Spike Returns to Vilnacron Station

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As logged by Crosscut - Thursday, August 29, 2013, 9:36 PM

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MOTD:

Last connect was from 108.219.174.71 on Wed Aug 28 21:06:21.256244 2013.

Main Bar - Vilnacron Station

You've just entered an absolutely massive chamber. If you weren't floating in high orbit you'd swear it had been cut out of rock over millennia by dripping water, creating a huge underground cavern. It just has that sort of a feel to it: that monumental, natural feel.

The main bar here is designed for creatures of all shapes and sizes. It floats high above the ground, allowing people to walk, sit or talk under it... or allowing someone of Gestalt (or perhaps just Omega Supreme) height to casually stand at the bar and talk or drink. Under the bar, but slightly in front of it, are a series of white platforms which, when sat on, automatically take any passenger up to the bar, and allow them to sit comfortably. Whether you're a massive Dinobot, or a puny human, you can sit on the platforms and they'll take you up so you can see over the bar.

Throughout the chamber there are tables and booths with similar white platforms, allowing groups of any size and shape to sit together and talk comfortably over the tables. Barmaids of all shapes and forms come to the tables to serve, and always have a big smile for their customers.

Perhaps the most striking feature, other than the size of the place, and the floating main bar, is the bouncers. There's about seven of them and they're huge. Each one is a weapon-laden mercenary or bounty hunter (or Freelance Peacekeeping Agent, yes?). Each one is trained extensively and has a savage reputation. If there's any fighting or bickering, these guys are ready to step in and stop it... so watch out!

There are exits here to the back room Casino and the entry port.

Obvious exits:

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Board 26 is required reading!

Keep up to date with +tplist and your faction board.

Check TP Announcements!

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Current and Upcoming TPs:


 * 12: Dweller TP

Contact: Typhoon                       Added: Mon Mar 18 2013

Info: Hubcap has unleashed a near-Elder God on Cybertron, and it threatens all life on the Transformer homeworld! Polyhex has been destroyed already, and now the monster moves towards Iacon. Will the Autobots and Decepticons team up to save their planet, or will the Dweller divide and devour?

Next Scene: Ongoing, usually Monday nights

#13: Shadow War

Contact: Typhoon                       Added: Mon Mar 18 2013

Info: Cobra has set out to destroy American-friendly regimes in Western Asia, and to help prop up those that oppose US interests. Cobra agents have been dispatched to Syria and Trucial Abysmia to act as security agents and muscle, while spreading out to destabilize other countries in the area. It's up to G.I. Joe to stop Cobra, while staying undercover so as to retain plausible deniability. It's the Cold War II, fought in puppet countries throughout the Middle East.

Next Scene: Ongoing - talk to TPStaff for more

#15: Nuclear Harvest

Contact: Typhoon                       Added: Tue Apr 02 2013

Info: With the Decepticons? energy reserves in Polyhex destroyed, they need a new way to supplement raids, and fast. Scrapper has worked out plans to build a super-reactor on Cybertron, but he needs energy, equipment, and fissionable materials. To that end, Decepticons are staging raids on nuclear power plants. The Autobots must stop them, not only to keep the Decepticons from getting a new source of energy, but also to keep them from causing an accidental nuclear meltdown.

Next Scene: Any night we can get a couple of Autobots and Decepticons to rub together. There are a few nuclear plans already on the grid ?? others can be created on the fly. Anyone can join in on the fun.

#21: Quintesson Invasion

Contact: Os-Kar                        Added: Wed Aug 28 2013

Info: The Quintessons have come to Earth, claiming that their homeworld Quintessa was destroyed by a temporal shockwave that originated from Earth. They have judged the planet guilty of attempted genocide and have passed a sentence of death. They have laid waste to three of Earth's most prominent cities: Los Angeles, Moscow, and Shanghai. Their machiney is poisoning the oceans and changing the face of the planet. Their agents, the ruthless Seacons, have spread chaos across the globe. Countless humans have been taken pirsoner aboard their monolithic spiral towers, and now they have turned their prisoners into disfigured cyborg soldiers. With their power growing by the day, how can the forces of Earth hope to drive this invasion back?

