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redshift: tdm #3

Redshift: Welcome to the v͖͕̺̲̘̱̜͎o̴̦̣̠̦̘̹͞i̯̖d̛̪̬͈̱̦̝͍̕.
▶ Click here to read what characters will experience when arriving in Anchor.
▶ All TDM threads can be considered game canon, and current players are welcome to either top-level on the TDM so prospective players can tag them, or use the prompts for logs or network posts on the communities. All threads on the TDM can be used for Activity Check.
▶ All TDM threads can be considered game canon, and current players are welcome to either top-level on the TDM so prospective players can tag them, or use the prompts for logs or network posts on the communities. All threads on the TDM can be used for Activity Check.
a. tfln: anchor edition.
The power returns with a surge throughout the colony, abrupt and powerful. Whether it’s because of an increase in the levels of radiation powering the dome or the unexpected addition of two more suns to the sky, the lights are back on, so to speak.
A surge that powerful has consequences, though. While some (currently unknown) systems have been powered up, others (mostly unknown) have come to life with a vengeance.
In specific, the robo-matchmaker in the intimacy lounge. Ordinarily, it works by taking the information of people who enter the intimacy lounge and pairing them up based on a carefully-tooled algorithm, so people are matched into casual or potentially romantic relationships. Somehow, through the frying of circuits and the machinations of a match-making AI gone rogue, the bot has the information of everyone in the colony - whether collected through the network, CCTV, or by scanning the data of people who passed by close at hand.
It's started making profiles for everyone, filling in bits of overheard conversations or bad pickup lines that it thinks match the personality of its chosen victims. It's also, helpfully, started sending messages at random to other characters, just to get the romantic ball rolling. Profiles and messages are as off the wall as the bot making them. Welcome to TFLN, Anchor Edition.
A surge that powerful has consequences, though. While some (currently unknown) systems have been powered up, others (mostly unknown) have come to life with a vengeance.
In specific, the robo-matchmaker in the intimacy lounge. Ordinarily, it works by taking the information of people who enter the intimacy lounge and pairing them up based on a carefully-tooled algorithm, so people are matched into casual or potentially romantic relationships. Somehow, through the frying of circuits and the machinations of a match-making AI gone rogue, the bot has the information of everyone in the colony - whether collected through the network, CCTV, or by scanning the data of people who passed by close at hand.
It's started making profiles for everyone, filling in bits of overheard conversations or bad pickup lines that it thinks match the personality of its chosen victims. It's also, helpfully, started sending messages at random to other characters, just to get the romantic ball rolling. Profiles and messages are as off the wall as the bot making them. Welcome to TFLN, Anchor Edition.
Robo-Matchmaker (?̵̢̠̀?̷̠͉͍̝̙̕ͅ?̡̢̡̹̩̖̝̞̪̦̘ͅ)
I͎͇̰̺̼͡ ̝̳̼̻͕̩͚á̷̳͍̫͕͞m̱̱̺͍̳̞̖ ̴̥͇̣͎̺̤̩͕̩͜h͖̕͞͠er͉̟͕͈̳̀ḙ͔̼̠̤ ͓̠̰̗̹̘̣͔t͏̸̤̳̙͍͎̮͕̞͢o҉̨̜͖̠̝͙̜̦̜ ̮̠̝̪̩̤̣m̖̻a̤͙̘̲̫̩̗k̮͓̀͜e̶̠͚͞ ̯̯̘̦͜͠you͈̹̟͔͜͠ͅr͈̮̮̗͖̜̠͠ ̮̗̗̹̘̬̠͢d̴̵̯͖̀r̷͇͍̦̗̯͢eaṃ̘͝͞ş̳̺̭̮͜ ̖͚͚͓͙͇͙͓̜c͖͕̰̞̺̟̫ớ͈̖͇̲̗m̶̞̟̣̘͎̘̲̣̕͢é̠̯͞ ̼t͔͢r͢͏̠̙̜̬͖̞̥̜ư̧͈̫͜e̹̮̮̝͝.̗̠̪̭̫͞
Interests: true love, friends with benefits, e͏͇̫m̲̤̬͟ ͉͍͜ǫ̙̟̳̲͘t̬͓i҉̟̼̣͓̯̜̞̼͜ ҉̛̺̪̣͈͖͖̟̥̺o̴̢͔̙̥̠̟̮̮̪̩n̷̗̜s҉̰̖̯͟͠
Assets: I̤̥̙̺̪̪̱͜ ̢̟k̢̰̫ͅn͕̤̳o̤͚͓͓w̲̬ ͠e̸̞̺̳͔̙ve̝̳̭̣̝͠ͅry͏̝̙̠t̲͚̠hi͕̣̯ng̭͓͕̖͈ ̖̣ą̰͖̲ͅbơ̯̥̹̠̱u͉̯̪͟t̜̞̱ yo̹͙ͅu̢̗.̡̪̥̙̱̘̞ ͕̀:̮̩̯̜̗̘)
Ass-ets: a bot never tells
✔ 😏 💀 🍆 ❤ 🔥 ✖
code to post
b. bad trip.
