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memestertrucks2025-07-15 06:02 pm
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JULY TDM
The summoning garage and gas station has opted for a new location; about thirty stories up in the air, jutting off the side of a skyscraper like a strange balcony. There's no employees or civiliians around to help new arrivals, however. Just a lot of broken glass, worn concrete, and a long difficult way down.
01: SUMMONING CIRCLE
New arrivals feel a strange sense of vertigo this time around; namely because the garage is halfway up a skyscraper and on a landing jutting off the main building. Falling off the side is not advised. A little further down is what looks like a gas station… And all the way down, at the end of a nauseatingly long drop, is a Convoy. As for reaching the ground level, there’s a few options.
For the more adventurous, there’s a set of rope lines to scale down. It just requires a steady hand, and likely a friend to help keep the descent steady; the harnesses appear to be built for teams of two.
Those without a head for heights can try the elevators instead; there’s a cargo elevator, capable of transporting any cars. There’s also the usual people movers installed… Though there is the problem of monsters, either lurking in the elevator shafts or forcing the elevator to stop on floors for a skirmish.
And for the athletic, there’s the stairs. The very long, mind numbing amounts of stairs. People likely won’t die from combat on them. But might die of boredom. Those are the options for going down: going up can lead to a lot more trouble, as the building slowly morphs from concrete to flesh.
For the more adventurous, there’s a set of rope lines to scale down. It just requires a steady hand, and likely a friend to help keep the descent steady; the harnesses appear to be built for teams of two.
Those without a head for heights can try the elevators instead; there’s a cargo elevator, capable of transporting any cars. There’s also the usual people movers installed… Though there is the problem of monsters, either lurking in the elevator shafts or forcing the elevator to stop on floors for a skirmish.
And for the athletic, there’s the stairs. The very long, mind numbing amounts of stairs. People likely won’t die from combat on them. But might die of boredom. Those are the options for going down: going up can lead to a lot more trouble, as the building slowly morphs from concrete to flesh.
02: START UP
It takes some work to arrive at the Convoy this time. And the placement of new vehicles reflects that; some have made it halfway up the skyscraper, along with the new comers. Others wait on the street level.
But in either location is a collection of vehicles, one of which feels like it belongs to new arrivals. The key to the vehicle may already be in the ignition, on the dashboard… It may have even been on their person, ever since they woke up in that garage. Either way, Drifters have the keys to the vehicle now.
…But there’s a few rough edges on these vehicles. Flat tires, cracked windows and mirrors, maybe some stuck doors and locks; all of them the sort of thing that requires two pairs of hands and supplies. The garage can take care of the supplies… Now it’s just a matter of finding some extra hands.
But in either location is a collection of vehicles, one of which feels like it belongs to new arrivals. The key to the vehicle may already be in the ignition, on the dashboard… It may have even been on their person, ever since they woke up in that garage. Either way, Drifters have the keys to the vehicle now.
…But there’s a few rough edges on these vehicles. Flat tires, cracked windows and mirrors, maybe some stuck doors and locks; all of them the sort of thing that requires two pairs of hands and supplies. The garage can take care of the supplies… Now it’s just a matter of finding some extra hands.
03: BUILDING PULSE
(CW: Meat buildings with teeth)
New comers are encouraged to head down from the skyscraper. Heading upwards will result in hostile, living architecture that tries to consume those who intrude. Along with unnerving messages carved into walls, praising the moon.
But through all floors, a strange razor wire runs alongside living tendrils. It carries recordings from the this world, ambient whispers that can easily seep into one’s thoughts and tell them a little more about the world before everything went wrong. There are commercials, sports games, but also warnings not to interact with any relics, moon shards, or anyone too enamored with those relics and the moon. But if the one tries to get too close, the wires can cut at their skin, showing a monster’s form underneath.
In addition, various blue points of light can be found latched to the walls, floor, and ceiling. Touching these points will affect this event's main enemy, the Nefasturris by activating weak points on the monster... But it might also result in the Drifter getting a layer of ice on them, all the way up to freezing solid.
New comers are encouraged to head down from the skyscraper. Heading upwards will result in hostile, living architecture that tries to consume those who intrude. Along with unnerving messages carved into walls, praising the moon.