Next Scene: Typically on weekend nights, and additional times as Os-Kar's schedule permits.

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You invite Spike to join you.

Spike accepts the invite.

Spike appears. (Invited by Crosscut)

Spike returns to Vilnacron Station. He has his usual Witwicky-like exo-suit/space suit on. But as oxygen is now available, his helmet is off. "Hyeah... I have my recommendation ready for Dealit..Deal... him."

Main Bar - Vilnacron Station

You've just entered an absolutely massive chamber. If you weren't floating in high orbit you'd swear it had been cut out of rock over millennia by dripping water, creating a huge underground cavern. It just has that sort of a feel to it: that monumental, natural feel.

The main bar here is designed for creatures of all shapes and sizes. It floats high above the ground, allowing people to walk, sit or talk under it... or allowing someone of Gestalt (or perhaps just Omega Supreme) height to casually stand at the bar and talk or drink. Under the bar, but slightly in front of it, are a series of white platforms which, when sat on, automatically take any passenger up to the bar, and allow them to sit comfortably. Whether you're a massive Dinobot, or a puny human, you can sit on the platforms and they'll take you up so you can see over the bar.

Throughout the chamber there are tables and booths with similar white platforms, allowing groups of any size and shape to sit together and talk comfortably over the tables. Barmaids of all shapes and forms come to the tables to serve, and always have a big smile for their customers.

Perhaps the most striking feature, other than the size of the place, and the floating main bar, is the bouncers. There's about seven of them and they're huge. Each one is a weapon-laden mercenary or bounty hunter (or Freelance Peacekeeping Agent, yes?). Each one is trained extensively and has a savage reputation. If there's any fighting or bickering, these guys are ready to step in and stop it... so watch out!

There are exits here to the back room Casino and the entry port.

Contents:

Spike

Obvious exits:

Crosscut says evenly, "Really? I look forward to hearing it."

Spike breathes out "Well, Dealiticus (sp?) before we bring him to Earth. Before we allow him off this space station - he has to give us SOMETHING - some thing that will noticiably hurt the Quintissons. And it can't be something like a 'cease fire' - because what do the Quintissons really lose in holding off an attack for a few hours if in the end, it means a Quintisson gets inside Autobot City and is able to do something catastrophic?"

Crosscut nods. "That is wise," he says quietly, glancing at the alien bartender.

Spike can't help but grin. He looks up at Crosscut, "Seriously?"

You mutter to Spike, "Would you prefer I come with you?"

Crosscut mutters to Spike, "... with..."

Crosscut nods, glancing again at the barkeep.

Spike makes a face. "Do you mind? I think in a situation like this... I think a 'united front' approach does better than a 'learning opportunity.'"

You mutter to Spike, "I completely agree. Let's go."

Crosscut mutters to Spike, "... agree. Let's go."

Crosscut stands.

Spike stands with Crosscut and nods> "Let's do this."

Crosscut nods, and makes an 'after you' gesture.

Spike walks into the perverbial lion's den.

Main Bar - Vilnacron Station

You've just entered an absolutely massive chamber. If you weren't floating in high orbit you'd swear it had been cut out of rock over millennia by dripping water, creating a huge underground cavern. It just has that sort of a feel to it: that monumental, natural feel.

The main bar here is designed for creatures of all shapes and sizes. It floats high above the ground, allowing people to walk, sit or talk under it... or allowing someone of Gestalt (or perhaps just Omega Supreme) height to casually stand at the bar and talk or drink. Under the bar, but slightly in front of it, are a series of white platforms which, when sat on, automatically take any passenger up to the bar, and allow them to sit comfortably. Whether you're a massive Dinobot, or a puny human, you can sit on the platforms and they'll take you up so you can see over the bar.

Throughout the chamber there are tables and booths with similar white platforms, allowing groups of any size and shape to sit together and talk comfortably over the tables. Barmaids of all shapes and forms come to the tables to serve, and always have a big smile for their customers.

