i am the clock. (
causalitys) wrote in
thenightroom2017-06-25 07:55 pm
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MISSION ONE: THE TIME MACHINE

MISSION LOGS |
MISSION ONE: THE TIME MACHINE |
The machine has malfunctioned, resulting in the random splintering of individuals across time and across the vast expanse of possible realities. Each person pulled has subsequently been recruited temporarily until a solution to return them home has been reached. The first mission is simple: return to the last splinter point the machine reached and retrace the steps of the team to locate any temporal anomalies and record them. Record anything strange or out of the ordinary for missions. The year is 1993, and you are going native. In the 'present', the team should begin a physical document mapping out where the new recruits come from and try to determine if splintering back is possible with their current technology. Characters will have experience using the time machine and players will have chance to explore the past or explore the facility in the 'present'. A brief comprehensive idea of where everyone comes from should be starting to form, with Dr. Jones conducting individual interviews. You can be as vague about your characters personal circumstances as you like, as Dr. Jones will be more interested in the world itself, the year and will make quick character judgement's based on the conversation itself. At the end of the mission, characters should be starting to form connections, however small or significant. |
SETTINGS |
Before you leave, you will be interviewed by Dr. Jones. This can be hand waved for inconvenience. She will ask you only the most pertinent questions: your name, your age, the year you are from. She will ask for as in depth description of your world that you can provide. If you want to elaborate on your personal circumstances, you can. If not, that's fine too. Before you leave, normal protocol takes place. The machine will be explained to you, as will the injections required before hand. The machine itself is dangerous, but the danger of being catapulted across reality again is 0.000001%. Reassuring in every way, of course. You will travel to 1993, Seattle. The only relevant information about this previous mission is the places the team were and anything odd they can recall. You will, however, be free to explore the State and note anything odd. There will be vague temporal anomalies, but nothing big enough to cross the multiverse. Interviews conducted by Dr. Jones are mandatory. Until you complete it, you will be held in the brigg quarters which, compared to the rest of the facility, is hugely uncomfortable. It is the same process as above. In turn, Dr. Jones will brief you on the current state of this world. She will only share relevant and confirmed information. After you're done, you are free to also share these experiences with the new 'volunteers. ' The obligatory wild card. Explore the facility. The rooms, the kitchens, the shower rooms. Head up to the roof and look upon the vast wasteland that has become of the world. Do whatever you want! |
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also iii
So he just prowls the facility until he feels as though he must have worn an inch or so off the soles of his boots. He's a whip-thin silhouette as seen from a distance, all black edged with a glowing red aura - even if he's not using Rashomon against anyone, he keeps his ability active as long as he can here, giving it only the periods of rest he needs for the sake of his own health - and often preceded by the sound of a rattling cough.
Such is the case when he finds Deacon's little hideaway: his cough echoes down the hallway just a second before he opens the door and peers inside, eyes narrowing at the sight of the other man. He's not suspicious, not yet, but he is always on his guard.]
I don't know you yet. [Well, he could've said "who are you?" to the guy who clearly belongs here more than he does. This is slightly better.]
no subject
[He's got a chill set up today: some old potato chips that he might have stolen, a bottle of Glen Moray and his feet kicked up on the coffee table. Clearly, prior to the interruption, he'd been taking it easy. Taking some time to unwind.
Hoping desperately not to be interrupted by annoying blondes again, truthfully.] I don't know you either.