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Bonus Content: Ghostwriting and Archetyping )

~


[As midday begins to turn to afternoon, the assembled agents of Arche's facility will be asked to head down to Arche's Chamber, where the usual empty surroundings have today been filled with tables of party favors and decorations scattered around a little haphazardly. The cat is up on the platform for talking to Arche, playing with a knitted ball stuffed full of catnip, and Ghost's dragon is hiding under one of the tables, thumping its tail against the floor and keeping glinting eyes on all the excitement in the room as it unfolds.

There's music playing, courtesy of Arche, and your resident AI has apparently decided to doll up a little for the occasion, given that her usual nondescript attire has been replaced with a really cute dress, and it seems that even a computer-generated image is not immune from the urge to spin in a circle and make the fabric billow out around her knees every once in a while.

Ghost is present, too, though considerably less dressed up than Arche; she's mostly milling around and keeping to herself, when she's not entertaining the dragon and making sure it doesn't wreak havoc around the console room.

This is your last hurrah; as the afternoon wanes into evening, Arche will begin opening the gateways necessary to send you home, so get your goodbyes in now and leave no regrets for whatever days are yet to come. There's no telling, after all, if you'll ever end up coming this way again — but then again, there's also no saying you won't.

Before you leave, though, Arche will be asking for one last group picture, featuring herself and her assembled new friends — you can bet that'll be going in her curio, and maybe that's why she decided to put on a party dress after all.

But while goodbyes are hard, there's nothing that says they're forever.

After all, with so much story still left unwritten, who's to say what might be waiting on the next page?]


~

[OOC: And this is, officially, the final main plot log of Loose Canons! Put up some top-levels, tag around, and say your goodbyes to each other, to Arche, and the facility; you'll be heading home at the end, so this is the time for finishing up any last developments you were hoping to hash out!

I'll be getting into contact with the people who have expressed interest in the bonus epilogue mission to me, so we can figure out a time for that which will work for everyone, assuming people are still interested. But for the most part, this is the wrapping-up of Loose Canons, so once again, I hope you all had fun, and thank you again for a month of great gameplay!]
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[And so a missing Ghost was located, and though Arche didn't get back a core this week, she did get back one of her Writers, and if you ask her she'll probably say that's a more than equal trade anyway.

With Ghost back in action now, the facility is officially up to ten agents, and it's unlikely that you're going to be seeing much of her or Arche until reasonably late in the evening on Sunday. Between their much-needed reunion, their readjustment period to seeing each other, and the obvious elephant in the room of the fact that Ghost needs to help get this agency stabilized and fast, they're going to be fairly preoccupied — which means the agents mostly have Sunday to themselves to recuperate and congratulate themselves on a job well done.

Ghost's dragon is now a permanent inhabitant of the facility, and fortunately for everyone concerned it seems to be getting along well enough with Arche's cat; though the latter remains the undisputed king of the facility as far as the resident animals are concerned, the dragon seems to have found a satisfactory niche in sleeping in the Art Room kiln, begging for scraps in the kitchen, and following Ghost around every chance it gets.

It's a happy enough ending, if you want it to be; the agency has its Writer back, and once she's had a few days to get some work done and recuperate, the opportunity will arise for you all to head back home and return to your usual business as you see fit. Until that happens, the facility is still available to you, and you're welcome to wind down and tie up your loose ends with your newfound friends until the time to depart comes.

On the other hand, if you feel as though there are still too many unanswered questions (and that the world you left behind can still afford to wait a little longer), there's still the lingering question of what happened to Meta and the other agents that Ghost, at least, seems determined to resolve...]



SUNDAY | MONDAY | TUESDAY | WEDNESDAY


[OOC: We're winding down to the closing of the first run of Loose Canons, and I just want to say thank you so much to everyone who was interested and participated! You've made the game fantastic with your presence, and I've had a wonderful time being your mod.

If you intend to stick around for the bonus epilogue mission, please get in touch with me sometime this week at let me know! It will be assumed that all agents are going home at the end of Thursday UNLESS you have spoken to me about staying on. Otherwise, please use this week for wrapping up your CR, getting in your last developments, and generally readying yourself for the big goodbye on Thursday!

As always, if you want to talk to Arche, please use the subheadered comments! Ghost will also be available now as an inhabitant of the facility, though she won't have a hotline; she'll just turn up if you happen to be in her area (or go looking for her).

