Panem Events (
etcircenses) wrote in
thegamesooc2014-11-27 06:22 pm
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Arena 12

Code Name: Dead Spaceport
Size: Over 15 square miles
Special Areas: Spaceport upper-levels, the laboratories, the abandoned underground, the bunker.
Setting:
Spaceport outside
When Tributes rise up on their platforms, they will be greeted by a plethora of stars. There's color and light in the sky, something truly beautiful to behold, only marred by it's existence being in an arena.
If Tributes have an extremely sharp eye, they may notice the distant horizons seem to shimmer, as though a hologram, but to the majority of Tributes it will appear as though they've been somehow brought into deep space. If anyone tries to reach the edge of the arena, they will find themselves entirely run out of oxygen before they can make it there. Even if it's not real space, the lack of oxygen and extreme temperatures are all real.
The arena holds the appearance of a desolate planet or a moon. It is dusty and dry, clouds lifting into the air with any steps taken. Craters cover the area, with one rather large hole laying before the Tribute pedestals, which all stand in a circle. The hole is the cornucopia, and all around them is the spaceport. There are entry ways to get inside, but they will require getting a "key" first. Once through the first entry door, they will have just a few moments to get through the next airlock and progress forward, or else the lock may open before they're safe.
Spaceport inside
The inside of the spaceport is what one might expect from a retro 70's-80's space movie. The whole place stretches out and connects part for part, like a spider's web. Everything is either terribly dim or glaringly bright. The walls and airlock doors are all made of thick, unforgiving metal. Glowing buttons, lights, and signs mark the way on the darker paths, leading onto the fluorescent-lit rooms, all of which seem to be circular.
These rooms contain all manner of thing; control panels that don't work, science examination tables with nothing on them, kitchens. In some rooms, there are tubes that can be slept within. However, they won't necessarily protect Tributes from threats such as robots, aliens, or other Tributes. It is in this zone that most of the aliens do their hunting.
Also in this zone, are all the windows looking to the outside. When Tributes die, at the end of the night, their face is projected into the starry sky, with each of the stars suddenly moving to form their image. At the very moment of death, the canon noise is instead a brief alarm siren.
The labs and abandoned zones are all connected to this zone and located just below it.
Science labs
In the center of the spaceport lay a series of white, sterile rooms and laboratories that tributes can hide from aliens in, at the cost of only being able to leave and go through each room by solving a number of puzzles.
These puzzles may include jumping pads, light bridges, and lasers. Tributes will be required to use their brains and problem solve to figure the tests out. If Tributes are unable to solve a puzzle, they may wind up trapped until an enemy or friend shows up to deal with them appropriately.
Robotic threats such as turrets, personorbs, and a larger mobile robot, c-BOT12, are all threats that can be run into here. Of the entire facility, the science labs are the ones that run best with much lower potential for power failure.
Abandoned zones
If Tributes travel downward into the depths of the spaceport, they may quickly find exactly why it was "abandoned". Here is where all the real machinery and batteries running the place call home. It is a dark and dank home, with crumbling bits of floor and great flooded areas full of electrified and poisoned water-- thanks to batteries settled in them. The place creaks, groans, and whirs with effort to keep running in the chilling silence. Forgotten items lay about, including broken flashlights and torn clothing, suggesting someone else may once have been there, though not anymore.
While Tributes have ample place to hide from other people down here, the aliens have the same idea. Whilst their hunting grounds may be the higher floors, their nesting grounds are here. And they don't sleep.
However, if tributes press deep enough, they will find an upraised circular pad upon which two locked cages are hosted. These cages cannot be broken, but host no threat inside. What lays in these cages are two gun-like mechanisms, which, on the inscriptions beneath them, are explained as being able to create portals. May who ever finds them be a quick learner. All that noise of opening those rusty cages is sure to attract some bad company.
There is one singular bit of safety in this zone and within the entire arena. Down deep here, is a bunker, one built to withstand the worst that any alien, robot, or Tribute can give. It can withstand just about anything, with just one catch; only one Tribute can fit inside. If more than one Tribute enters, the doors won't close. This door is also opened by the use of a key, and getting it may be the only hope of survival. Once a singular Tribute has entered the bunker, they will be untouchable by any threat. They will find, however, that it is not entirely soundproof.
