Tidus (
blitzcheer) wrote2021-08-01 02:44 pm
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The voice echoes through the train as passengers wake up in their beds. It is as normal of a day as any, as people make their way to the dining car, to the kitchen, while others head to the showers. For most of the day, everything is normal. Friends meet, the training gym is put to use; an art class is in session. Lunchtime comes and goes.
...and then by 3PM, everyone's SCA glows with the colours of the void, and a holographic image appears.
It's time for a mission.

ENEMY: UNKNOWN
TL;DR notes version of event/prompts: (click to show)
EVENT BASICS:
Event basics information here.
DAY ONE

› Around the hangar, [description here]
› Trying to access the two larger doors will lead to a buzzing, and being displayed on the panel: SCA UNKNOWN. PLEASE REGISTER YOUR SCA. APPROVED PERSONNEL ONLY.
› The third and smaller door, however, is accessible. It leads into an office, with a few lockers and small washroom at the back, and a messy desk of small square devices that sit in labelled trays inside. A computer is also here, except requires a USER ID and PASS to be accessed.
› Luckily, x and x will find searching around a screen and handle device, which sci-fi fans or tech-savvy people will assume correctly as a scanner. This is the SCA registering device they need. Everyone will need to log in with a quick scan and approving beep, registering them as VISITOR. Thankfully, two more spares can be found, and the front doors will finally open further into the station.
› Doing this will be the only way in - by now, many may have noticed their powers don't work. Superstrength, magic, ki - no one will be able to pull off more than the strength of an average human, unless they're built stronger.
› Trying to access the two larger doors will lead to a buzzing, and being displayed on the panel: SCA UNKNOWN. PLEASE REGISTER YOUR SCA. APPROVED PERSONNEL ONLY.
› The third and smaller door, however, is accessible. It leads into an office, with a few lockers and small washroom at the back, and a messy desk of small square devices that sit in labelled trays inside. A computer is also here, except requires a USER ID and PASS to be accessed.
› Luckily, x and x will find searching around a screen and handle device, which sci-fi fans or tech-savvy people will assume correctly as a scanner. This is the SCA registering device they need. Everyone will need to log in with a quick scan and approving beep, registering them as VISITOR. Thankfully, two more spares can be found, and the front doors will finally open further into the station.
› Doing this will be the only way in - by now, many may have noticed their powers don't work. Superstrength, magic, ki - no one will be able to pull off more than the strength of an average human, unless they're built stronger.

However, the other doors work fine. As the two groups explore, they will find their sections similar, if different in layout.
› The north route - where x and x are led - leads to a series of meeting rooms, of different layouts. The west route - x and x's way - leads into classroom setups, with desks and wash basins, most with holographic projectors in place that shows the different presentations on both sides being held.
› There's signs of use in most of the rooms, of personal belongings and drink bottles left behind.
› On both sides, the Voidtreckers will find their first proper hurdle: the doors at the end of the corridors leading to 'SECTION 2' will be locked, a keypad beside it. Trying their SCA's current access level to it will lead to be a beep.
DENIED. LVL 2 ACCESS REQUIRED.
› Scanning their SCAs won't allow them access, and attempting to use the SCA scanner will ask for a pin. Voidtreckers will be forced to search and investigate: back to the front desk, through the abandoned meeting and classrooms.
› And as they do, they do so in the dim red lighting, the near silence. ...except, they don't always feel so alone. A door will randomly slide open; the lights flicker; a cheery tune comes from a forgotten cellphone, when they're deep in investigation. The sound of footsteps may be heard outside, or even directly behind someone.
But there's no one there.
› There's signs of use in most of the rooms, of personal belongings and drink bottles left behind.
› On both sides, the Voidtreckers will find their first proper hurdle: the doors at the end of the corridors leading to 'SECTION 2' will be locked, a keypad beside it. Trying their SCA's current access level to it will lead to be a beep.
› Scanning their SCAs won't allow them access, and attempting to use the SCA scanner will ask for a pin. Voidtreckers will be forced to search and investigate: back to the front desk, through the abandoned meeting and classrooms.
› And as they do, they do so in the dim red lighting, the near silence. ...except, they don't always feel so alone. A door will randomly slide open; the lights flicker; a cheery tune comes from a forgotten cellphone, when they're deep in investigation. The sound of footsteps may be heard outside, or even directly behind someone.
But there's no one there.
- solution: finding 2 pins, give to two characters

