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- ! event log,
- ! open,
- fullmetal alchemist: edward elric,
- grishaverse: jesper fahey,
- grishaverse: the darkling,
- guild wars 2: syrlya,
- gundam seed/destiny: yzak jule,
- it (film): richie tozier,
- mcu: bucky barnes,
- mcu: natasha romanoff,
- mcu: sam wilson,
- one piece: rosinante donquixote,
- original: daylight vs lornlit,
- ouran: hikaru hitachiin,
- ouran: kaoru hitachiin,
- ouran: tamaki suoh,
- the 100: clarke griffin,
- the witcher: renfri,
- tokyo revengers: ken ryuguji
LOG.01
● ● ● L O G . 0 1

The more days that pass on the station, one thing becomes increasingly apparent: the station is woefully unprepared for so many people arriving there at once. While the materials found in the lab or the armory are lacking, and characters don’t have many sets of clothes to change into, the most glaring problem is food: after days and days of nothing but dried jerky and canned beans, things may start to seem a little… well, dire.
But one morning, those who completed the tasks in the training room with the promise of a boon will wake up to a message on the network:
Congratulations! You have earned one (1) boon of your choice. Please enter your desired item here.
After they have entered whatever item they wish to get — well, at first nothing seems to happen. But after some minutes, those who are either in the living quarters or the kitchen area can hear the unmistakable whir of power turning on… and clatter. Lots of clatter.
1.0 Congratulations, it seems that the teleportation devices have finally stored enough power to send in a variety of items! On the platform near the living quarters, there is everything one might imagine from different planets: piles and piles of clothes in different styles, books, tools… oh, look, a headband and a comb! And that sure is a yoga mat. Best go sort through the pile and get what appeals to you, before someone else does.
2.0 For those characters who requested an item as their boon, the good news is that whatever they requested is there in the pile! The bad news is… it’s there in the pile, so good luck finding it — and convincing others it’s really yours, so give it back, please!
3.0 It’s not just the platform near the living quarters that is functional, now: it’s also the one near the kitchen. And that one is brimming with produce: fresh fruit, coffee beans, bread, different cuts of meat, cartons of milk and juice… there’s even some ice cream, though best get that to a freezer quickly! Enjoy the variety in your dishes, for now.

Two weeks before their first mission is supposed to start, in the middle of the day, everyone’s earpieces start to crackle with static. It starts faint, a sound barely there, but it grows into a persistent buzz that nothing seems to help — not attempts to contact someone else, mute the sounds, nothing.
Just as you’re about to go crazy and chuck the earpiece as far away from you as can be, the static suddenly stops.
And all the lights on the station suddenly go out, leaving nothing but darkness behind.
The static starts again, and finally, Viveca’s voice filters through.
The characters may try to answer, but their comms aren’t connecting — it’s as if they’ve tuned into a radio channel they’re not supposed to be hearing. And perhaps more surprisingly, the next voice they hear is not Viveca at all.
The crackle keeps getting louder and louder.
With that, the earpieces go silent… and even if characters attempt to contact Viveca, they will receive no answer.
4.0 Left in the darkness, minutes stretch into hours without a flicker of light. The hallways are eerily quiet, with only the faint hum of machinery assuring you that the station itself is still functional and not dead. Of course, you may stay where you are and hope that the lights miraculously return… or you can navigate your way through the hallways and rooms with nothing but your memory to help you. It may be a good idea to get someone to go with you so you’re not bumbling around in the dark on your own.
5.0 Those optimistic about the lights returning will have to be disappointed. After several hours and nothing but radio silence on Viveca’s end, it seems clear that this is a problem she can’t fix on her own. If you don’t want to be left in the dark (literally) forever, it’s best to try and do something about it.
If you’re technologically inclined, the lab is the place to be: you may be able to connect to the station’s system, at least enough to figure out what’s wrong and try to fix it. But perhaps you have other abilities, those of more magical origin… with those, you may be of assistance in helping to replenish the station’s diminished power supply.