But through all floors, a strange razor wire runs alongside living tendrils. It carries recordings from the this world, ambient whispers that can easily seep into one’s thoughts and tell them a little more about the world before everything went wrong. There are commercials, sports games, but also warnings not to interact with any relics, moon shards, or anyone too enamored with those relics and the moon. But if the one tries to get too close, the wires can cut at their skin, showing a monster’s form underneath.
In addition, various blue points of light can be found latched to the walls, floor, and ceiling. Touching these points will affect this event's main enemy, the Nefasturris by activating weak points on the monster... But it might also result in the Drifter getting a layer of ice on them, all the way up to freezing solid.
04: MOON CALL
New arrivals have an extra twist in their situation this month. The moon shines brightly above the skyscraper at night, and is even visible at daylight… And there are an alarming number of statues with glowing stones fixed in them that shine as bright as the moon.
Closer examination of these statues (that look alarmingly like gargoyles and hellish canines) causes the rocks to shine even brighter, and results in a localized Moon Warp.
All of this means that new arrivals will also have the Gargoyle and Cerberus monster forms available to them.
04: MONSTER SHIFT, GARGOYLE
During the TDM Drifters have access to all Gargoyle species traits as well as:
+Bat Hunt: spectral bats fly through the hallways and exterior of the building, and have a taste for gargoyle blood. Hopefully Drifters are either swift enough to claw at the bats, or have tough skin.
+Lightning Hunt: scaling both the interior and exterior of the skyscraper shows currents of lightning, which Gargoyles can sense through their claws. Piercing into these lightning points causes pain to Gargoyles, but also weakens the Nefasturris and adds extra weak points.
+ Summit Pull: Gargoyles can feel a pull upwards, to the top of the buildings. The various statues fixed to the skyscrapers offer a roosting place, fit for observing potential targets below.
+Night Activity: monster changes increase during night and feel lethargic during daytime.
+Protection: Gargoyles feel a compulsion to protect the Convoy and other Drifters nearby, particularly against threats looming in the city. Guarding them against danger becomes a priority.
+Light Sensitivity: Gargoyles are sensitive to bright lights and total darkness; both of them can draw more changes out. Unfortunately there are flashbangs in the form of traps lingering in the tower, ready to trigger a fast shift.
+Bat Hunt: spectral bats fly through the hallways and exterior of the building, and have a taste for gargoyle blood. Hopefully Drifters are either swift enough to claw at the bats, or have tough skin.
+Lightning Hunt: scaling both the interior and exterior of the skyscraper shows currents of lightning, which Gargoyles can sense through their claws. Piercing into these lightning points causes pain to Gargoyles, but also weakens the Nefasturris and adds extra weak points.
+ Summit Pull: Gargoyles can feel a pull upwards, to the top of the buildings. The various statues fixed to the skyscrapers offer a roosting place, fit for observing potential targets below.
+Night Activity: monster changes increase during night and feel lethargic during daytime.
+Protection: Gargoyles feel a compulsion to protect the Convoy and other Drifters nearby, particularly against threats looming in the city. Guarding them against danger becomes a priority.
+Light Sensitivity: Gargoyles are sensitive to bright lights and total darkness; both of them can draw more changes out. Unfortunately there are flashbangs in the form of traps lingering in the tower, ready to trigger a fast shift.
04: MONSTER SHIFT, CERBERUS
For the TDM, Drifters have access to all Cerberus species traits as well as:
+Red Hunt: Cerberus Drifters can see and scent strange red points fixed in the building, and budding out of the walls like flesh. These are strangely appetizing to Cerberus; biting or clawing them weakens the Nefasturris or activates weakness points later in the fight.
+Fire Breath: red globs also grant fire breath when in their vicinity and ingested. Drifters should also be careful, as the fire breath can rage out of control when emotional!
+Ravenous Drive: With extra mouths and muscle, there’s also a powerful hunger and a need to hunt and consume any prey a Cerberus can find.
+Sensory disorientation: any frantic movement, bright lights, or loud noises cause a sensory overload, if the Drifters are growing extra eyes/ears/etc.
+Pack Loyalty: Cerberus feel a compulsion to bond with a Drifter or a collection of Drifters as their pack. They may feel they are the pack leader, or treat another Drifter as leader. They also feel an intense loyalty and protective streak, determined to carry out the will of other Drifters.