They may give some people a scare, but they don't do anything more than wait for identifications to be made. Except there's a sound that can be heard for at the farther ends of the corridors. People will feel a vibration from their SCAs, then a beeping. Those wearing their synced earpieces will hear the beeping clearer, and whatever that sound belonged to is coming - and fast.
› Chaos ensues. There's the beeping and the small bots that attempt to go down the halls, if they're not attacked by Voidtreckers. The Voidtreckers will need to think fast, but some may not come to the right answers. Some will head back into the previous corridors, some may find access into the nearby rooms.
A banging is heard behind doors, thudding hard against them. For whatever reason, they won't open to what's outside in the hall. A silence eventually settles.. except amongst the Voidtreckers.
› Separated, they will have questions over the SCAs. Counting heads, figuring what happened. Who saw what? Who's where? No one saw anything. And they will figure, in time, that x, x, and x aren't answering their SCAs.
› Access to the Sector 2 corridor will be denied. Attempting to open any of the doors will bring up a message from their SCAs. SECTOR 2 HALL BREACHED. LOCKDOWN FOR FIVE HOURS. Even if they wanted to leave the rooms they entered, they can't.
They're stuck there, with whoever's with them, for five hours.
› With nowhere else to go, the Voidtreckers will be able to investigate the areas they've gotten locked into. They seem to be in residential section, with a lounge, sleeping quarters, and kitchen available to end up in. A map in each of them shows the entire layout of the station by sectors.
1: HIRE ROOMS, 2: RESIDENTIAL, 3: WORKERS AREA, 4: CONTROL ROOMS. 5: SHIPMENT HANGAR. 6: ENGINES.
If only they could get to any of them.
A banging is heard behind doors, thudding hard against them. For whatever reason, they won't open to what's outside in the hall. A silence eventually settles.. except amongst the Voidtreckers.
› Separated, they will have questions over the SCAs. Counting heads, figuring what happened. Who saw what? Who's where? No one saw anything. And they will figure, in time, that x, x, and x aren't answering their SCAs.
› Access to the Sector 2 corridor will be denied. Attempting to open any of the doors will bring up a message from their SCAs. SECTOR 2 HALL BREACHED. LOCKDOWN FOR FIVE HOURS. Even if they wanted to leave the rooms they entered, they can't.
They're stuck there, with whoever's with them, for five hours.
› With nowhere else to go, the Voidtreckers will be able to investigate the areas they've gotten locked into. They seem to be in residential section, with a lounge, sleeping quarters, and kitchen available to end up in. A map in each of them shows the entire layout of the station by sectors.
1: HIRE ROOMS, 2: RESIDENTIAL, 3: WORKERS AREA, 4: CONTROL ROOMS. 5: SHIPMENT HANGAR. 6: ENGINES.
If only they could get to any of them.
DAY TWO

› Coming together and sharing what they've found, the Voidtreckers will be able to gain access back to the staff room, where some snooping will grant five individual every half an hour staff level access.
› They will need to be careful moving deeper into the station. The spider-bots continue to trawl the halls, and will scan anyone they find. They approve of anyone with a staff level access, but get noisy and lead anyone else into the rooms.
› Too much noise makes the unknown appear. Voidtreckers can't hear it, see it or sense it. It's by the beeping and vibrations that begin from their SCAs and earpieces that they know the things are around. As they make their way around the halls of the sections, they must be as quiet as possible, and hurry to the nearest door. Whatever these enemies are can't open them.
› Unfortunately, as the Voidtreckers will find that despite the noise the security spiders make, damaging the spider-bots is what causes rooms to go into lockdown for five hours. This happens again during some period of their searching.
› x, x, and x disappear during this time.
› They will need to be careful moving deeper into the station. The spider-bots continue to trawl the halls, and will scan anyone they find. They approve of anyone with a staff level access, but get noisy and lead anyone else into the rooms.
› Too much noise makes the unknown appear. Voidtreckers can't hear it, see it or sense it. It's by the beeping and vibrations that begin from their SCAs and earpieces that they know the things are around. As they make their way around the halls of the sections, they must be as quiet as possible, and hurry to the nearest door. Whatever these enemies are can't open them.
› Unfortunately, as the Voidtreckers will find that despite the noise the security spiders make, damaging the spider-bots is what causes rooms to go into lockdown for five hours. This happens again during some period of their searching.
› x, x, and x disappear during this time.
DAY THREE

more people have disappeared. the monsters seem to be increasing.
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second prompt.
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AND THEN DAY FOUR is the ending of the event. everyone finds themselves with the missing voidtreckers, the situation is explained. they will have a while to speak to each other here, and then they can go back to the train with the mission being a success.