Eventually, everyone’s efforts will pay off and the station seems to regain some of its power back — at least enough for the lights to flicker back on, first in the living quarters, and then around the rest of the station. The resurgence of power also affects the simulation room as well, quiet and unassuming at first … but something seems a little off, the longer you remain in the space. For one thing, it flickers colour and light in a way that isn’t worrying, exactly, but doesn’t feel all that stable. And just when you think you should probably head back out, the doors close and a world builds up around you in meticulous detail — is it something you recognize or is it something altogether unfamiliar?
6.0 Creature Comforts: The simulation room picks up on the cues of its inhabitants, snatches of memory and knowledge of worlds that it isn’t wholly familiar with but seem to fit within the parameters of its code. Whatever world you’ve come from, you might note the familiarities, might even feel a little homesick. And so, the world around you might resemble a historical time period befitting of swords and gunpowder and large dresses with too much frill. Or maybe the simulation goes back even further than that: lush jungles and prickling heat, the sharp buzzing of hard-shelled insects hidden in foliage and the hiss of something else that seems a little ominous. Maybe the simulation slowly materializes into the place you’ve just come from before waking up here — all the way down to that coffee shop you like so much, the one with the really perfect latte.
7.0 A Fish Out of Water: It’s hard to say whether the simulation room has a sense of humour of its own, or if the power outage has made it a little unpredictable. Either way, the space around you fills up with images entirely unfamiliar to you, putting you completely out of your element. If you’re from a small town or a place where life’s a little simpler— castles, large stretches of field and open sky, say: what you see will be futuristic skyscrapers with all the lights on, and colourful bright screens everywhere. Is that a flying car? Geez, you’ve never seen one of those things before (not that you can reach it from that height). Or maybe you’re from a Dystopian wasteland: if so, welcome to experiencing an idyllic paradise with just the right amount of density, the right amount of kumbaya to fill in the questions you might have had of what life was like before you were born. The simulation room is here to put you out of your natural element without you realizing it.
8.0 101 Ways To Break Out (J/K, it’s 1): Of course you’re not stuck in this room. There’s always a way out, a lock to pick, the slight shimmer in the air that guides you to the seam that unravels the whole thing and lets you out. Depending on the setting your character happens to be delicately trapped in, it might take a bit of doing to find the One Thing Slightly Off anchoring you back to reality— a totem if you will. Find that thing, find the shimmer in the air and stick your hand through it, and you’ll find the room going dark around you, but in a ‘Hey, You’ve Completed this Simulation! Congrats!’ kind of way. The doors will slide open and you’ll be free to go, maybe on slightly shakier legs but in one piece nevertheless.
The TL;DR: Due to the power outage aboard the station, the simulation room is temporarily on the fritz. Here you’re free to choose the manner of simulation you want your character to stumble into, all the way down to the most minute detail. Go crazy! Remember whatever happens in this simulation stays only within this simulation and the room; it cannot and will not affect the rest of the ship. Simulations may have the possibility of changing halfway through, and depending on how many people enter the room after you, could end up changing more than once. The constant will be to find the exit trigger once you’ve been locked in.
F Y I
• No one will be able to contact Viveca after Part II, even after the lights come back and the station’s power supply has been replenished. If your character wants to talk to her before Part II, feel free to use the Ask the AI page.
• For Part I, those who completed the tasks in the TDM will be able to ask for one thing they want to receive here. It can be an item from their home, or something else they’d like to have. If they ask for something living (like a dog, for example), they’ll receive a plushie of said living thing instead. Note that you can handwave completing the tasks on the TDM — we're not going to demand links to threads or anything!
• For Part II, those who want to try and connect to the station’s system can ask questions and suggest what they’d like to try to do here. How your attempt goes is up to chance, as the mods are rolling the results. Note that this is not mandatory and the mods are fine with handwaving what exactly gets the power to come back, and it can (and likely will) be a combined effort of many characters. There is no one right thing to do, but if you’d like to ask questions of what your characters would be able to do or find out when connecting to the system, feel free!
