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TEST DRIVE
Feel free to give anyone you'd like to bring in a whirl. Threads here are also welcomed when giving samples in your applications.
Before we get to the prompts, here are a few important reminders:
- Your character doesn't know their name or the name of anyone in their canon. On their wrist is a prison id number that is formatted as follows: The letter of their crime (M-murder, A-arson, TH-theft, TR-treason, B-battery, D-destruction), the number of their cell (01-09, 10-32), and then three random numbers. So an id that reads M23-879 lets you know this is a murderer who lives in cell 23. Even though names are impossible to recall, they can recall the faces and voices of castmates if a mun chooses.
- They don't remember doing the crime that sent them here, or how they arrived here at all. The presence of other memories is up to the mun, as long as characterization isn't sacrificed.
- There's a new shallow metal slot in the back of their head.
- This is a prose game, so please keep the formatting traditional. "Dialog goes in quotations." Actions happen outside.
The Prison
Welcome to Henlein, prisoner. Feel free to explore the prison. The circular hallway stretches on past 32 cells and comes to an end at the lobby. A glass wall welcomes you inside, showing a magnificent view of The Turner, a giant clock in the center of the prison. Over its face stretches a large and thick layer of glass. A section of the lobby's glass wall opens, allowing entry but there's nothing to gain other than a closer look at the cogs underfoot.
Besides cells, the hallway also passes a men's and a women's shower, a old dim cafeteria, and two store rooms. In the cafeteria is an Eye machine. Hold up your bracelet under its lamp and it will dispense one ration pack. In the store rooms are jump suits in all crime colors and sizes as well as shoes and very little else. To the south, by the lobby are also rooms 101 through 104. Each of these strangely ornate doors are locked. Too bad.
Besides cells, the hallway also passes a men's and a women's shower, a old dim cafeteria, and two store rooms. In the cafeteria is an Eye machine. Hold up your bracelet under its lamp and it will dispense one ration pack. In the store rooms are jump suits in all crime colors and sizes as well as shoes and very little else. To the south, by the lobby are also rooms 101 through 104. Each of these strangely ornate doors are locked. Too bad.
The Labyrinth
If you venture past the lobby's exiting hallway, you'll enter into the labyrinth. The walls are warm and still pulse with The Turner's beat. We hope you don't get too lost as you travel its curving pathways. If you're lucky, you might find a ration pack at the end of some sorry dead end.
If you're unlucky, you may find a needlepoint spider instead. These small clockwork pests hold a mild sedative in their fangs. It helps slow you down so that by time the swarm comes, you won't get away. While they don't eat you, they are very territorial and will kill to protect their areas. Also lurking these dim halls are metal scorpions. Though they travel alone, they're just as poisonous as their organic counterparts. If you see a flash of light speed past an entrance, run. Run and don't look back. Lava hounds like to play hunt through the labyrinth, but if they see you they will attack you. These beasts usually travel in small groups of three, so be prepared for a fight. Removing their magma heads from their bodies or cutting out their obsidian hearts are the key to finishing these puppies off.
If you're unlucky, you may find a needlepoint spider instead. These small clockwork pests hold a mild sedative in their fangs. It helps slow you down so that by time the swarm comes, you won't get away. While they don't eat you, they are very territorial and will kill to protect their areas. Also lurking these dim halls are metal scorpions. Though they travel alone, they're just as poisonous as their organic counterparts. If you see a flash of light speed past an entrance, run. Run and don't look back. Lava hounds like to play hunt through the labyrinth, but if they see you they will attack you. These beasts usually travel in small groups of three, so be prepared for a fight. Removing their magma heads from their bodies or cutting out their obsidian hearts are the key to finishing these puppies off.
The Streets
It's bright out here, hot and glowing. The city exhales steam from a nearby vent in the bronze street by the labyrinth's exit. The avenues stretch before you, radiating from the curved line that cuts through metal street and solid sidewalk. You're free to wander down any you'd like.
