extreme end when it came to shortness. It will come back with you and be relatively docile if you wish to keep it as a pet. It will not go into any of the Firstforged temples, however, and will chatter and bite at any acolytes it sees.
(no subject)
(no subject)
(no subject)
no subject
I like to think Frenzy takes out a few monsters, beats the shit out of them. I dunno; Frenzy's not incompetent or weak, so yes, MUCH ASS KICKING. But wounds are of course expected and if you could have some sort of wound to his visor or vision at least, I'd love u 5eva.
Fate result: Doom!
Megatron would be pleased to have you along on the mission, and while he definitely seems less bloodthirsty than your Megatron, he still knows how to have fun. Given that you've been (secretly) lonely yourself lately, you might pick up on the fact that he really seemed to miss having (a version) of you around, as he'd find ways to travel near you and would even offer to let you travel ON him if you wished. He encourages you to grab a pile of rocks and try moving-target combat practice, which is probably one of the few things that keeps you both from intense boredom through the first two days.
When the fight breaks out on the morning of the fourth day, however, he's nowhere to be seen. Granted you have plenty to keep you distracted as bladed monsters in all shapes and sizes attack, and you'd realize pretty quickly that their weaponry could cut a Cybertronian of your size in half. The wounds add up, with several gouges in your limbs and one particularly nasty blade right through your left optic...not that it stops you!
You do wind up fighting back-to-back with a human-shaped man at one point, and before he vanishes off he drops a small device into your hand--a shield generator. This makes the fight a bit more fun for you as the blades bounce off the shield, and you manage to wreak some decent havoc. However, you do find Zer0 again as the battle is drawing to a close, pinned to one of the rock walls by a wicked looking, serrated sword. He could definitely use some help to get down...but even if you're not feeling altruistic it would be worth it just to get access to the super-awesome sword.
Sadly, your luck does not hold out, and not long after the end of the fight you find your wounds have leaked just a little too much energon. You will pass out, and someone will have to carry you back to the Haven.
mini combat buddies ho!
Re: mini combat buddies ho!
Re: mini combat buddies ho!
Re: mini combat buddies ho!
Re: mini combat buddies ho!
Mini-fate yay
Fate result: Good!
When Megatron sends Ven and Thundercracker ahead to scout, you'd find yourself specifically approached to keep an eye on the air above the group, instead, for the full length of the third day. Since the travel is so slow over the bad terrain, this proves to be a little boring, but you do catch something skirting the edge of the badlands that flashes every now and then like lightning lancing out. Since Wing and Drift have first watch on the third night you get a little down time to yourself to pester anyone you want to...
And when the fighting breaks out on the fourth day, you're absolutely ready for the action. It's about time! During the attack you use your warping to your advantage in the beginning, especially since you notice very quickly that the airspace this close to the badlands is full of magnetic distortion. Most of your navigational systems for flight don't work, but the warping doesn't seem to be affected--that is, until you go to warp behind an enemy and find yourself smack dab in the badlands wedged between two pieces of rock. It's difficult to see and the air almost feels like sludge through your intakes and you are most decidedly stuck in a very uncomfortable position.
Given the low visibility, however, it isn't surprising that a sudden Laharl mistakes you for an enemy and lands a whopping attack on your frame...which amazingly misses anything vital and shakes you loose. You'd realize you're further into the badlands than you really want to be and are going to have to exit on foot unless you'd like to try warping again--and with the sheer number of enemies between you and the way out it might be nice to have the little demon on your side. There are a lot. In fact, your vantage gives you a better idea than most others would have at just HOW VAST the armies of the shadowlands are, and it is not a pleasant picture.
Since luck is with you, however, whatever choice you make will take you and Laharl both out in one piece.
mini fate hell yeahhhhh
On the one hand, guy's near-human-sized and likes melee. On the other hand, his sword has no problems cutting through metal and he's durable thanks to Borderlands-style shielding. (Also, practically a damn gymnast.) He knows, has, and uses a crazy variety of guns and stuff. Sniper rifles, shotguns, and submarine guns: aw yeah. Possibly a rocket launcher. Many will fire corrosive acid bullets that eat through metal!
If you need help mid-fight, Zer0 m-a-y drop one of his shields into your grubby little hands, but he will want it back.
Zer0 has a fairly high possibility of getting into something over his head; he's used to relying on a respawning system, and hasn't compensated for that as well as he thinks he has. Just throw him straight into the deep end, he likes it there.
Fate result: Neutral!
Once it is fixed, suddenly your Haiku start making sense to people. Or, at least, they make a sort of sense. Given that they're about your boredom and are also a sort of poetry you may (IE you WILL) receive an improv challenge from Megatron, who is curious enough about the meter to want to know more.