In true space, they say, no one can hear you scream. In the spaceport, everyone can.
When Tributes rise up on their platforms, they will be greeted by a plethora of stars. There's color and light in the sky, something truly beautiful to behold, only marred by it's existence being in an arena.
If Tributes have an extremely sharp eye, they may notice the distant horizons seem to shimmer, as though a hologram, but to the majority of Tributes it will appear as though they've been somehow brought into deep space. If anyone tries to reach the edge of the arena, they will find themselves entirely run out of oxygen before they can make it there. Even if it's not real space, the lack of oxygen and extreme temperatures are all real.
The arena holds the appearance of a desolate planet or a moon. It is dusty and dry, clouds lifting into the air with any steps taken. Craters cover the area, with one rather large hole laying before the Tribute pedestals, which all stand in a circle. The hole is the cornucopia, and all around them is the spaceport. There are entry ways to get inside, but they will require getting a "key" first. Once through the first entry door, they will have just a few moments to get through the next airlock and progress forward, or else the lock may open before they're safe.
Spaceport inside
The inside of the spaceport is what one might expect from a retro 70's-80's space movie. The whole place stretches out and connects part for part, like a spider's web. Everything is either terribly dim or glaringly bright. The walls and airlock doors are all made of thick, unforgiving metal. Glowing buttons, lights, and signs mark the way on the darker paths, leading onto the fluorescent-lit rooms, all of which seem to be circular.
These rooms contain all manner of thing; control panels that don't work, science examination tables with nothing on them, kitchens. In some rooms, there are tubes that can be slept within. However, they won't necessarily protect Tributes from threats such as robots, aliens, or other Tributes. It is in this zone that most of the aliens do their hunting.
Also in this zone, are all the windows looking to the outside. When Tributes die, at the end of the night, their face is projected into the starry sky, with each of the stars suddenly moving to form their image. At the very moment of death, the canon noise is instead a brief alarm siren.
The labs and abandoned zones are all connected to this zone and located just below it.
Science labs
In the center of the spaceport lay a series of white, sterile rooms and laboratories that tributes can hide from aliens in, at the cost of only being able to leave and go through each room by solving a number of puzzles.
These puzzles may include jumping pads, light bridges, and lasers. Tributes will be required to use their brains and problem solve to figure the tests out. If Tributes are unable to solve a puzzle, they may wind up trapped until an enemy or friend shows up to deal with them appropriately.
Robotic threats such as turrets, personorbs, and a larger mobile robot, c-BOT12, are all threats that can be run into here. Of the entire facility, the science labs are the ones that run best with much lower potential for power failure.
Abandoned zones
If Tributes travel downward into the depths of the spaceport, they may quickly find exactly why it was "abandoned". Here is where all the real machinery and batteries running the place call home. It is a dark and dank home, with crumbling bits of floor and great flooded areas full of electrified and poisoned water-- thanks to batteries settled in them. The place creaks, groans, and whirs with effort to keep running in the chilling silence. Forgotten items lay about, including broken flashlights and torn clothing, suggesting someone else may once have been there, though not anymore.
While Tributes have ample place to hide from other people down here, the aliens have the same idea. Whilst their hunting grounds may be the higher floors, their nesting grounds are here. And they don't sleep.
However, if tributes press deep enough, they will find an upraised circular pad upon which two locked cages are hosted. These cages cannot be broken, but host no threat inside. What lays in these cages are two gun-like mechanisms, which, on the inscriptions beneath them, are explained as being able to create portals. May who ever finds them be a quick learner. All that noise of opening those rusty cages is sure to attract some bad company.
There is one singular bit of safety in this zone and within the entire arena. Down deep here, is a bunker, one built to withstand the worst that any alien, robot, or Tribute can give. It can withstand just about anything, with just one catch; only one Tribute can fit inside. If more than one Tribute enters, the doors won't close. This door is also opened by the use of a key, and getting it may be the only hope of survival. Once a singular Tribute has entered the bunker, they will be untouchable by any threat. They will find, however, that it is not entirely soundproof.
In true space, they say, no one can hear you scream. In the spaceport, everyone can.

