If you designed an outfit for your character you'd like to share, please feel free to comment here! This is optional and not a requirement, your character may simply default to a sparkly and tassled version of one of their unit outfits (Princess) or a full-body set of armour (Horde).
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[You come back to awareness in what looks like the hotel lobby -- only blended with another location that can best be described as ‘industrial’. There’s green metal panelling and exposed piping everywhere, and the decor is largely lacking and impersonal. The only exception seems to be a series of posters, each one dramatically illustrated with a wicked-looking clawed silhouette terrorizing masses of frightened civilians. They warn of the dangers of the evil, vicious princesses and the heroics of the great Lord Hordak who will bring the gift of order and civilization to the masses. If you’re familiar at all with the concept of propaganda, well, this sure looks like it.
Some storage crates are scattered around the edges of the room, and the usual furniture can be here, but the exits aren’t the usual. Instead of lobby doors there’s just bay windows looking out over the rest of the place. Smog and pollution make it impossible to see the city beyond the immediate industrial complex. The elevator is likewise gone, and instead there are a number of doors.
Something that might be a map is posted on the wall.
Your tracking pad is blinking, indicating an incoming transmission. Answer it?]
[The hallways match the look of the place -- metallic and green, with exposed vents and piping, each part of the floor and wall a matching square panel bolted into place. There are very few windows, but when there are, they show the same smog-choked view of the Fright Zone, though the shapes of building and the horizon seem to match Tokyo-F.
There is a Kohime in this hallway -- dressed a little different than usual, she’s not in Horde or BARiTONES colours. Her clothes are more neutral in tone colour-wise, a more casual version of the suits she usually has in Imeeji. She gives a quick, furtive look around and -- failing to notice you -- ducks into the storage room she’s near. It’s too dark inside to say for sure what’s in there other than that it’s quite full. The door whooshes closed behind her.
[In the standard Fright Zone style, it’s a training room. There’s a row of lockers, all of them looking identical on the outside, and a set of benches in the middle with a small mirror and sink on the opposite wall. It’s fairly nondescript. The lockers have small plaques engraved with images of the following people:
1 - D.Va (This one has a couple handprints on the outside, a child’s, probably because he or she was a little grubby and nothing deliberate.) 2 - Intensity (Similar to D.Va’s there are handprints, though many more of them.) 3 - Amaranth 7 - Sekhmet (This locker has a set of gouges diagonally across it. They look like claw marks.) 14 - Five 17 - Silence 18 - Song 21 - Sabre 27 - Gold 28 - Nemesis (Fewer handprints than Intensity or D.Va’s, but if you’re looking careful, there’s a couple smudges here and there.) 29 - Shrike (There’s a big red ‘X’ on this one.)]
[It's a small, square room with an elevator in front. A keypad is set in the wall to the left of it. Pushing the button to call the elevator does not trigger a response.]
[It's a small, square room like the last. This time there are three doors: one marked "Forge", another "Game Tower", and the last "To the Barracks and Prison". If you turn around, the elevator is there, a keypad is set in the wall to the left of it.]
[The room is identical to the Horde’s sleeping quarters, a row of bunk beds made with military precision. A trail of coloured glass-like gems leads to the far end of the room where someone is huddled under a blue blanket, sniffling and crying, though you can only tell that it’s a child with their back to you. All along the walls, little doodles are scratched, cartoon faces of Catra and a girl with a ponytail, the expressions a bit silly, and sometimes two names with titles (“Lord Adora and her Second, Catra”, “Admiral Adora and Vice Catra”, “Force Captain Adora and Lieutenant Catra”, etc.).
On a bed in the middle of the room, there’s a little plush of a blond girl in a red jacket, her eyes a clear blue. In its hand is one of the glass pieces, matching the same colour as her eyes, and in the other she holds a little stuffed shield. One side of the room has a red thread that looks like it comes from one of the vents above, looping around bedposts and hanging between bunks until it connects with the plush.
The room is warm, comforting. It may take you a moment to pin down the feeling, but when you do, you realize it feels safe — a sharp contrast to how you felt in the hallway just before.
Just past the little girl is another door, labelled as the entrance to the prison.]