Also, if you haven't claimed your five free spins in the Prize Machine from your hard work on the Ghost Hunting Mission, don't forget to do so!]
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[A lot has happened in the past week, but the time has finally come to go Ghost hunting.

With a better conception of what might've happened on the day that she disappeared (courtesy of yesterday's roundtable), and the book she may have escaped into identified with the help of one of your fellow agents, the way forward is clear. Find Ghost, bring her home, save the facility — assuming, of course, that she's still out there somewhere to be found at all.

However, this adventure is already shaping up to be a little different than the last; for one thing, the book that's been identified is no longer a pocket world; you're in the big leagues now, kids, and going to a place filled with real people living out real lives. The stakes are higher, but you've got an advantage of your own to contend with it: courtesy of Mami, you now have access to the Chameleon Jumpsuits (description here). There are four suits total and nine of you, so you might want to figure out who's going to be wearing them prior to going on this mission.

As it is, you are currently standing in Arche's Chamber, preparing yourselves while she gets the gateway ready for your jump. If you've got any final business you want to get done, requests you want to make, or last-minute pee breaks you want to take, now is the time to do it!

A few minutes from now, we'll be taking off for parts unknown, Dorothy — you're going to want to make sure you're ready for it.]



MISSION: START


WHO'S WEARING THE SUITS?
• Labrys
• Yosuke
• Jade
• NiGHTS
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[Once more, we're back in the Roundtable Room.

Unlike in previous weeks, though, this isn't so much an attempt at discussing and rewriting a pocket universe as it is simply a consolidation of the facts the agents have learned so far. Though there have been some casualties along the way — both in the form of a handful of agents and more recently in the form of a door in the north wing that Labrys punched in — the remaining agents know a lot more now than they have previously, and it may just be that enough pieces are on the table to start putting them together into a more coherent whole.

As always, the agents have access to the whiteboard and markers, pencils and pens, pads of paper, and the projection screen through which Arche can be reached. She'll be listening in from across the hall, so getting her attention is as easy as addressing her by name.

In previous weeks, the mystery on the table has been "what went wrong in the world we've just explored"; this week, believe it or not, isn't all that different. It's just that this time, the mystery at hand is that of Arche's world, and you're her only hope of ever finding out what happened during all those parts of her history she can no longer remember.]


~

[OOC: And here we are at a very special roundtable! Now that we've had a fair amount of exploring and clue-gathering on the part of the active agents, this is your opportunity to sit down, share the wealth, and try to put together what you know in order to figure out what happened on the day Ghost disappeared.

In doing so, these are the mysteries you should attempt to address:


1) A rough retelling of the sequence of events that occurred that day, with a particular focus on the following:
2) Determining how Meta killed Nym.
3) Determining why Meta killed Nym.
4) Determining where Ghost went.
5) Determining where everyone else went.


Remember, it's perfectly okay to identify a mystery but conclude that you don't have enough information to solve it. You will not be penalized for failing to arrive at a conclusion, or for stopping at "We're pretty sure it was something like this". Though I'm pretty sure you have most all of the clues you need to put a good dent in these questions, I'm also as always not out to "gotcha" anyone, and seeing your thought processes will also help me to identify places where I may need to focus on my own clue-dispensing. o/

Best of luck, everyone, and have fun! Please remember to flag me for questions, clarifications, and requests for further information, and if you're paging Arche, please make it highly visible so it's easier for me to find. o/]
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[And so the newly-minted warrior lesbians made out in the rain and lived happily ever after, and Arche received back yet another of her cores.

Unfortunately, this one came with some rather sobering news, explaining the disappearance of three of the current agents, as well as the details leading up to Arche's own loss of memory some indeterminate time before. From here on out, Arche is capable of sending you home; you need only ask, but be advised that it's a one-way trip. Once you're gone, bringing you back again simply isn't feasible.

For those who've chosen to stay, however, you may be racing against an unknown clock, but Arche is doing everything she can to keep the universe stabilized while you're still here, so she and the facility both are still available to you. Arche's cat can also still be found wandering the facility, and you're probably more likely to run into him this week than you have in previous ones; as if he senses the tension in the air himself, he's seeking out people and looking for attention in whatever ways he can.

Where things go from here will depend entirely on what you find by exploring the facility this week; take nothing for granted, because you never know when a previously-inaccessible door might become less so with a little innovation.