If you travel north, you'll have the pleasure of seeing Exhalo stretch above the city's skyline. The volcano is especially beautiful tonight, ablaze with fresh magma. All you'd have to do is climb a forgotten fire escape to catch a glimpse of the lava fields just past the city's massive wall.
A breeze welcomes you if you travel south, making the hot and bitter air all the more humid. The steam that bellows up from the ocean passes just past the tops of the buildings and obscures the night sky. However, the pipes that snake overhead here drip with welcomed condensation and leave puddles in the streets below.
To the east are stores, though almost all of them are empty and dark inside. A cafe shines with a soft light and beckons with soft music playing over the ambient ticking of Henlein. If you venture inside, there are a few special treats inside. Come and enjoy fresh coffee and stale cakes and breads. As for attendants, there are none. Take what you like; you're already a criminal.
To the west the lights are fewer and far between. In the darkness, the ticking fades away, leaving rare silence in the shadows. If you venture this way, you'll find a warehouse. Inside isn't much, but there are a few good mattresses, far better than those what were in the prison. You might even find a few useful tools out here, a wrench, a crowbar, a roll of medical bandages. It's almost as if someone else was living here and happened to step out. Will you take what's not yours? Perhaps you'll claim this bed as your own. Whatever you do, just know you may not be alone for long.
If you travel north, you'll have the pleasure of seeing Exhalo stretch above the city's skyline. The volcano is especially beautiful tonight, ablaze with fresh magma. All you'd have to do is climb a forgotten fire escape to catch a glimpse of the lava fields just past the city's massive wall.
A breeze welcomes you if you travel south, making the hot and bitter air all the more humid. The steam that bellows up from the ocean passes just past the tops of the buildings and obscures the night sky. However, the pipes that snake overhead here drip with welcomed condensation and leave puddles in the streets below.
To the east are stores, though almost all of them are empty and dark inside. A cafe shines with a soft light and beckons with soft music playing over the ambient ticking of Henlein. If you venture inside, there are a few special treats inside. Come and enjoy fresh coffee and stale cakes and breads. As for attendants, there are none. Take what you like; you're already a criminal.
To the west the lights are fewer and far between. In the darkness, the ticking fades away, leaving rare silence in the shadows. If you venture this way, you'll find a warehouse. Inside isn't much, but there are a few good mattresses, far better than those what were in the prison. You might even find a few useful tools out here, a wrench, a crowbar, a roll of medical bandages. It's almost as if someone else was living here and happened to step out. Will you take what's not yours? Perhaps you'll claim this bed as your own. Whatever you do, just know you may not be alone for long.
Feel free to make up your own as well. Want to play out your character's first prosthetic? Go for it. Want to share a memory or experience the first memory cog insertion? Please do! For more information on any of these things, please stop by our FAQ
Aaron Taylor | Original Character | cWoD | OTA
TH is both confused and curious about the big clock, but there are a lot of things to figure out here. With so many hallways and rooms, he focuses on the one that seems the most important. He’s still stuck in the one place where he can get food. Right now he's in the mess hall trying to wave his bracelet at the big eye as if that'll convince it to dispense more rations. It doesn't seem to be doing him any good.
"Come on! I can't get very far with just that."
The Labyrinth
Wandering the Labyrinth might be dangerous, but if you do so you can come upon TH in his green jumpsuit, crouched down and watching the mechanical spider. He isn't moving close enough to trigger an attack from it. With his hands on his knees, it seems he is trying to talk with the thing.
"Now you're just being stubborn. I've offered you plenty; all you have to do is tell me the way or point me on the right path."
The Streets
TH has found the tallest building he can climb and has found himself on a precarious perch on a poorly maintained fire escape, far above the streets. He’s looking around for something. He doesn't know just what yet, but he's convinced he'll know it when he sees it. His green tunic doesn't blend in so well with the environment and he's not even trying to hide himself from the threats that might lurk out here. Maybe it'll be worth the risk.
