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.
~~~~~
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
He will be especially happy if she doesn't have to open his armor and poke around in there in order to heal him. He will be so happy that he will give her his contact information in case she needs his services. ...which is incredibly unlikely, but he's doing his best here, okay.
no subject
no subject
Flonne will receive a thank-you in haiku form, and a patient-if-not-necessarily-actually-listening-that-much ear whenever she wants. He has endured Claptrap; he can endure anything. He may even ask her about her impressions of Cybertron and so forth. Hey, information, right?
And he will also offer to assist her if she ever needs it! Abuse this somehow, I implore you. :D He means killing stuff; I'm sure Flonne understands the offer as something very different!
tl;dr -- Zer0 really really values a good healer that doesn't have to look at him to heal him.