Perhaps the most striking feature, other than the size of the place, and the floating main bar, is the bouncers. There's about seven of them and they're huge. Each one is a weapon-laden mercenary or bounty hunter (or Freelance Peacekeeping Agent, yes?). Each one is trained extensively and has a savage reputation. If there's any fighting or bickering, these guys are ready to step in and stop it... so watch out!

There are exits here to the back room Casino and the entry port.

Obvious exits:

Neutral Station  - Earth Orbit

This large, open star dock contains ships of various types and pedigrees, ostentatiously guarded by small knots of robotic guards.

Contents:

Independent Trading Vessel 

Autobot Shuttle 

Galor

Obvious exits:

Deal's Weapons Emporium

A shop full of high-tech weaponry, heavily guarded.

Contents:

Dealiticus

Obvious exits:

Dealiticus is waiting in his shop, adjusting things on several displays at once.

Spike looks up at Crosscut, then walks into Dealiticus's shop. He clears his throat. "Dealiticus?"

Crosscut follows Spike in, letting him do the talking, but definitely backing him up.

Dealiticus of course spots Spike come in -- he literally has eyes on the back of his head. The closest face smiles. "Spike! Welcome back!"

Spike looks at Crosscut, then at Dealiticus' face.

One face looks at Spike while another glances outside.

Spike doesn't flinch at the set of faces before him. "Thank you again for your accommodations - it's a station to marvel at."

Dealiticus says mechanically, "Thank you. I've worked very hard on it. I hope our efforts will ensure I don't lose it to my former countrymen."

Spike nods. He adds "As do we... " He looks up at Crosscut again, then breathes through his nose (yoga instructions). "We would like you to come to Autobot City as a guest."

Crosscut nods to Spike and Deal.

Dealiticus looks surprised. "Really? I'd have to have Rend take over my shop, or Galor... but, considering the circumstances...." Each face takes a different thinking expression as he uses quint-core processing to rearrange all the logistics of running an entire space station.

Spike raises a finger (index). "One minor caveat though... see - the Joes were recently put in a similar circumstance. They too invited someone who they thought was a Quintisson ally... and the Quintisson blew himself up - killing a few Joes and wounded many others in the process."

Spike says, "While I'm not saying you were at all like that particular Quintisson, you can see why we need to take some precautions.""

Crosscut looks surprised again, holding a tentacle up over his face. "Oh, that's terrible!"

Crosscut is watching quietly and backing Spike up. ;)

Crosscut goes OOC.

The Autobot Club

This is a large OOC area. It is fashionably decorated, and, thanks to Cybertronian technology, will automatically change its decor to stay in style. Along one wall is an EnerDrink Bar that serves various EnerSoft Drinks, and EnerLiquor. In one corner is a large door, somewhat dusty, leading back to the outside world. A series of monitors along one wall show entertainment programs constantly.One of the monitors has been shot out of the wall, from the one time the channel got stuck on 'Barneylock and Friends'. The blackened remains still hang, as management has yet to get around to replacing it.

OOC:Desc'ed in the memory of TF1.

Contents:

Scourge

Rodney

A Horde of Dead Sweepcubs

Foxfire the Sweepcub

Sweepcub #1

Obvious exits:

Out  leads to Welcome Room.

Crosscut goes IC.

Deal's Weapons Emporium

A shop full of high-tech weaponry, heavily guarded.

Contents:

Spike

Dealiticus

Obvious exits:

Dealiticus bobs. "Excellent! I'll work on the procedure, and I'll be ready. I'll let you know how much energon I'll need... I'll make it as efficient as possible."

Spike nods respectfully, "Thank you again for your time."

Spike walks out with Crosscut, well, hopefully walks out.

Crosscut leads Spike back out of the shop. Dead watches the Autobots go with a cheerful wave.

Deal's Weapons Emporium

A shop full of high-tech weaponry, heavily guarded.

Contents:

Spike

Dealiticus

Obvious exits:

Neutral Station  - Earth Orbit

This large, open star dock contains ships of various types and pedigrees, ostentatiously guarded by small knots of robotic guards.