• Throughout the month, remember that all the locations in the two wings and the center of the station are available to use, even if they’re not detailed in the prompts in this log. So feel free to make your own wildcard prompts using the training room, the armory, the living quarters, the infirmary, the sunlight room etc.
• For those who didn’t get to play out their character’s arrival on the TDM, you can read more about what the characters see upon arrival here. Feel free to make your own prompts for that!
here to pile on the trauma
It's when the simulation room kicks to life that he finds himself both annoyed and relieved that he came along. Annoyed, because now he's trapped here too. But relieved because, well- He may not have ever visited The Raft, but he knows a prison when he sees it. Knows that, even without Sam's quiet mutter, it's a place that means something to him. Something bad. And for a brief moment, Bucky ends up resting a hand against Sam's shoulder in a quiet display of support. A squeeze to prove to Sam that he isn't alone here. That even if this was all real, neither of them are getting left behind.]
Come on. We're getting out of here.
[And with that, he heads over to the bars. Stares at that transparent sheet of whatever it is that's blocking their escape. The fingers of his left hand curl into a fist, ready to be thrown. But before he makes it even half way, his swing falters, and he ends up doing little more than tapping the window. A dull thud that's inaudible to him over the sudden thumping of his own heart. His body tenses entirely, his attention fixed on something sitting openly on the other side of the barrier. And for a long moment, he kinds himself frozen in place.
That chair wasn't there a moment ago.
(Viveca's got a lot to answer for.)
His fist becomes a palm, fingers gouging scratches against the window without his knowledge. Right before he smacks a palm against it and spins back around to face Sam once again. Or rather, the sealed doors at the back of the cell.]
We're going that way.
no subject
Except no - that's not quite true either. They're both not really here, they're both on a space station. It's been 7 and a half years since the Raft, even though they felt like 2 and a half due to the time list.
Hard to remember that when his fingers feel numb with the memory of being locked up without due process in the middle of the ocean where he could die and no one back home would be wiser for it, not just like a criminal but like a maximum security super hero threat level kind of criminal.
Sam can feel the telltale signs of a flashback, of anxiety crawling up his spine like fine tendrils.
He doesn't know why they locked him up with Bucky when everyone else has gotten individual cells, except maybe that's a special kind of punishment. Except that's not right - Bucky was never on the Raft, and having him here is not a punishment but a blessing, because it means Sam isn't...
Sam isn't here, either.
It's not real. Just like that chair, it's not real. It's just a cruelty that cuts deep. He just hopes Bucky's real, or else this is gonna get real bad for him real fast.
Sam reaches out a hand, curls it around Bucky's arm. Steady. Solid. He needs to focus on Bucky and remember that they're not actually here, with no actual way out because the Raft is in the middle of the ocean. ]
You alright?
[ The chair is still looming. ]
no subject
So he understands that panic. Understands why Sam takes those moments for himself. Why, ultimately, he ends up reaching back out to reclaim that connection. It just doesn't mean he's anywhere close to being equipped to handle this. Sam's the one with the know how. Not him.]
Course. That thing ain't real. And even if it was, you wouldn't let me go back in it.
[Not that it would've been that easy to keep him out of it if Hydra really were behind it all. But that doesn't detract from the fact that he knows Sam would fight for him. Knows that, even if the Words still worked, Sam wouldn't give up on him. He already threw away his life for him for those two years. Took that even further after the Blip. There's a cellphone sitting back in his apartment that's a testament to just how much Sam put in to trying to help him. so he knows, without a doubt, that he wouldn't go down without a fight.
Despite the grip on his arm, Bucky moves to stand in front of Sam, making sure to put himself directly in his line of sight. His free arm lifts so he can curl his fingers back around Sam's shoulder, the pressure behind his grip a little firmer than it'd otherwise be. But he needs Sam to focus. Needs him to stay in the present so they can get out of there. Together.]
You look better in the other uniform. So let's get you outta here so we can find it.