Something about this place is setting off bad vibes with him. It is more than the desolate and foreboding feel, there's something he should be worried about. If only he could remember who, or what it was that this reminded him of. If only he knew what he did to get himself stuck in this place.
Labyrinth
Tess moved past the crouched man and with little hesitation brought her boot down on the spider again and again until it crumpled into pieces. "You better keep movin'. Might be others nearby."
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Like what questions? He doesn't even know in this case. "I'm sort of lost, do you happen to know the way out of here?"
Prison
"You can get farther on less than you know." His tone is calm, almost... teacherly? This place is an awakening, after all. No comfortable illusions here.
Yep, totally meant TR instead of TH
He hasn't yet realized how trapped he is. "Maybe I'm being too optimistic. Or maybe this thing is just greedy."
The last part he mutters bitterly.
I figured~ TR, meet TR?
The muttered words he ignores; they are clearly not meant for his ears.
Re: I figured~ TR, meet TR?
It is an assumption but something left over from those chunks missing in his memory makes this place seem familiar. Familiar in a bad way. He wishes he knew why, but will trust his instincts for now.
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"What it started? You believe there is a process at work, then?" His tone, neutral as it is, doesn't reveal whether or not he agrees with the notion -- he is carefully avoiding revealing much of his own thoughts. Secrecy -- oh yes, he remembers the need for secrecy all too well.
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Also, if this is the nightmarish place he believes it is, this is just the beginning of how bad it could get.
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"Maybe." The word has something of a sigh to it. Is this not enough? he wants to ask. Have I not given enough? To be flung into an entirely new set of horrors...
No. I deserve this. Really, in the end, it was that simple.
"I prefer to reserve judgment for the time being," he said thoughtfully. "There is little information to build on."
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"Oh, by the way, do you have any smokes?" Changing topics for now.
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Only one way? That isn't anything he's experienced before -- no, no, all his life (that he remembers, in any case) says that information is gained anywhere, anytime -- little pieces, little drips.
Underneath the underneath. A refrain of ninja. Who is it he remembers saying that? Masks, he remembers those. Cold masks in the night.
"No," he answers, in reply to the last simple query. "I do not smoke." Even the thought of it made a cough tickle the back of his throat; he suppressed it ruthlessly.
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"Neither do I, but I remember seeing in a movie that those things trade like gold, while you're in prison." He looks over his rations with a frown. Not much he can do with it for now, best to keep it till later then.
"So, ever been to prison before?"
and then I had to figure out whether the Naruto universe actually has movies or not
"I suppose I'll simply have to find alternatives, in that case." He makes a point of not necessarily being dismissive, but the likelihood of obtaining cigarettes seems... low, and he is willing to let that thread of conversation die.
Although given what the boy says, perhaps it would be worth obtaining a few, simply as a precaution.
"I have not." But I deserve to. Prison? Ha. If his home had recaptured him (why can't he remember the name? That home should be engraved in his heart for eternity) then prison would be the least of what they had in store. But perhaps he was fortunate in that regard.
Do they?
Going with yes! They have TVs, so...
The Labyrinth (Who's got two thumbs and half a journal with no icons? This chick!)
"Whoa there. I wouldn't do that if I were you."
Voice testing is go!
"It's just a little one. I am pretty sure I could bi-... stomp it pretty easily."
Yeah, stomping it sounds so less crazy.
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"Not going to argue there, they're definitely bad news."
That's something Aaron remembers. Still, sometimes you have to walk along side the enemy to get the job done, right? What job was that anyways? Nevermind that. Right now he is a bit lost and there's also the matter of trails of fire. Something is burning and it is mobile. And it smells like it belongs here more than they do.
"I'm more worried about the smell in the air than making bad deals with spiders right now, though."