Unfortunately (there's always an unfortunately, isn't there?), something in one of the agricultural research facilities went haywire during the power surge, too, and released spores into some of the ventilation shafts, which carried the spores to specific parts of the agricultural areas and also released them into the park at the base of the colony.
Virtually overnight, red algae (water) and fungus (other structures) grows to cover the better part of the park and chunks of the agricultural level. There's plenty of room to avoid the algae or fungus if characters don't want to go near it (or if players don't want the effects). In fact, avoiding it is probably the smarter thing to do - except it keeps spreading, and it needs to be stopped before it infects the whole park or makes parts of the agricultural level unusable. The algae makes foliage and vegetation toxic to eat, but going in to get samples may be kind of tricky.

Those who come in contact with the algae and its spores will feel a variety of effects. The mildest among them are headaches, headiness, and mild highs; the sort of thing that would come from pot use or tipsiness. Progressing from there, depending on levels of exposure, the intoxication effects are heightened. Hallucinations, extreme highs, loss of coordination, slurred language, loss of inhibition, and an addiction that begins as a mild desire to stay near the algae and rapidly progresses into something worse.
Prolonged or extreme exposure will lead to the beginnings of vine-like plants growing under the skin, following characters' arteries and veins. The exposed will begin to exhibit plant-like behaviors - craving light, warmth, water. Particularly water. Worse, the infected will start to function as part of a collective with the algae/fungus growth, working in its interests. They will try to bring other creatures to the growth to attempt to infect them, they'll fight those who intend to destroy the growth, and they'll struggle against anyone who tries to remove them from its company or cure them.
While the growth can be destroyed with fire, the smoke still poses a hazard and can be accompanied by the mild/moderate effects of the algae itself. There are other ways to solve the algae problem, but most of them lie in the depths of the research station that accidentally released the spores in the first place, and the growth there is worse than anywhere else in the colony. Characters can be cured, too - by way of the medbay, by keeping them away from the growth until the infection dies, or by player-skill based means.
Virtually overnight, red algae (water) and fungus (other structures) grows to cover the better part of the park and chunks of the agricultural level. There's plenty of room to avoid the algae or fungus if characters don't want to go near it (or if players don't want the effects). In fact, avoiding it is probably the smarter thing to do - except it keeps spreading, and it needs to be stopped before it infects the whole park or makes parts of the agricultural level unusable. The algae makes foliage and vegetation toxic to eat, but going in to get samples may be kind of tricky.

Those who come in contact with the algae and its spores will feel a variety of effects. The mildest among them are headaches, headiness, and mild highs; the sort of thing that would come from pot use or tipsiness. Progressing from there, depending on levels of exposure, the intoxication effects are heightened. Hallucinations, extreme highs, loss of coordination, slurred language, loss of inhibition, and an addiction that begins as a mild desire to stay near the algae and rapidly progresses into something worse.