Happy hunting, everyone!]


SUNDAY | MONDAY | TUESDAY | WEDNESDAY | THURSDAY


[OOC: As always, if you want to talk to Arche, please use the subheadered comments!

IMPORTANT NOTE, FOR IF YOU INTEND TO SEARCH THE FACILITY:
There is no one "correct" way of getting into the off-limits or locked areas of the facility; because we're now in endgame, the emphasis here is heavily on creative problem-solving and using your wits and the tools at your disposal to overcome the obstacles that may stand in your way. Don't be afraid to try things! I'll tell you if you're wandering off in a wrong direction or homing in on something that's largely irrelevant.

Remember, any solution may be the right solution. If it seems reasonable, I'll probably allow it, so give it your best shot!

Also, if you haven't claimed your three free spins in the Prize Machine from your hard work on last week's investigation and roundtable, don't forget to do so!]
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[Once the away team has returned with Arche's core and everything's been sufficiently reinstalled (which will take her a little while; feel free to take a pee break or grab a snack as you see fit in the meantime), she will be appearing on the Roundtable Room's projector screen in her redheaded form, eyes cast low and a worried look on her face.

She had promised to explain her theory about the missing agents, and from the looks of things, the return of her core has only confirmed and expanded on a lot of things she was afraid of already.

So at last, hesitantly, she begins:]


And this is what she says... )
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[Yet again, the agents return to the Roundtable Room.

Arche is undeniably relieved to see the agents back, muddy and worn though they might be from their adventure. The table and chairs are still waiting for them as always, but this time three remain empty — or two, if we're still counting the one Arche's cat is claiming as being occupied.

As before, the agents have access to the whiteboard and markers, pencils and pens, pads of paper, and the projection screen through which Arche can be reached. She'll be listening in from across the hall once again, so getting her attention is as easy as addressing her by name.

Once again, the projector screen displays Arche's instructions:

DETERMINE WHERE THE DISCREPANCY OCCURRED
DETERMINE WHAT MEANS MUST BE USED TO CORRECT IT

But this time, after some hesitation, she adds in a third:

ONCE THIS CORE IS RECOVERED, I WILL HAVE AN UPDATE ON THE MISSING AGENT SITUATION.

Which is...sobering, somewhat, but it seems like it can wait until after the business at hand has been attended to, anyway...]


~

[OOC: Okay, everyone, just like the last time, what you need to achieve on this log is:


1) Naming what story you were in.
2) Reciting a rough sequence of the events that occurred, as evidenced by your investigations.
3) Determining where the change happened or what was made different.
4) Reaching a group consensus or majority vote on what to change in order to fix it.


For the purposes of making these all easy to find, I'm including a top level comment for solutions; feel free to provide links to the places in the comments where these answers are being reached, with the exception of #4 — you must post an independent comment to this top-level explaining and detailing what you want changed, once you've settled on a final answer for it.

Once a final answer has been decided, you'll get a comment of Arche fixing the story, and the opportunity to send someone/all of you back into the story to retrieve the core for her.

Best of luck, everyone, and have fun! Remember, I'll be around for any questions, and if you're paging Arche, please make it highly visible so it's easier for me to find. o/]
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[It's Friday again, and once again the assorted members of the agency have been summoned down to Arche's chamber; most of them have arrived, but there are a few missing today. Arche seems a little unnerved by that fact, but will ask that you all give her a chance to look into the question of the missing members herself before taking any actions on your own. Shijima, Kouichi, and Kuwabara are currently unaccounted for, but Arche is confident that you'll be all right without them on board — let her handle this part of things while you address the matter of the core, she pleads, and hopefully she'll have some concrete answers by the time you're back.

As with the previous mission, there's the customary review of the standard mission safety procedures:

DO NOT LOSE CONTACT WITH FELLOW AGENTS.
DO NOT LOSE TRACK OF HOMEWORLD PASSAGE OF TIME.
DO NOT LOSE ACCESS TO THE DROP POINT.
AVOID DIRECT CONTACT WITH BOOKWORLDERS.

as well as the distribution of the wristwatches that are synchronized with her own home clock, to assist with guideline number two. Please make sure to be back at the drop point by the deadline; she'll be waiting and eager to bring you all home again.

