Sphere Mods (
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thespherelogs2020-09-06 02:20 am
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Who: The People making the Right Choice: The Power Station
Where: The tunnels to housing the Power Station system to the agricultural dome.
What: The Choice plot.
When: ICly: August 1st or so.
Warnings: Death, violence, creepiness, bugs, being buried alive, fear of failure, claustrophobia etc. I will update this as the warnings come out in the threads.
Important Notes: This is the first log for the Choices plot. This log only covers The Power Station. The other choices will have their own logs going up. Please remember to warn for things that need warnings in these threads.
Where: The tunnels to housing the Power Station system to the agricultural dome.
What: The Choice plot.
When: ICly: August 1st or so.
Warnings: Death, violence, creepiness, bugs, being buried alive, fear of failure, claustrophobia etc. I will update this as the warnings come out in the threads.
Important Notes: This is the first log for the Choices plot. This log only covers The Power Station. The other choices will have their own logs going up. Please remember to warn for things that need warnings in these threads.
Departure
The door that Enis opens is very small, the sort that only allows one person to pass through at a time. From where you stand outside of it, there’s no glimpse of light, or if there is it’s so far away that you may as well be imagining it. Flicking on the flashlights that had been found from the storage tent, the corridor is small as well, and it looks very wet and green in the dim lighting. This door lingers open for a fair amount after the group passes through it one by one. From the way it appears in the glass of the dome, it almost looks like a hungry mouth.
But when you’re about halfway down the extended hallway, the door creaks on audible hinges and then slams shut in a way that it absolutely shouldn’t.
That’s not ominous or anything.
Encounters: Environmental
Once the door is shut behind you, and you’re moving towards the single path, you start to realize just how old all of this around you is. Where as things in the Sphere normally seem bright and sparkly and new this is ancient and rusting and crumbling. The light here is a sickly barely there orange that creates more shadows than something that you can actually see by, which makes the way the metal grating floor incredibly perilous. Water drips constantly here, making everything wet and slick and slippery. There are places where the lighting seems to have burned out. Or has it? Sometimes it has, and sometimes it’s just that the grating has no walls to hand hold across a chasm that you can’t tell the distance on. Hope you’re getting creative.
But needing to walk over epic heights isn’t just something that you need to contend with. There are places where the flooring just gives way below your weight suddenly, and places where there’s none of it all together. Better tread softly and be fast on your feet--it’s an incredibly long way to fall, and not something that you can live through.
Every so often, the pathway will end with a door with a rusted hatch, the window of it coated with grime and rust and dirt (and is that ash?!) that need to be forced open, and then closed behind them before the next door will even budge.
The entire way, the feeling of being watched doesn’t stop, neither does the sound of distant screaming. It’s far enough that you only seem to catch the smallest hint of it, and no matter which direction you go in, it never seems to get any closer or farther away.
Encounters: Archetypal Fears.
There are things that humanity as a collective is afraid of, and has always been, even if it’s something that some fear more than others. Different rooms are full of different fears in varying amounts. Some of the rooms will only affect one person, or a couple of people. Some will affect the entire room.
In order to defeat the fear, you must move onto the next room before the fear becomes overpowering. Panicking people in an enclosed space is never a good idea.
The different archetypal fears that can be experienced in whatever configuration of people are:
- The dark: The flashlights don’t work. Any lighters or matches or won’t work either. This can be either a group or individual fear.
- Claustrophobia: The walls feel like they’re closing in, and the ceiling is getting smaller. This can be a group or individual fear.
- The fear of being buried alive: The room starts to rapidly fill with dirt. Individual fear.
- Drowning: The room starts to fill quickly with water. Group or individual fear.
- Bugs: Bugs start rapidly spilling out of the ceiling, and quickly cover the individual and the room itself. Individual fear.
- The fear that everyone hates you or dislikes you: The person keeps thinking that they’re hearing the group talk shit about them, that they hate them, etc. Individual/group fear, but even in a group, it’s everyone each hearing this for themselves.
- The fear of being hunted: Something is coming. It’s right on your tail and if you don’t get out ASAP then you’re going to die. Group fear.
- The fear of falling
- Whatever you can come up with: Be creative! Do it in an interesting way! Just remember that these are archetype fears that loads of people have. Not personal.
Encounter: Personal Fears.
These fears are the ones that each character had on their own applications. They can be individual or shared, but that should be decided among yourself on the plotting post.
As they get closer to the power station, their fears become more and more intense. It’s going to take great strength to continue onto the room where the power station is.
Encounter: The Power Station.
When you step into the main room of the power station, all of the individual fears intensify around you, but you become aware, at least dimly, that you have reached your destination. There, on a pedestal in the middle of the room is a golden half-sphere that needs to be pressed in order to start the power up again. But it really can’t be that easy, can it? The longer you wait to do it, the more the feelings and fears of doubt that this is what you need to do wash over you. Eventually, that fear swells into the feeling that you probably shouldn’t even push the button. This mixes with the fear that you already have failed, and that everyone back outside has died already. They’ve died and it’s all your fault. You took too long, you didn’t do enough. And now you just need to wait to die too.
Or, you can push the button.
Once you push the button, the half-sphere becomes flush with the pedestal and it sinks slowly into the ground. As it meets the floor, the panels in the floor light up in a pattern of rings leading out to the door. Sure, you’ve got to hike back to the Sphere proper, but the fears that you’ve already faced are gone even if the physical obstacles are not.
The door into the Agricultural domes won’t open until both objectives have been fulfilled.
photo inspiration