Survival Information
Cornucopia:
Cornucopia:
When the podiums lift, Tributes will be greeted with what appears to be outer space. They'll want to get what they can at the cornucopia because sponsors will be unable to send gifts into the arena, as it's been entirely sealed off. The capitol has decided it will be more interesting to level out the playing field.
Tributes will make their way in zero gravity as best they can, with ropes extending from holes in the podium keeping the Tributes from drifting off. All the Cornucopia items will be contained in chained down cases which can be released by pressing a button.
Among these cases, there will be a number of smaller cubes that are also chained down. Each Tribute can get one each but there may not be one for every Tribute. These cubes are to be brought to space port entrances and inserted in a slot, which will then open the airlock for a brief time to allow the Tribute in. Once inside the door will close and their rope will be cut. Tributes who fail to retrieve a cube will eventually run out of oxygen and be among those who die at the cornucopia. Tributes who remain in the entry zone once their rope is gone will be sucked out.
The cases and cubes will be held in the middle of a circular stretch of dusty planet with the spaceport surrounding it. The center of this circle is a hole in the planet's earth . All the cubes, cases, and buttons are inside here-- along with what appears to be some very large alien eggs. Luckily for Tributes, these won't be likely to hatch.
Yet.
Cornucopia Items:
At the cornucopia, will be several chained down cases. With the press of a button, these chains will release and Tributes can make a grab at a case. A case may include any of the following:
Pocket Knives
Switchblades
Scissors
Surgical blades
Needles filled with neurotoxin
Needles filled with a temporarily paralyzing substance
Phasers
Tasers
Med kits
Several lengths of cord
Flashlights
Screwdrivers
Impact reduction boots
Orange speed gel (When put on a surface makes it slick and slippy to help with speed runs to propel yourself forwards, or to trip enemies)
Blue bounce gel (When painted onto a surface, it makes it bouncy)
White portal gel (To create portals on any surface. Requires the portal gun and is otherwise useless.)
One blowtorch
One plastic bag of rhubard (fish shaped)
Three keys (two these give access to two portal guns hidden inside the spaceport. The third is for the bunker.)
Tasers
Med kits
Several lengths of cord
Flashlights
Screwdrivers
Impact reduction boots
Orange speed gel (When put on a surface makes it slick and slippy to help with speed runs to propel yourself forwards, or to trip enemies)
Blue bounce gel (When painted onto a surface, it makes it bouncy)
White portal gel (To create portals on any surface. Requires the portal gun and is otherwise useless.)
One blowtorch
One plastic bag of rhubard (fish shaped)
Three keys (two these give access to two portal guns hidden inside the spaceport. The third is for the bunker.)

Immediate Hazards:
Machines exist within the spaceport keeping the spaceport's zero gravity suppressors running smooth and sweet. Unfortunately, they're a little worse for wear and sometimes kick out at inopportune times. Like in the middle of a room with a spinning bladed fan upon the ceiling, or right as you're about to escape the clutches of an enemy.
The second thing to be careful of is the airlocks. The airlocks appear at the entries of the spaceport and all inside at various points, so that sections of the spaceport can go on lockdown should anything go wrong. Sometimes the doors will close suddenly, heedless of individuals caught in between. Sometimes they'll open right out to space, sucking out those inside and bringing the near-instant death of exposure. Still more airlocks will simply fail to open at all, leaving Tributes trapped with only a flashing red sign informing them of an oxygen leak, or worse, one of the creatures that roam the spaceport.
In some areas of the spaceport, the power can fail entirely, leaving Tributes only a few seconds to find the escape route, whilst forced to move slow in zero gravity, lest they face the extreme space temperatures (cold and hot in hourly alteration). Tributes may be able to find a singular oxygen mask if they find themselves caught, but should they stay too long, they may quickly freeze over or burn up. If more than one person is caught without oxygen, they'll have no choice but to sacrifice the other(s) or kill for the oxygen mask.
More dangers lay within in the arena, like machines that will randomly explode with Tributes nearby, taking off limbs or blowing holes in spaceport interior, as well as "alien killing" devices that have gone awry, sending out frequencies to disrupt the brain in a rather painful manner. Effects can range from splitting headaches to bleeding out of the skull's orifices. Victims will be left feeling weak, with a painful twitch until it wears off-- if they don't die of blood loss first.
