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.
~~~~~
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...