You can bring only what is currently in your possession; if you're hauling inventory, you better hope it's something you're able to carry with you. But once that's all settled, wave goodbye to Arche and the cat, and step forward to place your hand on the warp pedestal provided — ]



~


[When the light clears and your vision comes back into focus, you are standing on what appears to be a dirt road in the middle of nowhere. Evidently this is your designated drop point, and unfortunately it's not a very pleasant one. The skies are gray and overcast, and the path beneath your feet is muddy and filled with puddles.

Ahead of you, some distance off, there seems to be a gray stone structure of some variety; the path leads past it, and it seems to be the only thing that's really around for a long way. It also looks like there's a gate set into a low stone wall that's surrounding the property. That might be worth having a look at...]


MISSION: START


CLUES CURRENTLY FOUND:

THE DROP POINT AND ITS SURROUNDINGS
• Boy, it's been rainy a lot here recently.


THE GATE
Somebody made sure this gate stayed locked...
• But it looks like someone also ripped their clothes on it passing through.
And they left footprints with a distinctive heel!
Lights are on; somebody's home...
• And Yosuke and Jade got close enough to overhear a conversation.
So who's this mysterious "she" and "her"?


THE GARDEN
So Mami found some muddy footprints...
...that are NOT the same as the ones Ginti saw out front.
Well, THAT sure is a big six-foot patch of recently-overturned earth.
• And in a makeshift fire pit, the remains of some fabric?


THE CASTLE KITCHEN
This place stinks of ammonia.
Who really needs an entire sack of peas?
Someone was cleaning up, but they forgot to un-muddy their shoes.
And that door leads out into the garden, apparently!


THE CASTLE, UPSTAIRS
All these bedrooms are missing mattresses...
OKAY JESUS CHRIST WE FOUND THEM FALSE ALARM
So someone's been cleaning the floorboards...and missed something?
• And Ginti's professional experience as a guy who's seen a lot of shit comes in handy in a pinch.
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[And so the newly-minted residents of Gun Town lived happily ever after, and Arche received one of her cores back.

The good news is, the reinstallation process required about as much effort as "put the core in the dispensing box and wait"; the slightly less good news is, getting a pack of memories back all in a rush is never an easy process, and it's entirely possible that Arche might be a little disoriented when talking to people. At least she'll probably know a little more about the facility and its circumstances than she did before?

For those keeping tabs on Arche's cat, he seems to have figured out that good-smelling things come from the kitchen and there are many comfortable sleepy-places in the communal lounge, so while he can still be found anywhere in the complex at any given time, those are where you're likeliest to spot him on a regular basis.

Come Tuesday, Arche will announce her successful location of another core; she's getting better at finding them, and fixing up the gateway won't take nearly as long this go-around. Expect another Friday mission, everyone!

But in the meantime, your time is yours, and the facility and Arche are still available to you. If you've been exploring, you might want to consider meeting up with your fellow agents and sharing the wealth; you know what they say, several heads are better than one. (Unless you're a hydra. Then nobody wants that many heads. Especially not Hercules.)

Have a good week, everyone! Who knows what adventure will be waiting for you come Friday...]


SUNDAY | MONDAY | TUESDAY | WEDNESDAY | THURSDAY


[OOC: As with last week, if you want to talk to Arche, please use the subheadered comments! Also, we had some agents looking around for clues last week, so as a way of encouraging and streamlining that —

If you intend to look for clues, please explicitly mention what sort of thing you're looking for and approximately where you are looking, and consider asking for mod attention in the comment header so I can find it easier! Thanks, everybody!

ALSO: Because of your valor and prowess on this past investigation and roundtable, everyone gets two free spins in the Prize Machine. HOORAY!]
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[This is the first the agents have ever been in the Roundtable Room.

It's easily reached, once they've successfully returned from their foray into the book world; the entrance to the room is right across the hall from Arche's Chamber, so it's just a quick jaunt across to a previously-locked door that Arche is now doing the honors of opening for them.

All in all, it's a warm and professional room. Of note is the fact that there are no windows in the room; it's all wood paneling and interesting light fixtures. There are, however, a fair number of accoutrements aside from simply the oblong table and its twelve very nice chairs, including a whiteboard and markers, pencils and pens, pads of paper, and a projection screen through which Arche can be reached. She'll be listening in from across the hall, speaking of which, so getting her attention is as easy as addressing her by name.