Contents:

Independent Trading Vessel 

Autobot Shuttle 

Galor

Obvious exits:

Crosscut leads Spike out and towards the shuttle, not saying anything until they're firmly out of Quint hearing range.

Spike looks up at Crosscut, looking optimistic.

Autobot Shuttle 

Check Systems                                 Shows system status/availability.

Fly                                  Moves the ship in.

View                                                      Shows a view outside.

View   Allows you to view a particular object from within the shuttle.

Engage with  Orders shuttle to attack with.

Spose                                 Has the shuttle pose.

Message                            Has the shuttle speakers emit.

Into                                      Sends shuttle into.

Exit                              Sends the shuttle out of any object it is in.

Seal Shuttle                              Seals the shuttle from being boarded.

Unseal Shuttle                            Opens the shuttle for entry and exit.

Contents:

Spike

Crosscut follows Spike into the shuttle.

Spike looks at Crosscut. "So...?"

Crosscut holds up a finger, and waits until they're launched from the station.

Autobot Shuttle 

Check Systems                                 Shows system status/availability.

Fly                                  Moves the ship in.

View                                                      Shows a view outside.

View   Allows you to view a particular object from within the shuttle.

Engage with  Orders shuttle to attack with.

Spose                                 Has the shuttle pose.

Message                            Has the shuttle speakers emit.

Into                                      Sends shuttle into.

Exit                              Sends the shuttle out of any object it is in.

Seal Shuttle                              Seals the shuttle from being boarded.

Unseal Shuttle                            Opens the shuttle for entry and exit.

Contents:

Spike

The shuttle seals with a slight hiss and a click.

Outside> The Federation seals its hatch.

Near Orbit - Earth

Starting at around 43 miles and extending to 310 miles is the Ionosphere, the layer so called because it consists of ionized particles that help reflect harmful uv radiation. This layer, and expanding outward to the moon, is where most objects orbit the earth. There's no real air to speak of up here, which makes breathing a problem. This is also a travellers first real view of space, or their first view of the Earth.

Looking up you'll see the black tapestry of space, dotted with millions of sparkling stars and distant worlds. Beneath you, the Earth is a peaceful collage of green and blue.

Contents:

Autobot Shuttle 

Derelict Starship

Neutral Station  - Earth Orbit

Obvious exits:

ut leads to Inner Planets - Sol System - Space.

 leads to Stratosphere - Western Hemisphere.

 leads to Stratosphere - Eastern Hemisphere.

Spike frowns at Crosscut's ... finger gesturte.

You say, "Sorry... I wanted to make sure we weren't overheard."

Spike nods. "I know..."

Crosscut says evenly, "I still don't trust him. We'll have to have the entire ship scanned for listening devices when we land."

Crosscut pilots the ship back towards Earth.

The shuttle flies onward to...

You go to Stratosphere - Western Hemisphere.

Stratosphere - Western Hemisphere

This many miles above the Earth's surface the air is very thin and cold. Frighteningly cold. In the warmer regions the temperature is around -50 degrees Fahrenheit and can drop below -100 as you continue upwards. The land and oceans below seem very distant and features like fields and cities become nothing more than patches of color nestled in the gentle greens and browns of the surrounding terrain.

Contents:

Autobot Shuttle 

Obvious exits:

ast leads to Stratosphere - Eastern Hemisphere.

<SA> leads to Skies Above the South Atlantic - Atlantic Ocean.

<NA> leads to Skies Above the North Atlantic - Atlantic Ocean.

<SAA> leads to Skies Above Antarctica - Antarctica.

<SAC> leads to Skies Above Canada - North America.

<SUS> leads to Skies Above the US/Mexico - North America.

<SSA> leads to Skies Above South America - South America.

Spike says equally evenly "Yeah, it sounds INCREIABLY suspect - him selling out his ENTIRE race for a profilt." He shrugs "But maybe if we can get Perceptor to determine HOW he's controlling the Quintissons... maybe we can 'take over' when he feels like he's done enough."