All inside the spaceport lay traps such as pitfalls, flooded areas with electrified water, and lasers.
There are also personorbs, round robots with seemingly no function that can be picked up and carried. When a Tribute dies in arena, a select personorb in the spaceport facility will begin speaking in their voice, saying things they would say. They will speak to living Tributes as long as they are allowed to function. If destroyed by someone who is close to them, they will give out a recorded scream as though being tortured, begging mercy of their destroyer. If destroyed by someone they are not close with, the recordings will laugh and mock them until entirely shut down.
Finally, the capitol wanted to play with portals, but that doesn't mean they were ready for them. Initially, the two tributes who get portal guns will be able to move about the place with ease, but as time goes on, the portals will flicker and malfunction in little degrees, like putting the Tribute a small distance away from their intended destination. This will continue to get worse as the arena goes on.
All inside the spaceport lay traps such as pitfalls, flooded areas with electrified water, and lasers.
There are also personorbs, round robots with seemingly no function that can be picked up and carried. When a Tribute dies in arena, a select personorb in the spaceport facility will begin speaking in their voice, saying things they would say. They will speak to living Tributes as long as they are allowed to function. If destroyed by someone who is close to them, they will give out a recorded scream as though being tortured, begging mercy of their destroyer. If destroyed by someone they are not close with, the recordings will laugh and mock them until entirely shut down.
Finally, the capitol wanted to play with portals, but that doesn't mean they were ready for them. Initially, the two tributes who get portal guns will be able to move about the place with ease, but as time goes on, the portals will flicker and malfunction in little degrees, like putting the Tribute a small distance away from their intended destination. This will continue to get worse as the arena goes on.

Life Out There:
This arena may not feature true wildlife but Tributes are most certainly not alone. Those who were around back when the Xenomorphs escaped from the Tribute portal into capitol may recognize some of these creatures. They're not true Xenomorphs but Xenomutts, muttations made not only to be similar to that of Xenomorphs in appearance, but to also resemble dogs. They're easier to kill than a real Xenomorph, but no less deadly.
Also in the arena are some bipedal creatures reminiscent of little green men. They have three fingers, enlarged craniums, and great black insectile eyes that don't blink at the same time. They are very small and appear almost docile to start, but at first chance, they will reveal mouths full of elongated razer-sharp teeth. The little ankle biters can bite right through a human ankle, and will swarm upon fallen prey.
More muttations roam, resembling horrifically mutated and incorrectly colored domestic animals. Things like hideous abominations of sheep with ten eyes, purple fur, and unfortunate growths upon their legs, are the kind of creatures one might see. All of them are non-edible. They are all out for blood.
Robotic turrets fill the spaceport, and will fire lasers at anyone whom crosses their path. But they stand pale to the threat of c-BOT12. C-BOT12, like a personorb, is pre-programmed with voices, but these ones are not all the voices of the dead. It can be anyone; old enemies, living tributes, the voices of those families whom were briefly in Capitol, even people who are panem-born. The voices will call out and lure unsuspecting Tributes to c-BOT12, at which point they will either be torn apart by robot claws, or trapped in some way. C-BOT12 has digital access to the entire spaceport and can set off any hazard at any time.

Foodstuffs:
Sponsers cannot send gifts this arena, and that includes food. Tributes will have no choice but to scavenge.
In sections of the building, various dehydrated food packets can be found. This ranges from dehydrated fruits and vegetables, dehydrated meats, to full dehydrated meals of rices, pastas, and so on. There is plenty to eat here in this arena, so long as you don't mind things being on the dry side.
There are just two kinds of foods that aren't dehydrated; potatoes and fresh-baked cakes. But the cakes won't stay fresh for long and there's not nearly enough potatoes to last the full arena, for even a single person. At some point, Tributes may feel they have no choice but to eat something that's been dehydrated.
Be warned. Those dehydrated foods may contain more than what they seem. In fact, after not too long, Tributes who've eaten them may start to feel as though they're fit to burst... and like something may crawl out.
