MegaTRON like Electron (
megaton) wrote in
re_alignment_ooc2013-07-16 08:23 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
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!
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!
mini fate, baby
Fate result: Good!
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!
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!
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)
(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!
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!
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!
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)
(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!
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!
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!
(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!
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!
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!
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!
no subject
Fate result: Neutral!
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)