Prolonged or extreme exposure will lead to the beginnings of vine-like plants growing under the skin, following characters' arteries and veins. The exposed will begin to exhibit plant-like behaviors - craving light, warmth, water. Particularly water. Worse, the infected will start to function as part of a collective with the algae/fungus growth, working in its interests. They will try to bring other creatures to the growth to attempt to infect them, they'll fight those who intend to destroy the growth, and they'll struggle against anyone who tries to remove them from its company or cure them.
While the growth can be destroyed with fire, the smoke still poses a hazard and can be accompanied by the mild/moderate effects of the algae itself. There are other ways to solve the algae problem, but most of them lie in the depths of the research station that accidentally released the spores in the first place, and the growth there is worse than anywhere else in the colony. Characters can be cured, too - by way of the medbay, by keeping them away from the growth until the infection dies, or by player-skill based means.
c. whole foods double-tap.
When all that algae business gets itself sorted out, characters will find some good news at last: the red shift rose up around the colony while everyone was busy and left a very large Whole Foods grocery store behind, just outside of the colony's exit doors.
Going inside reveals that the place isn't in perfect condition. Stuff has been knocked off the shelves and a lot of basic staples are missing, but the luxury items and hygiene basics are all there. Everything from (free range organic and/or vegan) chocolate to that particular kind of shampoo your earth-based character loves so much.

Deeper in the aisles, though, characters will come across more dramatic signs that something is wrong with this place. A smear of blood on the floor, leading toward the back of the building. Should characters choose to investigate, they'll find themselves following a widening smear of gore, with bits of cloth and tissue in the mix. At the very back (in the dairy section - and look! that yogurt is still good!), the source: a dismembered corpse.
Also, zombies.
These aren't the running hordes of 28 Days Later or the clickers of The Last of Us: they're standard Walking Dead shamblers, slow-moving and stupid but relentless, and very capable of coming from unexpected places or surrounding characters during a moment of inattention. Like most standard zombies, a shot to the head will take them out of commission--or you could go full Evil Dead and take that chainsaw from the inexplicable home goods department and go to town.
Those who get bitten will be decontaminated upon arrival back at the colony, but characters won't know that until they get there. Trauma abounds when death seems imminent. Even after decontamination, any injuries will remain until treated in the medbay.
Going inside reveals that the place isn't in perfect condition. Stuff has been knocked off the shelves and a lot of basic staples are missing, but the luxury items and hygiene basics are all there. Everything from (free range organic and/or vegan) chocolate to that particular kind of shampoo your earth-based character loves so much.

Deeper in the aisles, though, characters will come across more dramatic signs that something is wrong with this place. A smear of blood on the floor, leading toward the back of the building. Should characters choose to investigate, they'll find themselves following a widening smear of gore, with bits of cloth and tissue in the mix. At the very back (in the dairy section - and look! that yogurt is still good!), the source: a dismembered corpse.
Also, zombies.
These aren't the running hordes of 28 Days Later or the clickers of The Last of Us: they're standard Walking Dead shamblers, slow-moving and stupid but relentless, and very capable of coming from unexpected places or surrounding characters during a moment of inattention. Like most standard zombies, a shot to the head will take them out of commission--or you could go full Evil Dead and take that chainsaw from the inexplicable home goods department and go to town.
Those who get bitten will be decontaminated upon arrival back at the colony, but characters won't know that until they get there. Trauma abounds when death seems imminent. Even after decontamination, any injuries will remain until treated in the medbay.
Mod Note: The algae/fungus growth is set to last from August 24th until September 1st, when the intro log goes up at the start of the app cycle; or until someone finds a solution and informs the modteam.
no subject
"Okay. Probably won't be able to use any of the equipment in agriculture for that. Might be able to do that in the medbay, though. Fingers crossed that it's not already overrun by this stuff."
Speaking of biohazard procedures, here's the vehicle bay. Peter heads right for the protective gear and starts checking it over while he continues to run his mouth.