Attire:
The Tributes are dressed in two layers. This first layer of clothing is a skin-tight space suit that looks like so:

Each color is matched to districts; D1 is White, D2 is Red, D3 is Orange, D4 is Aqua, D5 is Purple, D6 is Pink, D7 is Light Green, D8 is Blue, D9 is Yellow, D10 is Dark Green, D11 is Lavender, and D12 is Black. There is no padding to protect you and it is only resistant to normal cold and heat levels. Helmet not included.
The second layer is a full white standard space suit. It is resistant to extreme temperatures, both hot and cold, and comes with a Helmet. The Helmet's glass is tinted dark and reflective from the outside. There is no indicator on these space suits of who any of the other tributes are, only their district number in very small print on their upper arms, easily missed. These space suits come equipped with oxygen packs, but be careful! They won't last long and a simple rip of the material or breaking of Helmet and oxygen pack will leave tributes exposed to the elements of space, leading to instant death. These suits are also quite heavy in gravity zones and very difficult to move in, making the Tributes wearing them into sitting ducks for faster predators.

Important Notes:
After weeks spent relaxing in the Capitol, the people of Panem are expecting a blood bath. They want carnage and quickly, as such there will be NO DEATH BUY OUTS for Arena 12. If you are rolled for death, you will die. This will make for a fast paced arena, expected to last a scant four weeks.
And, in an attempt to up the violence and gore, the Gamemakers have enabled powers throughout the duration of the Arena. Once Tributes enter the interior of the space station, those with superhuman abilities will find they have been restored.
Those of you with a mass of credits need not fear that they've been accumulated for nothing, however, as all credits earned for this cycle will carry over and can be used in Arena 13.
Those Tributes who are still branded and/or cuffed will have their brands and/or cuffs removed at the end of Arena 12.
The qualifying children from the Kid's Arena will be given the weapon of their choices from those listed in the items for Arena 12. They will loaded into their pods with their item of choice*, and begin the Arena already armed. This will be a handwaved process and there's no need to wait for further verification from a mod.
*all weapons are available except the portal gun
After weeks spent relaxing in the Capitol, the people of Panem are expecting a blood bath. They want carnage and quickly, as such there will be NO DEATH BUY OUTS for Arena 12. If you are rolled for death, you will die. This will make for a fast paced arena, expected to last a scant four weeks.
And, in an attempt to up the violence and gore, the Gamemakers have enabled powers throughout the duration of the Arena. Once Tributes enter the interior of the space station, those with superhuman abilities will find they have been restored.
Those of you with a mass of credits need not fear that they've been accumulated for nothing, however, as all credits earned for this cycle will carry over and can be used in Arena 13.
Those Tributes who are still branded and/or cuffed will have their brands and/or cuffs removed at the end of Arena 12.
The qualifying children from the Kid's Arena will be given the weapon of their choices from those listed in the items for Arena 12. They will loaded into their pods with their item of choice*, and begin the Arena already armed. This will be a handwaved process and there's no need to wait for further verification from a mod.
*all weapons are available except the portal gun
OOC Links:
Cornucopia Sign-Ups ((* you must sign up for the Cornucopia by Wednesday 12/3 at 11:59pm EST *))
General Plotting
Mod Questions
Cornucopia Sign-Ups ((* you must sign up for the Cornucopia by Wednesday 12/3 at 11:59pm EST *))
General Plotting
Mod Questions

Psii
Psii's powers will be limited to prevent serious damage to the arena. His optic blasts and telekinesis WON'T be blasting holes through walls. They will still be enough to incinerate people, leaving metal and bones behind. He can lift heavy objects and pry off armor, but he won't be able to, say, upend the entire arena and go to actual space. You're welcome.
Now for the timey-wimey stuff: Psii has visions of doom and hears the screaming voices of people dying in the future. They are very specific, but often jumbled or incomplete. If you know how your character is going to die and would like Psii to know/tell them so, we can thread something horrible. Psii is a mix of grim and sarcastic; not the best person to deliver bad news, even if he does feel kind of bad for you. Feel free to have your character disbelieve him, he's used to that.
If no one volunteers to kill him, he will eat some of the dehydrated food and reap the gory consequences. :V
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