As they settle into the twelve chairs (eleven of them, but Arche's cat has apparently decided to pitch in and help out by following them over to occupy the twelfth), Arche will confirm her ability to hear and attend to them by using the projector screen to reaffirm their directives here:

DETERMINE WHERE THE DISCREPANCY OCCURRED
DETERMINE WHAT MEANS MUST BE USED TO CORRECT IT

Which means the assembled agents have their work cut out for them. Best get to it!]


~

[OOC: Okay, everyone, a few important notes about how the roundtable works: though Arche has given you those two basic directives, OOCly your job is slightly more in-depth. What you need to achieve on this log is:


1) Naming what story you were in.
2) Reciting a rough sequence of the events that occurred, as evidenced by your investigations.
3) Determining where the change happened or what was made different.
4) Reaching a group consensus or majority vote on what to change in order to fix it.


For the purposes of making these all easy to find, I'm including a top level comment for solutions; feel free to provide links to the places in the comments where these answers are being reached, with the exception of #4 — you must post an independent comment to this top-level explaining and detailing what you want changed, once you've settled on a final answer for it.

Once a final answer has been decided, you'll get a comment of Arche fixing the story, and the opportunity to send someone/all of you back into the story to retrieve the core for her.

Best of luck, everyone, and have fun! Remember, I'll be around for any questions, and if you're paging Arche, please make it highly visible so it's easier for me to find. o/]
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[Come Friday morning (ish; it's not long after everyone's gotten themselves awake, at least), Arche summons everyone down to her chamber. The gateway is as structurally secure as she's going to be able to get it, she explains. It's now possible to pass through, which means the investigation for the core — the moment this whole week has been leading up to — can at last begin.

It's with some hesitation that Arche reviews the standard mission safety procedures:

DO NOT LOSE CONTACT WITH FELLOW AGENTS.
DO NOT LOSE TRACK OF HOMEWORLD PASSAGE OF TIME.
DO NOT LOSE ACCESS TO THE DROP POINT.

and distributes the wristwatches that are synchronized with her own home clock, to assist with guideline number two. (Yes, Tobias, you get a tiny bird-sized watch; she's got you covered.) After the deadline passes, she'll bring home everyone that's waiting for her at the drop point — hence, guideline number three becomes important as well. Before you go, she seems to deliberate awhile before adding another to the guidelines for this particular mission:

AVOID DIRECT CONTACT WITH BOOKWORLDERS.

You can bring only what is currently in your possession; if you're hauling inventory, you better hope it's something you're able to carry with you. But once that's all settled, wave goodbye to Arche and the cat, and step forward to place your hand on the warp pedestal provided — ]



~


[When the light clears and your vision comes back into focus, you are standing on what appears to be the outskirts of a small town. Evidently this is your designated drop point. Behind you, the town seems pretty bustling with activity; it'll be hard to stay undercover if you go that way.

Ahead of you, on the other hand, is a winding dirt path that travels through a short clearing into the woods; it looks like there's something ahead a little distance in that might be worth checking out. Particularly since there seem to be footprints heading in that direction...]


MISSION: START


CLUES CURRENTLY FOUND:

THE DROP POINT AND ITS SURROUNDINGS
Small footprints heading into the woods!
A woman looking out the window in town...?


THE FORK IN THE ROAD
Someone went skipping along!
Someone trampled down the grass?
Someone's an impromptu florist...
Someone's covering their tracks!


THE LEFT PATH
The flower massacre continues!
Yosuke found a lake!
There's a guy in a boat on it!
SHIT HE'S GOT A GUN
But the small footprints go all the way to the cottage.


THE RIGHT PATH/THE COTTAGE
So that's what wiped the prints...
HOLY SHIT THAT SURE IS A LOT OF BLOOD
The bed smells like dog.
And there's an empty hanger in the closet.
Ginti found the snacks and booze...
While Chie found signs of a struggle.
...And some fabric amidst all that flaky blood.
Mami got some torn fabric, too, and
RED ALERT WE FOUND THE FLOWERS THIS IS NOT A DRILL
Oh, so that's where the path lets out.
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[A lot has happened in a few short days.

Arche has grown a great deal from her interactions with the assembled agents of the facility; thanks to their influence, her chamber has taken on a few new additions, including a rapidly filling curio cabinet and, more recently, an orange and black Maine Coon kitten has come to stay in the facility as well. Thanks to Ginti's advice, he is no longer confined to his transparent tank in Arche's Chamber; in fact, you may see him wandering around during the week. Please be kind to the local wildlife!

