monstertruckers (
monstertruckers) wrote in
memestertrucks2025-07-15 06:02 pm
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
Entry tags:
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
no subject
[There's a bitter edge to that. There's cold steel in his words that suggest if he finds out who thought it was a great idea to be pulling anyone from anywhere, he'd give them more than just a piece of his mind.]
Being able to meet other people from other worlds is probably the only other upside. Otherwise I have no desire to be here.
no subject
*okay, he can't blame that*
Well there's that. Great, shitty world and a shitty situation...
no subject
[And maybe even if they had, he would have said no. His brothers were all still recovering. They had their own world and family to worry about. Donnie wouldn't have put their health beneath the need of another world's.]
...yeah. So...we just have to deal, I guess.
no subject
*he sighs, leaning back against the seat of his bike*
...yeah, guess so... *he glances back to the harpy turtle and gives a little smile* ...at least you got me to help you two out. Might not be your bro and yer not mine, but turtles gotta stick together.
no subject
So I don't care what it takes. I'm making sure he gets back, really gets back, from here, from the prison dimension.
[What Raph says is unexpected, and simultaneously, probably shouldn't have been. It softens that hard expression on Donnie's face, and he sighs, the ghost of a smile flitting across his own.]
...thanks. Same goes for you. You've got brothers you need to get back to, too.
no subject
Sounds like a plan. M'in.
*he chuckles and gives a thumbs up from where he's settled in*
O'course, man. *he sighs, though it's fond* I don't even want to think about what they're gonna get into without me there.
no subject
no subject
Anything else I should know about this convoy biz then?
no subject
He fingers his chin thoughtfully then.]
Hmm. Well, somehow the vehicles have all been installed with some kind of an autopilot. So if you're somehow incapacitated or leave your bike behind, or, I don't know, end up turning into something that can't drive really well, the vehicle will find its way after the rest of the caravan.
The Convoy in general is considered a safe area, especially during the moon warps. Effects are muted if not completely protected against, so long as you stay within the barrier. We did have to get the generator for that repaired not too long ago, but everything should be good now. Ah, the only problem is that, while it does let us through and not monsters, the more monster we get, the harder it is passing through without it hurting.
[He winces at the memory. It hadn't been fun, struggling through a moon warp and trying to keep his wits together while he brought Leo to safety. It had been difficult to push through and hurt like hell, but they'd made it.]
no subject
So when you guys are stopped and one of these warp things happen, the convoy gets a protective thing to help with, but it can be detrimental. Got it.
Is it really apparent when the warps happen or is it a surprise?
no subject
He nods as Raph at least is taking mental notes.]
I think some are more sensitive to it than others, but then again the guy that I was talking to about it is a werewolf back home. So. Yeah.
Sometimes it's sudden. And sometimes it builds. It's been the latter around here.
no subject
...so there's someone who's already a werewolf who is here? Did they get double wolfy or something?
Good to know some people might be able to give us a heads up though... might be able to prepare for it better then.
no subject
Yeah. Although I wonder if... Hmmm...
Ugh, I'm behind on so many projects. I haven't gotten around to studying those shards Akechi said he'd picked up. Maybe if I can work out some kind of energy reading from moon warps, I can get together some kind of early warning system.
no subject
*he watches how Donnie starts to already plan out another project* What shards? Are they from the moon?
Are they safe to be around if they make people shift into monster things???
no subject
Moon shards, yeah. Don't know, maybe they're less potent when they're just little pieces...
no subject
Oh jeez I hope not. *it's already bad enough something is going to happen - not knowing what it is is even worse*
Hmm, I suppose there's really no way to contain them if that's the case. Figuring out if you could use them to help project a warning when things are about to go to hell would be pretty supportive though.
no subject
[He can't help but shudder at the memory, talons digging into the hood of his perch.]
I don't know if there's something like a radioactive container that would work to that degree. The barrier we have for the Convoy seems to be the most effective thing... Hm. Maybe I should look into how that's powered first. Ugh, this place is really screwing with me, I feel like I'm going through everything backwards.
[He grumbles, pulling up his computer with another sweep of his hand, tapping out another task.]
Oh. I mentioned the cyborgs that want to purge all the "tainted" monster people, did I touch upon the other group of extremists?
no subject
Especially since you're kind of limited to what you find on the road with wherever this convoy is heading toward, so to speak. If there's a way to test the barrier you might be able to figure out a solution, provided you have the means to do so with limited resources.
*he lifts a brow* Nooooo? So there's cyborgs trying to purge people and I'm getting these other ones are the opposite?
no subject
[Donnie lets out a breath, nodding.]
Yep. You have the Steel Wardens, and then you have the Silver Tears. They're basically both over the top cults so far as I can determine. One wants to purge the world of the monster taint and the other believes the monster stuff is the moon's "blessing."
no subject
*a grimace*
Of course there's some other extremist group - one wanting to murder and one going 'cool bro this is awesome' with whatever is making things weird around here. Greaaaaaaaaaat.
And us stuck in the middle of it all, eh?
no subject
[Mentally kicking himself for that one.]
Pretty much. I don't think we've actually come across any of the former in person yet, only their shrines and things. I have been told to be careful about interacting with any of those though, as they tend to leave a mark. Which likely comes in the form of more unwanted monster pieces.
I believe there's a neutral faction, which may include those at this Nirvana place.
no subject
Yikes, so definitely mucking with stuff we shouldn't be... good to know. I'll keep an eye out.
I mean, that's pretty likely. Not everyone'll be swept up into the cults.
no subject
Had some pretty tense nights after we left there, because the barrier would usually keep monsters out and we could sleep easy at night. And I guess even without the moon actively warping things, the lack of an additional layer made it easier for other instincts to slip in.
[Donnie nods, sighing. It's exhausting thinking about everything that they've weathered so far.]
Haven't come across any signs that there are yet humans that haven't been subjected to any of these transformations yet, but who knows...
no subject
Overloaded by an attack or just the amount of strength it had to do? Maybe it needs a cycle down system or time to recharge...
Guh, yeah, that must have been stressful as hell.
*he ponders about the whole Nirvana thing...*
How do we know about this Nirvana place? Word of mouth? Random adverts?
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)
(no subject)