Spike waits, hoping Crosscut will think he did a very, very, very good job at coming up with that theory.

Crosscut nods. "It's a good plan, if the Quintesson even plans to go along that far."

Crosscut continues piloting the ship towards Earth.

The shuttle flies onward to...

You go to Skies Above the US/Mexico - North America.

Skies Above the US/Mexico - North America

The air around you is always changing, with clouds and winds constantly building, drifting and dispersing. The occasional aircraft may pass by, but aside from that and the formulating weather, there's not much to see.

Three specific skylines are 'enter'able from here: Dayton, Los Angeles, Mexico City, and New York City.

Contents:

Autobot Shuttle <Federation>

Obvious exits:

<BD> leads to Bellum - Docking Bay.

<BB> leads to Broca Beach Airport - Broca Beach, New Jersey.

<Off> leads to Airfield - Offutt AFB.

<WPAFB> leads to Wright-Patterson Air Force Base.

<LP> leads to Landing Pad - Autobot City.

<N>orth leads to Skies Above Canada - North America.

<S>outh leads to Skies Above South America - South America.

<E>ast leads to Skies Above the North Atlantic - Atlantic Ocean.

<W>est leads to Skies Above the North Pacific - Pacific Ocean.

<SEUS> leads to Southeast United States - North America.

<SCUS> leads to South Central United States - North America.

<SWUS> leads to Southwest United States - North America.

<NWUS> leads to Northwest United States - North America.

<NEUS> leads to Northeast United States - North America.

<NCUS> leads to North Central United States - North America.

The shuttle flies onward to...

You go to Landing Pad - Autobot City.

Landing Pad - Autobot City

The sounds of aircraft landing and taking off overrun all other sounds here. Shuttles, aircraft, rockets, and other air and space worthy craft reside here in large quantities. Nearby is a large air control tower, where traffic is directed and aided along the way to prevent accidents and unnecessary damage. There are three main launching pads, six runways, and two helipads, as well as at least ten hangars to hold all of the various aircraft and supplies for the incoming and outgoing ships.

Contents:

Autobot Shuttle <Federation>

Autobot Shuttle <Outrider>

Junkion Freighter <V'ger>

Gravitic Accelerator

Pacific Base Hull

Obvious exits:

<U>p leads to Skies Above the US/Mexico - North America.

<B>last Doors leads to Walkways - Upper Level - Autobot City.

<D>own leads to Hangar Bay - Autobot City.

<T>unnel leads to Main Entrance - Autobot City.

Crosscut says evenly, "Before we allow him in our city, he'll need a complete scan as well - if that's even possible with his alien physiology."

Spike nods. "And obviously, before he even steps foot...or tenticle in - we'll need to see the Sharticons literally shut donw, right?"

Spike adds "And maybe even have one or better - two of our combiners on hand to make a quick, effective strike? Along with some shuttles and maybe Omega Supreme?"

You say, "Well, I'm sure he'll say he can't demonstrate beforehand because it will give the rest time to counteract it. Having the big guns on hand in case he DOES come through would be a good idea, though. We'll have to talk to Prime."

Spike grins, "Well...OBVIOUSLY - "

Crosscut lands in the city gently.

Spike looks on as the craft lands. "Cobra wanted me to promise we'd help them some time in the future - at his choosing. I said 'no deal' - this wasn't one of those situations where you bargain - we all have a vested interest to get this threat contained."

You say, "Excellent. You are getting very good at this, Spike."

Spike nods. "Thanks... I still feel absolutely lost sometimes...well...a lot of time."

Crosscut says evenly, "That's all part of the learning process, and I'll be right here with you every step of the way."

The shuttle unseals, with a slight hiss of pressure equalization.

Outside> The Federation unseals its hatch.

Crosscut says evenly, "Now, I'd better have Perceptor go over this shuttle with a fine-tooth comb... maybe we'll learn something else about our gracious host in the process."

Spike nods. "Need me for anything else?"

You say, "No... you see your family and get some sleep. I'll handle the shuttle."

Spike grins, glad Crosscut sees his priorities. "Thanks..." He then heads out.