"I can probably figure out how to seal off the water and ventilation systems. Honestly, that's probably the easiest part of all this."
no subject
"Right. If we need anything in the medbay reprogrammed, I'll see to that." He could easily see whatever systems they have down there objecting to a request for industrial fungicide, but he's nothing if not a pro at making computers do what he wants, operational safety be damned.
Somewhere in there, he spares a glance at Peter himself. The kid's handling this remarkably well - stressed, sure, but he listens, and he's willing to act. Good qualities to have in an emergency, and it frees Qubit up to concentrate on his mental checklist.
"We'll need sterile sample containers - should be able to whip that up on site. Decontamination, if we're going in and out - ordinarily I'd just 'port us directly to the existing decon station, but that's out, so we'll have to get creative. I'm assuming we have airtight bulkheads to work with?"
Needless to say, zero judgment on Peter for thinking out loud.
no subject
See Peter sorts his disaster scenarios on a scale from one to ten, one being 'on no I left my homework on the roof' and ten being 'Thanos is back and he's got a GUN'. This current disaster is around a six, or 'well nothing's on fire yet so I think we'll be fine'. Also it helps that this dude is just on point like where did you come from mysterious problem solver-man???
"Airtight bulkheads yes, I assume the Medbay might have some sterile sample containers. I definitely have some back in my lab, they're just a little on the big side. Usin' one to house nano-machines right now, but I've got a couple other ones."
no subject
"Shepard. Got it." Probably not a doctor, though? He's assuming Peter would have called her one if she was. Still, better than nothing.
"Yes, but your lab's right at ground zero, remember?" he says, stern but sympathetic. "We can't assume anything in there will be sterile."
no subject
Peter has no idea how his lab could possibly be at ground zero for a giant fungus infestation ok. He keeps his space CLEAN, he doesn't eat in there. Goddd he hopes his armor in there isn't full of fucking mushrooms right now this is the WORST.
no subject
It's an offhand question, even if there's no way to make it sound totally free of suspicion. Peter's already said fungus isn't his area of expertise, so Qubit doubts it's related to the outbreak, but it never hurts to cover your bases.
no subject
Which was going really well! Until FUNGUS.
no subject
"Once we've got this mess under control, I can help you with that," he says, pulling on the gloves. "I'm a technokinetic, it wouldn't take more than a few minutes."
(If his powers worked properly, anyway. He is not yet aware of this problem.)
no subject
"Okay that's actually really good to know and I'll definitely keep that in mind, but I think I'd like to try my hand at it first. Just uh, personal reasons, y'know?" It's a sentimentality thing ok, don't judge.
"Definitely gonna put you to work on other projects though. I-if you're cool with that."
no subject
"Of course." Being a sentimental piece of work himself, he leaves it at that. The offer will remain open unless stated otherwise, though.
"I'll certainly take a look," he adds, almost noncommittally. Not that he doesn't want to - he's certainly interested to see what Peter's been working on, and realistically he'll be every bit as eager to fix up the station as Peter is. But one does not simply "put Qubit to work," especially not a kid half his age. Don't get ahead of yourself, whippersnapper.
no subject
Peter just nods, since he's a little focused on getting this protective gear on. Almost as an afterthought, he removes his web shooters before he finished suiting up. He never goes anywhere without these damn things anymore man, maybe they'll have to fight giant mushroom monsters. I mean probably not but he's putting them on outside his protective gear anyway.
"Okay, uhhh. Okay, I'm good. You all set?"
no subject
"Let's split up." He points to Peter- "You head down to the medbay for supplies. Containers, bleach, PPE, whatever you can find. And start getting in touch with your people, we're going to need all hands on deck. I'll head into the affected zones, make sure no one's trapped inside. Does anyone else use that lab space?" He's already starting toward the door before he's finished talking.
no subject
"No, that lab is mine, and nobody else really stops into R&D that often. I don't think anyone else is in there, but it doesn't hurt to double check."
no subject
Qubit's fallen into such a groove, too, that he doesn't bat an eye at Peter making for the edge - conversations like these usually end with one or more people flying or speeding or teleporting away, after all. Out of habit, he even goes for his watch to dial in a portal, only for it to beep at him with the same exception it's thrown every other time.