On the morning of the fourth day when the monsters attack, it is clear that at first they don't take you for a threat. They're looking for some righteous Cybertronians, and you smell a little bit too much like familiar chaos to them. However, once they get wind of your arsenal you'd find yourself suddenly in over your head--back to back with Frenzy as some of the larger creatures attack in a whirlwind of blades. You manage to drop him one of your shields before the worst hits, and then there's too much going on for you to concentrate on anything else. The swords of the enemy are sharp enough to pierce metal, much like yours...which means if you can get them off you'll have some extra stock for your sales armory. You end up with a good pile of them before the biggest monster yet comes after you, scattering the swords. Since your luck is neither good or bad, you DO overcome him, but wound up stabbed through the shoulder against one of the rocky mountain walls, stuck for all intents and purposes until Frenzy comes along to free you.
While your wound does hurt like hell, you do notice a pretty blonde watching you, who would be happy to heal it for free. It'll still be sore for a week or two, and carrying back too much weight will be impossible, but it's better than a gaping hole in your chest that you can't seem to respawn from...
(no subject)
Yay mini fate!
Of course she will have her Dragon Buster sword and her Dragoon Spirit, so she will be able to take care of herself when trouble shows up. Since she is the Dragoon of Darkness Dragon, her Dragoon Spirit does draw power from darkness, which is a neutral where she's from. This could mean one of two things; she could have some resistance to the Call of the Badlands, or more vulnerable to it.
Fate result: Neutral!
This is particularly useful, because you will notice that the closer you draw to the badlands, the stronger an incessant buzz inside your head becomes. At first it seems like static, but by the third day it seems like hundreds of voices whispering, distracting you and lulling you in and out of awareness. Since the party is already heading towards the badlands, you find your feet move forward sometimes without you noticing--always in the same direction. You'd feel stronger, too, powered by the darkness you're approaching.
This daze does not go unnoticed, and once when you slip into it you wake to find Wing beside you, concerned. He may talk with you about his own badlands experiences, and has good advice about ways to ignore the whispers that seem to stave them off for a time at least.
Ironically, once the badlands washes over the party on the fourth day, you find yourself completely clear-headed and able to see without difficulty where others are faltering. Because of this, when you notice Wing having trouble keeping the darkness away, you're able to lead him out with ease--back into the light. Once out, however, the walls of the badlands seem to have risen again, and you'd know you wouldn't be able to find your way back into them again.
Your luck is neither good nor bad on the journey, meaning you are able to hold your own when the monsters attack--but both you and Wing do have a fair share of cuts and bruises, some that look like they will take a week or more to heal.
no subject
Starscream .. I'm just going to say that Starscream tried to discreetly follow the group in hopes of seeing Megatron being eaten by a giant monster thing. 8| Since Starscream is Starscream someone probably notices him early on.
Laharl Fate result: Neutral!
You'd have an easy time keeping an eye on Flonne as you go since she mingles with the other travelers. It would, however, be excessively boring. Much less boring are the rocks that Frenzy is throwing from on top of a large tank, and if you cared to test your skills you'd have plenty of opportunity to catch or destroy the flying projectiles.
Once the monsters start attacking, things get much more interesting--especially as there are now plenty of targets to hit--targets who are challenging your authority as the most powerful overlord! They would quickly grow to regret this, especially as they don't seem to take you as much of a threat at first.
After you've downed a few of them, you'd notice Flonne being bounced around the field. At one point, it looks like she completely vanishes into the darkness of the badlands and is going to need some help, but when you follow her it only becomes darker and harder to see until--there!--just up ahead there is a shiny bit of metal which you attack...only to find out that it is Skywarp, and the vision you were chasing is just that--a vision. This thick into the badlands it wouldn't hurt to have Skywarp around to watch your back, especially with the massive army both of you can see.
As your luck is neither good or bad, the two of you make it out through them in one piece--but your back takes quite a bit of laceration so laying down on it will be out of the question for at LEAST a few days.
Starscream Fate result: Doom!
no subject
Four on the other hand wants to see everything and everyone. Megatron fascinates her, so she probably spent a lot of time watching him.
Red Alert Fate result: Good!
There are other Autobots along that do make the journey more pleasant, and there are even other female transformers...though asking Arcee about that might prove interesting. Either way, it is easy enough to avoid Megatron and stay professional on the trip, especially as the worst thing that happens to anyone on the first few days is a little engine overheating and annoyance.
It isn't until the third day that Megatron would approach you and ask you for a favor--his 'rear scout' engaged with the enemy and is badly hurt. He gives you the projected coordinates for where he is going to make camp and leaves you to your job, pointing out where he last assumed the scout to be.
As you head towards that location, you'd notice the faintest signs of a trail, human-sized footsteps that are mostly concealed. The mystery person turns out to be Strelok, who arrived not long before you...and the mystery scout is none other than Starscream himself. His Wing is almost completely severed and he's got a few slices out of his armor that are leaking energon, and while he could be in worse shape he definitely wouldn't last more than a day if left alone.