[The doors swish open, letting you leave the dim hallways behind for a space that opens to the broader world -- though with the pollution and general scenery as bad as it is, that might not be an improvement. Ahead, still in the jumbled, industrial style of the rest of the place, there is a building taller than the rest and venting steam and smoke: the Forge. The entrance is ahead, but there’s also a pair of small figures that seem to be scaling the outside of the building -- something it was never intended for, but the construction does allow for handholds and ledges. One is a blonde girl working with the help of a rope and grappling hook, the other is recognizable as Kohime (or, at least, another cat-person like her). The two are shouting and calling to each other, sounding happy, and the few words you can catch echoing off the buildings are teasing and taunting. They appear to be racing, with Kohime as the likely winner, very near to the top.]
[You enter a wide open space. The floor seems to be built above pools of liquid magma, warming the whole area to the point of being uncomfortable. The magma itself seems to be fed from numerous pipes leading in from various directions elsewhere in the complex, you may recognize them as being the same ones that run through the hallways and some of the other rooms you’ve been in.
In the centre is forge machinery — a conveyor belt that’s currently stalled connecting to the drop hammer, the device that shapes the metal. There are a number of settings, though they’re only numbered, that seem to control what weapon is created, and a monitor currently displaying error code information.
What’s probably more interesting than that, though, is the scorpion-woman who is fretting over the machinery. You might recognize her from one of the guest units.]
[You enter a dizzyingly tall structure. The prison is circular, each floor a ring around a central tower that supports an open-air lift, allowing you to reach the different wings. The prison cells themselves are barren and narrow, using a shimmering green energy field instead of traditional bars, with a keypad just outside that likely controls it. The first floor you enter on is devoid of any cells, it looks like it’s mainly a station for the guards (of which there are none on this level) and storage, but you can see there are cells on the upper floors, though not all are in use.
You can go to the lift, or go get yourself something to eat or drink at the guard station if you really want.]
[It’s the Game Tower. Sort of. Because it also looks a little like a prison torture chamber. There are manacles hanging from the walls and various weapons stored in racks. A dozen screens tower above, large and angled downward, and they’re playing PSAs on loops that appear to be delivered by Lord Catra from up in Level 1. She’s obviously going for tough and authoritative, but it sounds a little like an act by a teenage girl (because it is). She warns you about the dangers of Princesses and the other Units, to trust no one, don’t go alone with a member of another unit to a remote location, always bring at least three weapons, stay situationally aware for potential ambushes, and so on. Her voice booms and echoes in the wide open space.
There are statues circling the room, though they’re large and imposing, each in strong, powerful poses brandishing a fist or raising a sword. The ceiling is tall, too, stretching far above your head — the door you entered in likewise tall and heavy. The whole effect makes you feel small, insignificant, powerless. In fact — where are your weapons? Your tracker pad? Why can’t you draw on your powers? It’s like they’re all gone, you’re defenceless and you’re weak.
Ahead, up a set of stairs, there’s a row of monitors set before an observation window that looks out on a large, imposing machine. It looks like it might be a canon of some sort, but it’s only half constructed. Flitting before it is a girl with purple pigtails and messy work clothes. She appears to be able to move her hair as if it were a limb. She's idly shuffling a set of cards.
Attached to one console is a single balloon. A monitor set to the side seems to show a live stream of a mansion of some kind, though it doesn't look like a place you'd like to visit.]
[The room is -- well, you know what? You don’t care about the room (it’s largely generic except for a bed placed in the back right corner that looks a little odd and out of place). Because what’s in the room is much more important. It’s Kohime, or something like her. (This is an idea of what you’re dealing with.) The base of the form is a Horde version of herself, only there’s a slight problem: half of her face extending down across her collarbone and including her shoulder and leg are just gone, a black, shapeless void where flesh and bone should be. Where her body connects to the void is a jagged, glowing line, and expanding out from that in the corporeal part of her body are cracks and splinters, looking almost like the reality of her existence shattered. Her mouth is a little too wide, a little too full of teeth that are long and bone-white and deadly sharp, and her eyes narrow on you almost immediately, the pupils slitted and predatory. She’s larger than she should be, standing almost twice your height, though her weight doesn’t seem to have kept pace as she’s unnaturally thin, giving her an inhuman appearance. Her tail is wrong, like the blood flow was cut off and the tissue died, leaving the flesh dry and leather-like until it gives away to bleached bone at the tip, the vertebrae still remaining connected somehow. Anything she touches distorts; she’s damaging the room.