+Pack Hunter: compelled to attack anything that threatens a Cerberus pack, as well as provide for the pack by hunting prey. This is typically done in groups, for more efficiency.
+Red Hunt: Cerberus Drifters can see and scent strange red points fixed in the building, and budding out of the walls like flesh. These are strangely appetizing to Cerberus; biting or clawing them weakens the Nefasturris or activates weakness points later in the fight.
+Fire Breath: red globs also grant fire breath when in their vicinity and ingested. Drifters should also be careful, as the fire breath can rage out of control when emotional!
+Ravenous Drive: With extra mouths and muscle, there’s also a powerful hunger and a need to hunt and consume any prey a Cerberus can find.
+Sensory disorientation: any frantic movement, bright lights, or loud noises cause a sensory overload, if the Drifters are growing extra eyes/ears/etc.
+Pack Loyalty: Cerberus feel a compulsion to bond with a Drifter or a collection of Drifters as their pack. They may feel they are the pack leader, or treat another Drifter as leader. They also feel an intense loyalty and protective streak, determined to carry out the will of other Drifters.
+Pack Hunter: compelled to attack anything that threatens a Cerberus pack, as well as provide for the pack by hunting prey. This is typically done in groups, for more efficiency.
05: LIVING BUILDING
Even with all this, the skyscraper doesn’t want to let Drifters go easily. Whether it’s that they reach ground level or somehow make their way to the summit, the sky scraper eventually starts to shift and groan as a giant monster forces its way out of the building. Bits of concrete and glass form scales and spines on a demonic visage, and there’s a hungry light in its electric eyes.
The monster battle is in three phases detailed in 5-A, and amidst the phases are strange phantasmal bats flying around to give the monster more energy and power. Culling these greatly reduces the monster's strength and toughness.
In the aftermath, the building monster dissolves away into streams of energy… Which are then promptly pulled in by Sigils on the Drifters, providing them healing and limited restoration. The remaining energy is absorbed by the giant Convoy, giving the engines energy to spare. It seems this collection of trucks and vehicles is well charged up, and more than ready to move out of the city.
The monster battle is in three phases detailed in 5-A, and amidst the phases are strange phantasmal bats flying around to give the monster more energy and power. Culling these greatly reduces the monster's strength and toughness.
In the aftermath, the building monster dissolves away into streams of energy… Which are then promptly pulled in by Sigils on the Drifters, providing them healing and limited restoration. The remaining energy is absorbed by the giant Convoy, giving the engines energy to spare. It seems this collection of trucks and vehicles is well charged up, and more than ready to move out of the city.
05-A: DYING BUILDING
Fire: During the first phase, the building monster tries to flatten Drifters with clawed hands and breathes fire. Due to being bound to the building, its motions are slow but brutal. Climbing lines are still present and lead to weak points, marked by blood red glass. Just watch out for burning blood.
Ice: The monster eventually breaks out halfway, having more freedom of movement… But also looking more brittle, encased in ice and glass. While the monster may be faster and trades its fire breath for ice, it is also more fragile. Breaking the icy skin releases freezing jet streams. Unsurprisingly, a Cerberus’ fire breath does serious damage and neutralizes the threat.
Electric: Finally the monster breaks free from the building prison… But also brings a trail of electric wires with it, tangling the monster and giving off sparks and dealing pain to everyone. Just be careful with making contact with it, and choose the strikes wisely to finish the monster off!
Ice: The monster eventually breaks out halfway, having more freedom of movement… But also looking more brittle, encased in ice and glass. While the monster may be faster and trades its fire breath for ice, it is also more fragile. Breaking the icy skin releases freezing jet streams. Unsurprisingly, a Cerberus’ fire breath does serious damage and neutralizes the threat.
Electric: Finally the monster breaks free from the building prison… But also brings a trail of electric wires with it, tangling the monster and giving off sparks and dealing pain to everyone. Just be careful with making contact with it, and choose the strikes wisely to finish the monster off!
MICRO ENCOUNTERS:
PLEASE NOTE! These are small bits of set dressing for players to include in threads if they wish, rather than full fledged prompts or events. You may handwave your exploration of these areas, or thread them out.