Right, no portals. That beep is going to drive him nuts in very short order.
no subject
YUP Peter sure does just dive right off the side of this thing. Immediately after doing so he realizes that it could have been pretty goddamn alarming?? But he doesn't hear this dude calling after him or freaking out at all, so eh. That works.
no subject
"... Oh, that's what those were," he muses aloud.
Welp, just means he'll have to leg it, himself.
no subject
no subject
"Peter! Give me a hand, will you?" he calls through his respirator.
no subject
He's still pretty impressed by that, if that dorky smile on his face is anything to go by.
"He's such a... such a good kid."
Kieran's grin widens and he glances around, trying to figure out where they are, exactly. Thus concludes his TED Talk on how he met Peter Parker.
no subject
"Oh boy. You're shroomed out of your dome right now, dude."
Are the horses shroomed too? Are they just high as fuck? Because that would be amazing.
"Sooo, safe to say this stuff is all over agriculture too, huh. Okay, what am- what am I helping with. What do you need?"
1/2
"This man's going to need medical attention," he explains. "He's living out of a barn up there. I'm not sure how badly he's been exposed. Let me throw together a decon unit, one second."
He starts glancing around the area, "feeling" for parts he can use. Of course, in an installation like this, there's technology everywhere, but he tries to find a system that's inoperative, at least. Less chance of breaking everything that way. Ultimately he finds one, and goes over to take an access panel off the wall, exposing the bullet-riddled tech underneath. "This'll do."
And without waiting for permission, he starts. Qubit's powers are very flashy visually, his eyes and hands and the machine glowing with a bright, blue-green light. The broken parts twist and float out of the wall, almost as if alive, as he warps them to his specifications.
2/2
It sneaks up on him - at first he feels it only as a tingling in his palms, a faint ringing in his ears, an itch behind his eyes. But all at once, it explodes into searing pain.
"GYAAAH!" The lightshow goes dark, and the half-finished device falls to the ground, inert. Qubit staggers back, clutching his head with both hands. What in the hell?!
no subject
This time, though, the lightshow inspires less awe and more concern. Although Kieran's never seen Qubit use his powers, he's pretty sure whatever just happened wasn't supposed to cause what he could only guess was an insurmountable amount of pain. His cry is enough to scare the horses into high-pitched neighs as they stamp and scatter, the sound of their hooves scraping against metal echoing through the hallway.
"P-Peter, I think there's somethin' wrong with Qubit! Can you help him? I'll... I-I'll calm the horses down so they don't break somethin'!"
Between his worry over the horses, his worry over Qubit's overall state, and his inability to string two thoughts together without having to fight through a haze, Kieran can barely think of any other way he could be of use.
He'll feel bad about it later.
Like. Really bad.
no subject
inhales
and slowly exhales
ah yes, time for another crisis, right on cue. He turns to Kieran and and gives his shoulder a reassuring squeeze, deciding that he's just not gonna freak out right now, and will save all of his panicking for later when he actually has time to panic.
"Everything is fine. You take care of the horses, I'll see what's going on with this guy."
And a shoulder pat for Kieran, and then Peter's moving over to Qubit and NOT TOUCHING HIM BECAUSE WHAT WAS THAT SHIT.
"...Sooo, speaking of medical attention, I take it that wasn't supposed to happen."
no subject
He shoots Peter an irritated glare. "Really! What tipped you off?"
But a second later he sighs, shaking his head to clear it. It's not Peter he's angry at, he shouldn't take it out on him. "... No. No, that's not supposed to happen." He bends over and picks up the ... object. That's really the only way to describe it - a useless jumble of mangled parts. Almost eerie-looking, actually. He doesn't usually abort these things halfway, so this is something of a novelty.
Yup. He's discovered an entirely new way to screw up! Good work, Qubit.
"I'll give it one more go," he says, his eyes lighting up again.
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