SWEET, yes, let's have fun with lava hounds
OH HUH. Darran hadn't even noticed that smell! Now he'll take a moment to get a good whiff, though in homid he's not going to get anything more than 'yep, something sure is burning.'
As if he ever pays attention to his environment, he has a pack for that.He completely misses the fact that whatever is burning is also moving, and jumps straight to 'the building might be on fire.'"Shit, you're right. And this crapsack place doesn't look like it's got sprinklers. Did you catch the way out? I think we gotta go that way, and make a left..."
Because that can only end in good things.
"That way and left..."
Well, if you can't trust the big, dumb, teenage Ahroun; who can you trust? Leaving the spider behind, Aaron nods and takes the lead. Not because he is exceptionally brave or skilled, but because he's used to moving fast and letting the events around him sort themselves out.
"Okay, just keep up. I don't want to get cooked in this place."
Of course he heads down the hall and takes the first left only to have to come to an abrupt halt. He jams his heals into the ground and hopes the kid's reflexes are good enough not to run him down. Several feet in front of him, standing there seemingly surprised that prey came to them, are a couple of Lava Hounds. Fire drips off the bodies of these monsters as they bare their teeth. Luck is really not this prisoner’s side today.
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At least he's still pretty damn agile. As Aaron comes to a screeching stop Darran quickly sidesteps him and winds up standing next to him, and getting a good eyeful of these... whatever they are. Reflexively, he activates two powers-- he can't quite remember what they're called, but one makes him resistant to burning and the other makes him very hard to injure-- and starts to shift up. As he does, he grins at Aaron and says, "Or hey, maybe we can ask these guys for directions."
He's done this so often that he's more preoccupied with the powers he just activated. Why can't he remember their names? And did it always tingle like that? Wasn't there something-- wait.
Darran's not actually shifting to werewolf-- instead, after what feels to him like one of the longest, most embarrassing pauses of his life, his fingertip pop long, curved claws. And that is it. No fur on his arms, no three-foot height boost. He claps a hand to his face, horrified-- no snout, no fangs.
"What the FUUUUUU--" Which is, naturally, when the first hound rushes him and sends them both ass over teakettle.
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Then he sees the other sprout claws and look surprised and shocked. Did he not expect the claw thing? Aaron didn't quite expected the whole claw thing. Aaron doesn't get much time to react, though before one of the hounds barrels Darran over. Aaron quickly turns his attention back to the other hound now charging and decides it's time to pull the only trump card he remembers. Shifting up to werecoyote, he twists and swipes at the one as it leaps past him. Claws dig in and the liquid fire burns through fur and flesh on Aaron's hand. He yelps and flicks his hand sending as much lava as he could to the ground. It hurts. It hurts a lot. It didn't burn through muscle and bone yet, though, and his fingers still work. Glancing towards Darran to see if he is a cooked corpse yet.
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He has, in fact, registered the werecoyote at his side, but for now that's just the normal way of things when he's in a fight. In a minute or two it'll sink in.
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Too bad you have to behead them or cut out their hearts to kill them.The werecoyote looks around and reaches up and grabs a pipe, tugging hard until the metal bends and snaps. Wrenching it off and tossing it to the other kid beside him as the dogs charge.As the one leaps for the werecoyote's throat, he shifts again. This time down to a coyote as the thing leaps over him. Darting forward before spinning around and growling. Hoping to keep these fights one on one.
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The hound takes a step back and snarls at him, circling around to find a weak point in his defense. Darran snarls right back, hefting the pipe like a javelin and scanning the hallway they're trapped in. Neither the floor nor the walls look giving enough to really pin the hound to-- but if he keeps using the pipe as a battering weapon, he's only going to be burning himself.
Pinning it is, then. Darran bares his teeth at the hound again, trying to goad it into another rush. "Yeah, c'mon you motherfucker!" Here's hoping Aaron's half of the fight is going alright, because Dar's a bit distracted.
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