On a more serious note, Arche has located one of her missing memory cores, which comes with some...vaguely unsettling information surrounding it. But, since the general consensus seemed to be "yes, we'll help", she is now hard at work securing the gateway to the pocket dimension; if asked, she will approximate that it will take her until late Thursday night to get everything up to scratch.

In the meantime, she's helpfully provided some recommendations for people to work on this week, in preparation for this week. If you need something to think about, you might try working on one of those?

Otherwise, the facility is still available to you, as is Arche. Have a good week, everyone!]



SUNDAY | MONDAY | TUESDAY | WEDNESDAY | THURSDAY


[OOC: As with last week, if you want to talk to Arche, please use the subheadered comments! Also, we had some agents looking around for clues last week, so as a way of encouraging and streamlining that —

If you intend to look for clues, please explicitly mention what sort of thing you're looking for and approximately where you are looking, and consider asking for mod attention in the comment header so I can find it easier! Thanks, everybody!]
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[The final avenue of searching draws to a close.

Interactions with her resident agents have given Arche a lot of things to think about in the past few days. Some of the things she's contemplated have been relatively straightforward; others have provoked a much deeper line of confusion and follow-up inquiry. She's been gradually expanding her horizons when it comes to the liking and disliking of things; she's identified a few that she very definitely likes, and a few things she feels pretty safe in saying she dislikes as well.

The end result of her search, and by extension the final conclusion she's forced to draw from it, are definitely things she dislikes.

The good news is, she's found at least one of her memory cores. It was, as the saying goes, in the last place she would've thought to look — but contrary to the popular saying, she hadn't stopped looking once she'd thought she'd identified it. This wasn't a conclusion she'd wanted to be incorrect about, for a number of reasons, and with the number of errors she's been experiencing lately, better safe than sorry had extended as far as she could possibly stretch it.

But will the agents agree to help her retrieve it, even once they learn the circumstances surrounding the task at hand?

There's only one way to find out.]


~


[Early in the morning on Sunday — or an approximation of morning, at least, since regardless of whether or not time exists in this facility we've sort of forced existence back into the framework of a 24-hour day anyway because that's just how human beings function — here's hoping the assembled agents weren't sleeping, because every dorm room is abruptly going to become subject to a wake-up call in the form of aggressive guitar riffs. Thank you, whoever gave Arche access to Nickelback!

Assuming the wake-up call does its job of getting you to walk down to Arche's Chamber, ascending the platform will reveal three things, which may or may not be new to you:

1) There's a new addition on its own separate platform a short distance away, unreachable for lack of a bridge. There appear to be eight small figures inside it.

2) There's a kitten rolling around playing in a plexiglass tank that's occupying one corner of the main platform, with walls high enough that it can't accidentally tumble out and injure itself. (It appears Arche is conducting a poll of possible names for it on a different tally board, as well.)

3) There's a set of white words waiting on the screen for all of you: ]


CONFIRMATION: I HAVE FOUND ONE OF MY MISSING MEMORY CORES.

THE THEORY THAT A FORMER AGENT STOLE IT APPEARS TO BE CORRECT.

IT IS IN A LOCATION THAT ONLY A TRAINED FIELD AGENT CAN RETRIEVE.

QUESTION: WILL YOU HELP ME GET MY MEMORY BACK?


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[Following a productive — (productive? convincing it to to a brief stint identifying as a redheaded catgirl probably constitutes being productive, sure) — first meeting with Arche, the assembled members of the Agency are now left largely to their own devices, a little bit older and a little bit wiser, and in all likelihood probably a fair amount more confused than they were before.

After interacting with Arche, the flickering lights have all but ceased, presumably because Arche has proceeded to start...working on that, intent on doing what she can to make the facility a little more pleasant and liveable than it was before.

Following the various discussions, at least one thing seems apparent: the resident AI is having some memory loss, and is currently hard at work attempting to remedy that by searching for its missing memory cores in...well, however it is that AIs do that sort of thing, it's complicated and she probably wouldn't bore you with the specifics even if you asked.

So. That leaves a facility at your fingertips, and about eleven other people that you're apparently going to be dorm-mates with for at least the foreseeable future. Good luck with that?]