Convoy: The Convoy is located at the very bottom of the sky scraper this time… And barely has enough shielding during the skyscraper fight to avoid the worst of the damage. Drifters can take shelter in the Convoy as needed.
Lobby: Another safe zone in the skyscraper… Though a touch unnerving. The Husks here have all long since broken open to spawn monsters. The lobby itself is an opulent place with much of the furniture and décor still intact, and also serves as a good resting area.
Safe Rooms: For those exploring the interior, there’s a handful of safe rooms that have no trace of razor wire or monster growths. There’s an eerie stillness that coats these rooms, but at least offers a chance to breathe and recover, as well as slowing any monster transformations.
no subject
"At least you know before you smooched anyone~"
Though that comment about Splinter keeping secrets just makes his grin falter. "Egh, yeah... it's like tragic backstory unlocked when we found out that Shredhead was like, Sensei's adopted brother and stuff."
no subject
Quick, grab the subject change!
"His brother!? Jeez, is everyone in your universe related?" Though really, it's not that surprising, since... "But I guess in our universe we were related, too, since he was Karai's dad. Again, from a billion years ago, so we never like, knew him personally."
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The subject change makes him shrug. "Not by blood. Apparently Sensei's father took Shredhead in when they were kids so they grew up as bros. It didn't stop him from trying to kill Father in the end like the crazy dude he is."
"Wait so--he was actually related to the Hamato? That's...weird to think about."
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(Then again, Donnie does have the disposal unit...)
"Yeah, he was! He was trying to protect the Hamato, really... It backfired on him, though..."
Leo trails off, then gives his head a shake.
"Heh, I guess every family has some messed up parts. We defeated ours, though. How about you?"
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"So...your Shredder tried protecting the fam and ended up in some weird armour that made him crazy?" That...kind of tracked with how nuts the Shredder he knew of was.
The question cuts deeper and he can't steel himself from the quick flash of grief in his green eyes. He swallows, hard, but nods.
"Y-yeah, he's---he's dead."
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Maybe he should change the subject...
"Well, you've kinda come out of the frying pan and into the fire that turns you into a monster." He pulls out his katana, glancing at Raph. "Mind if I come to your side? Then maybe I can help you get down from here."
Raph may not be his Raph, but he's still a Raph, so Leo feels responsibility towards him. Though, he'd probably do this for anyone stuck here regardless...
no subject
--he closes his eyes and shakes it off. Deal with it later.
Monsters? "The hell? What do you mean turns me into a monster?" He eyes the katana, but gives a curt nod.
"Go for it."
no subject
"Oops, sorry, guess I dropped another bomb on you," he says, only sounding a little apologetic. "Everyone gets turned into some kind of monster here. It happens... kinda slow, though?"
That's why Leo's skin is too pale and he's hiding his shell under his cloak. Monster things.
no subject
Not for Leo to just step out of a portal right next to him. It makes him JERK and jump, immediately straightening to look at Leo before spotting the blue shimmer. "What the--how'd you do that?!"
The information makes him swallow hard. "...you guys are getting transformed into stuff here? Are the Kraang behind it?" God damn it not again...
no subject
"Heh, sorry! Shoulda warned ya. I'm guessing your Leo can't portal?" Maybe he has some other magic...
But at the mention of the Kraang, Leo loses all sense of humor. He tries not too make it look like the name bothers him too much, but it's clear that he becomes more serious.
"No. As far as I know, they aren't here." He turns a bit, his eyes scanning the room. "But if you see any pink goo monsters you let me know."
no subject
Of course, when the Kraang come up, he notices the seriousness. Down to business then.
He lets out a relieved exhale. "Good; their presence is a huge pain in the ass...glad they're not here."
no subject
Though “pain in the ass” feels like a pretty mild description of the Kraang. Leo pulls his cloak a bit tighter around himself subconsciously.
“Yep, same!” He gives his head a shake. “But they aren’t. Just whatever magic this world has messing with us. Some people think it’s a goddess, but I dunno.”
no subject
The way this Leo pulls his cloak around him makes him wonder if it's a hot button topic. He doesn't press, at least right now. There's a story there and right now, this building was definitely not the place to start discussing stuff.