Interestingly, there is the carcass of what seems to be a giant centipede, and also a still-living creature nearly covered in metal blades--the source of Starscream's wounds. If Strelok and Starscream left it alive you would have the chance to kill it, leave it be, or help fix it.
If the monster is left alive and healed, it will present each party member with an indigo crystal and vanish.
If the monster is left alone, you would be able to scavenge several blades off of it and get some lovely sciency samples from the centipede, including a corrosive acid.
If the monster is KILLED it will self-destruct, spewing said acid in a light spray and effectively destroying any samples and blades. It does leave behind a mess of some strange sticky stuff, however, which makes a very affective bonding agent.
Once Starscream is patched up you would have the choice of rendezvousing with Megatron at the coordinates or remaining with the jet and helping him back to the Haven. If you chose to go onward, the battle will be over when you arrive but there will be plenty of mechs who need your assistance. If you chose to return, then you can hold your assistance over Starscream's head.
Either way your luck holds, and you remain unharmed.
Four Fate result: Doom!
Mini fate?
If possible she probably found a way to stick with any of the bots she knows, such as Wing, Drift and/or Thundercracker when they let her. Otherwise she kept with the other organics to avoid getting in trouble.
Fate result: Good!
There is plenty of trouble to get up to even when you are not looking for it, and after the first day of enduring heat you'll realize a bit more why it was a bad idea to come. Other than a tan, though, you'd finds yourself not needing to eat as much as you expect to...so you've got a little bit of extra to share with some of those other humanoids hanging around. There's even one your age, though the fact that he's being chummy with Decepticons the way you are with Autobots is a curiosity.
On the second night, you'd catch a glimpse over the mountains of what seems to be a thunderstorm, and with nothing better to do you go to take a look at it. When doing this, you run across an unusual situation: a pink robot, near poised to take a very lethal-looking strike at Megatron. Your sudden presence is enough to stop her, though how the scene proceeds after that is up to you.
Since your luck holds out, when the battle begins on the fourth day you're able to find a good spot to scamper off to where you can watch without being hurt, and can even throw some rocks down on monster heads at convenient times. Because of your vantage point, you would notice that some of the monsters were carrying sacks--and if you go down during the battle to investigate, you'd locate a jar of some incredibly sticky substance inside of one. What it's used for, you're not sure, but anything you spread it on will stick almost permanently to anything else. This includes Robots.
no subject
Fate result: Neutral!
The trip isn't bad, especially since there are plenty of vehicles to chose from if you don't have one yourself, but the semi-harsh environment is a bit of a downer. You might be approached by Miko on the second day to offer some of the extra supplies she brought along, and the water certainly would be welcome even if you have enough food. If you keep to yourself you'll mostly go unnoticed...
At least, up until the fighting begins. None of the creatures are expecting what you can throw at them, and at one point you'd find yourself fighting back to back with Megatron himself, who takes an interested glance at you before crushing a bladed monster underneath his fist. He'd do his fair share in keeping enemies off you, and you might notice him watching the way you fight.
All in all, it works out pretty well. Your luck is neither good nor bad which means lots of little slices that sting like hell but will heal in about a week or so. The enemies' blades go even through metal...but they CAN be absorbed and duplicated to your advantage.
Once the fighting is over, you may also be approached by Flonne, who can definitely take the sting off of the cuts.
MINIFAAATE
That curiosity will likely fade the deeper into the Badlands they get. Wary cassettecat is wary.
He may attempt to claim one of Megatron's shoulders as a perch.He will, of course, be doing everything he can to assist the injured when the group is attacked, while not fighting in the slightest himself.
no subject
You would, unsurprisingly, find Megatron seems particularly comfortable around you. He'd journey with you, be conversational about your universe, and be curious about your pacifism. He would also be very interested in your professional opinion on the status of certain other party members, and would ask you to keep an eye on the Autobots especially.
On the second night of the trip you would notice he seems to be growing more and more distracted, and you would know it is not a good sort of distracted. He'd wander off, away from the party, heading up a path into the mountains towards what looks like a distant thunderstorm. When he reaches a crest he just stops and stares, standing on the edge of a precipice as if he were about to step off. Your instinct would tell you that now would be a very GOOD time to speak up, and if you do he will look up, startled, and step away from the cliff edge muttering something about the calling.
Once the fight breaks out on the forth day, you'd have more than enough injuries to tend to. These monsters are vicious, and their sharp blades seem capable of piercing even very heavy armor. As such, some of your tools just aren't going to be enough until you can get back to the good equipment in the Haven: especially in regard to fixing Four, who you find half-broken on the ground. She's a very interesting piece of work, but she's definitely going to need the touch of a master medic to get fixed up, and you're the one to find her...