In one hand she carries a large, long jagged piece of metal, wielding it like it’s a sword even as it glitches with her distortion. She’s unpleasant and menacing, though it also seems like her existence is struggling to hold itself together, not to crumble away into the black void eating at her form or rot.]
Hey, Five. Do you remember talking to Kohime about your teleporting? About how she said she remembered someone who could do that, too, only with more sparkles and you said wow thankfully I don’t deal with sparkles?
Well, guess what. You can teleport, and there are so many little bursts of glitter when you do. You can’t bring other people with you, or inanimate objects (other than the clothing and equipment already on your person). And it’s not just you who moves through the air, but the air that moves for you, as well -- it’s not exactly precise, but you find with very little thought you can create blasts of air, blowing back your enemies and stunning them, and with a lot more concentration you can pull the air from their very lungs and suffocate them. The results are typically lethal.
You have a tracker pad (like an iPad) on you when you start.
People listen to you. You didn’t understand, at first, why this happened –– it wasn’t until you were older that you realized the power you wielded. It lives in you, slithering, a thing you can call on with a hiss and it rises, immediately, like a second nature to you, a flick of your wrist, barely a thought. It lies somewhere between suggestion and command, but when you speak to others with this power ringing in your voice, they have the impulse to do as you say, fleeting but powerful. You’ve found, over the years, that anything too complex, anything too prolonged just doesn’t work. It’s an urge and not true control. But if an advisor is droning on too long for your liking, you command him to sleep and off he nods. If a servant brings you the wrong dish for the day’s meal, you tell him to leap from the parapet and off he goes, screaming to his death. Sometimes the power comes a little too easily, you don’t consciously choose to draw on it, and the results are unintended.
You have a tracker pad (like an iPad) on you when you start.
There’s a warmth that glows inside you. It keeps you warm in the coldest of places, and as you grew, you learned that you could draw on that warmth and share it with others with a little concentration. Through direct skin to skin contact, you could share the glow, calming raging hearts and soothing fears -- it’s a little like Cloud Nine, in that regard -- or even lulling them to a brief, light sleep.
But sometimes that glow burns instead. When you’re angry, frightened, upset, it boils under your skin, and then calling on it creates a scorching burst, a destructive blast that could cause great harm to whoever is caught in its path. You try not to let the power twist in this way, but sometimes, you just can’t help it.
You have a tracker pad (like an iPad) on you when you start.
You’re a creature of shadows. Always forgotten, always dismissed, left in the dark, abandoned in the corner, trailing in the shade of someone who is greater, brighter than you. But you’ve learned to work with that, learned that shadows are more than just the absence of light, that they’re living creatures in their own right and you can call to them. You can blend in with them, draw them around you like a cloak (it’s unpleasant, if you’re being honest, inky and smothering and oh so hard to breathe) or you can draw them to yourself -- you find that if you concentrate them together, they can be almost solid, the easiest form something like a whip you can strike your enemies with.
But you know first-hand what dwells in them. And because of that, you can never, ever trust them.
You have a tracker pad (like an iPad) on you when you start.
[The tracker pad in your hand sparks to life with a brief moment of static interference before a boy’s face appears on the screen.
“––on? Is this thing on? Hey, is–– oh, there you are! Okay, listen, I don’t have a lot of time and these things don’t have a lot of juice. Mostly because I don’t know how to do that yet, though at least I extended the range. . . ahem, anyway. Looks like you made it into the Fright Zone. Remember, you can’t get caught by the Horde, who knows what they’ll do. This is a sneaking mission! Where you sneak! Sneakily!
I’m sending you the list of objectives. The main thing is to find and destroy the Horde’s new super weapon. Our sources suggest it’s in the Tower, so it’s probably heavily guarded. There should be just enough power for you to call me once if you need help, but after that, you’re on your own.
So. . . be careful, okay? That’s the most important thing. Be safe. I believe in you.”
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