"A goddess? Like an actual one or some delusional idiot claiming to be one that's mucking everything up for everyone?"
no subject
But he's glad they're moving on from the Krang. As for the topic of the goddess, though, he shrugs.
"Who knows? All we've got are people claiming she exists, and a few," he makes air quotes with his fingers, "visions. I don't even know if there's a real person anywhere claiming to be one, much less an actual god."
He can't be skeptical of ghosts since he became one, so he has a new target for his disbelief.
no subject
At least there's no Kraang here - from what this Leo is telling him.
"...so could be just delusional dreams, got it. I've heard people claim to be all powerful or whatnot but then they're just some ghost or something that needs to be put back into whatever they're possessing. So it's not all that surprising that there might be people claiming there's some god thing out there with this place being mucked up already."
no subject
Does not even that carry over? How different are their worlds...
"Yeah, exactly!" Leo nods at Raph's assessment. "I don't put too much stock into it." He shrugs. "Besides, is it really worth it to spend all our time trying to figure out stuff like that? It's more important to try and get home."
no subject
Wow. Weird. This is...strange to think about. Anything they used was strictly made by their own hands.
"Unless it's tied to somehow getting back home," he retorts, frowning at the thought. "This place is already weird as hell. This building's...wrong for one and now there's weirdos talking about gods? Creepy."
no subject
Then again, Leo only knew about the yokai beginning a few years ago, so it's entirely possible they exist but Raph has never met one. Still, even if it's only been a few years, using his mystic powers feels so natural to him now that the thought of not having them feels beyond weird.
"And yeah, all the buildings are weird like this. Gravity doesn't work right, space and time are compressed... Drives Donnie absolutely nuts." Leo sighs. "Really, it's a bad place. Sorry you got dragged into it, too."
But if they get home, then no one has to worry about it anymore. That's the goal.
no subject
Whelp, we got a smartass over here. But he smirks at this other version of his brother that is very much not the same species of turtle or you know, from his world. The cape thing he could see his Leo doing to be a nerd though.
"Donnie's here too?" he asks, quickly. He can only imagine how much his brother would be PANICKING. "...wait, your Donnie or mine?"
no subject
It's not like it matters here, anyway.
And the cape is definitely not because he's a nerd!
But the reaction to hearing Donnie's name isn't surprising. Of course, if it had been Raph's Donnie (or at least not Leo's Donnie), he would have taken him to him much sooner. But as it happens...
"My Dee," he says reassuringly. He has not been keeping any brothers hidden away. "He showed up about a month after me. I'm sure he'd like to meet you! Just... don't say anything about the feet, okay?"
Leo likes to razz his brother as much as the next turtle, but he knows Donnie is sensitive about his bird feet.
no subject
The cape is totally because he's a nerd. Maybe all Leos are nerds. This is what he's deciding it to be as truth now.
It isn't surprising that it's not his brother, which is kind of a relief and also...not. He takes a deep breath and lets it out, nodding. At least this crap only he'll have to go through, but it's a little disheartening regardless.
"...his feet? Uh, sure...is he alright?"
no subject
Since everyone gets one. It's the silver lining, maybe?
And he understands the reaction. On one hand, it's nice not to be alone. On the other, he wishes Donnie wasn't going through this. He wouldn't wish it on this Raph, either, even if he isn't his Raph.
At the question, Leo cringes.
"Yeah. Just, ya know... the monster changes I told you about."
no subject
"Hard pass. If you got a better way out, m'down for it." He quirks a brow though. "My car? You mean finding one to hotwire and get the hell out of here?"
Oh. Of course. Duh. He should have realized.
"OH. Right, right. Noted."
no subject
"Nah, I mean your car! Or something else. Everyone gets one." Leo shrugs. "No idea why that's part of the "summoned to creepy monster land" package, but it is!"
Leo swings his sword and opens a portal, which will get them down to the garage.
"After you," he says, sweeping his hand like a fancy butler.
no subject
"Not gonna lie, if the Shellraiser's here that'd be pretty freaking sweet."
Raph nearly jumps back when the portal is just blipped into existence like that, but he's not unused to jumping into portals to potential doom. The fancy butler stint makes him laugh, shrug, and hops on in!
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