THURSDAY | FRIDAY | SATURDAY


[OOC: And here is your last log for the week; as of now we're switching over to weekly sub-headered logs like this until investigations begin next week. For the time being, if you want to talk to Arche during the week, please use the top-level comment provided and specify the circumstances in your tag if need be!

Arche's information will be updated shortly to reflect the new changes she's undergone!]
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[Without warning, all the lights in the facility go out.

The good news is, it's only a temporary scare. When they come back up, they're not flickering nearly as badly as they were before; the lights in the hallways are holding steadier, and the glow is perhaps a little stronger than it was before. It's hard to say what might've caused the outage — faulty wiring? A malfunctioning generator? Or maybe it was a surge caused by something else drawing off a lot of the available power at once...

Regardless, what follows after the blackout is a pretty audible sound of steel moving, rather like a particularly massive door opening. It's also a bit like the thunder that follows a flash of lightning, isn't it? How thematically appropriate.

Assuming you're the type to investigate that sort of thing, you may notice that the door to Arche's Chamber is now open, revealing the interior of the room in all its multi-monitored, softly glowing glory. Sure, it might look a little imposing, but it's also apparent that there's activity taking place on those monitors — lines of code and descriptions of processes flying by at rapid speed as whatever it is that's occupying this room goes about its work.

Unfortunately, there are no visible consoles, nor are there any apparent ways of accessing the wiring of this particular...whatever this is. There's a platform, though, raised up a number of steps off the ground floor. Maybe you should try that? Looks like there's room for twelve up there.

And as a matter of fact, if you make it up to the top of that platform, you'll see there's one main screen at about speaking level that's comprised entirely of static — or was, at least, until you made it up there, at which time it shifted to present a single word in white lettering on black: ]



HELLO.


[...Maybe you should talk to it...?]


[OOC: And here is your meet Arche log! Threadjacking and talking amongst yourselves is absolutely encouraged, and you're welcome to direct questions to Arche itself to get to know your friendly (?) neighborhood AI. Watch for responses from [personal profile] archetyping!]
modaphor: (Default)
[personal profile] modaphor
[When you come to, you are lying in bed in a dark room. Quite literally in bed, actually; it seems someone's taken the time to physically put you in there (fully clothed, unfortunately) and tuck you in, so when you come around, your head is on a pillow and there are warm covers pulled all the way up to your chin.

You're also definitely not where you're supposed to be, but whether or not you take the bed as a hint that this might just be entirely the byproduct of a really confusing dream...well, that's entirely up to you.

When you do decide to get up, you'll probably notice that the room is dark in part because there are no windows. Assuming you get up and find the light switch (spoilers: it's near the door), the furnishings will abruptly come into better view — that bed you were tucked into is actually rather nice, and you've been put up in a surprisingly lavish room, complete with walk-in closet and a pretty opulent bathroom. There's a desk along one wall and a set of empty shelves available, probably for storing possessions; waiting on your desk is a leather-bound notebook and pen, the cover of which bears your agency-assigned name.

And that's all very well and good, but you're still not where you're supposed to be, and you definitely don't remember the process of getting here, much less the bit that ended you up tucked into bed. Maybe you should keep looking around.

As you explore the facility you've apparently been brought to, a few things are rapidly becoming apparent: there are no exterior windows, and the hallways are mostly comprised of gray metal. While the interiors of the assorted rooms are generally warmer and more inviting, it appears the corridors are all business.

Also, if you stay in the hallways long enough, you'll probably notice that the lights are occasionally flickering. That doesn't seem too optimistic.

On the bright side, at least you don't seem to be alone in here? Maybe you should look around to see who else might be nearby. After all, you probably noticed there were several doors that all let into the common room, and you know what they say: a stranger is just a friend you haven't met yet!]



[OOC: Welcome to Loose Canons! This is your intro, mingle, and meet-the-party log, so feel free to throw up a top-level, tag around, and generally explore your new home for the time being.

For the time being, Arche's Chamber and the Roundtable Room will remain locked and off-limits, as will the other rooms noted as locked on the map itself. Please save attempts to meet Arche for the next log; I'll be putting one especially for that purpose up once people have had the chance to thread around and make some CR, such that everybody can all meet the NPC at once.

Thank you again for playing, and have a blast!]

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Loose Canons: An Adventure Roleplay

April 2015

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