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- !arrival log,
- altered carbon: takeshi kovacs,
- dogs b&c: nill,
- kamisama hajimemashita: tomoe,
- kingdom hearts: aqua,
- kingdom hearts: riku,
- kingdom hearts: roxas,
- kingdom hearts: sora,
- kingdom hearts: ventus,
- marvel comics: lorna dane,
- mcu: daisy johnson,
- persona: goro akechi,
- the man from uncle: gaby teller,
- the oa: the oa
ARRIVAL LOG 014
WHERE: New Amsterdam Museum of Technology
WHEN: January 6-7
WHAT: The fourteenth arrival
NOTES OR WARNINGS: Coercion, loss of autonomy. Further notes at end of log.
Awareness comes to you in blurred snatches, cloudy fragments of sound and light, color, sensation. Hazy and difficult to grasp on to, but slowly aligning into focus. A series of regular, rhythmic beeps. A medicinal, astringent smell. The sensation of movement, a low hum and accompanying vibration under you. Your eyes are heavy, hard to keep open, but in the glimpses between slow, dark blinks you see four people in black body armor seated opposite you, as well as a man in dark gray scrubs.
You realize there are others next to you: all dressed the same way as you, you'll come to realize: khakis, with a blue polo shirt, along with gray canvas shoes. To your left there's an armored interior door, two more people visible, and the movement of streets passing through a windshield. You try to open your mouth to speak, but it's as if your tongue is coated in tar, and you manage nothing more than an empty parting of lips.
The vehicle stops. The guard opposite you stands and comes to unbuckle you from the bench, helping you to your feet. Your limbs feel wooden and heavy, slow to move. One guard opens the back of the vehicle, and a soft misting of rain slips inside. "Careful with your step," the guard says, helping you out. The ground beneath your feet is slick with a recent rainfall. Black ice abounds. The nurse helps the others out, checking over each passenger one by one. He doesn't get out of the vehicle, returning to his seat as the last passenger is unloaded. The guards keep their heads down. Their actions are quick, firm, but not entirely unkind.
Another guard gets out of the front passenger seat and begins to guide you two at a time into the building the vehicle parked behind. Just inside, there are fluorescent lights, along with a number of people waving you over. This time, unlike previous times before, there are no instructions from the guards. They nod to the woman waving you over, then turn to leave. You'll feel compelled to respond to the woman waving, though only after she says, "Come here and listen to my instructions. You all have a big day ahead of you."
The woman goes on to talk about why you're there, why you've been volunteered. She doesn't seem to think it's strange that guards dropped you off. Today, you're working as a volunteer for New Amsterdam's Museum of Technology. It's the annual World's Fair exhibition—a callback to exhibitions and expos of older times on this planet. Of course, there is a very good chance that this newly arrived group has no idea what that means, but hey, it's not like anyone wants to be bothered by museum volunteers in the first place—right?
◉ Though entirely capable of independent action and thought, new characters will find themselves completely, unquestioningly compliant to any verbal statement which could be taken as a command or request.
The message from El comes the same as usual: insistent, not waiting for any active attempt to open it. Scrolling within your vision as if being written while you're reading it.
I almost missed this group entirely, and they're definitely in need of an assist. There's four of them and they've been drafted into working at the Museum of Technology's World Fair event today. You know the drill. Some of you need to head over there and collect them. They shouldn't be too hard to miss once you get there -- just look for the people in museum staff uniforms who look completely lost.
Every January in New Amsterdam, the Museum of Technology puts on a weekend exhibit showing off the technology of the past. While many of the set pieces in these exhibits are available all year, this weekend is the only time where museum goers can show up and play with what's available. Entry to the museum is free year round, with the museum making most of its money back through charitable donations (both from wealthy patrons in the city and upon entry to the museum itself) and their gift shop. As such, none of the Displaced have to hand over any credits to get inside. That's probably a relief, especially if anyone's hoping to leave with some souvenirs in hand.
Much of the museum itself is set up to give automated guided tours to anyone who arrives. That means that the newcomers typically just need to point someone somewhere to start their tours. However, since their neural implants aren't activated, they're left empty-handed and unable to utilize the AR technology to their advantage. Many of the other volunteers will be doing so, though otherwise they seem to be there to smile and ensure that people can readily locate the nearest restroom and don't drop any of the old toys and gadgets lying around. Compared to technology in 2512, much of what's present at the World's Fair exhibition feels so fragile.
Aside from the hands-on part of the weekend, there is a lot to see throughout the museum. Given that it's free, it seems like a fine way to get a handle on this world's progression of technology, and maybe help some newbies out. After all, who decided to have them to be museum volunteers when they may not even know where they are?
> STANDARD EXHIBITS
For the most part, the museum tracks the history of human technology and progress from the Industrial Revolution to 2512.
◉ TRANSPORTATION Throughout the museum, there are replicas of automobiles and even the Wright brothers' first airplanes. Though this airplane is present, there is a focus on why modern society has shifted from airplane traffic to maglev trains, focusing on the environmental sustainability of it. The same goes for cars, showing the progress of automobiles as humans developed hybrids and eventually transitioned toward electrical cars as the planet slowly turned away from fossil fuels. Hover cars were developed late in the 2091, but were not universally implemented until 2105 because of the outbreak of the Xelkoven War in 2095.
◉ COMPUTING What technological museum would be complete without the history of computers? The museum covers the first invention of the mechanical computing device in 1833 by Charles Babbage to the next progression in 1927 with the first analog device, and finally, the first electromechanical device in 1938. The key emphasis on this involves a lot of replicas, showing the evolution from the 1833 device to the one involving a great deal of vacuum tubes and digital electronic circuits in 1942. All of these are lifesize, but very few of them are able to function, largely created to look nice. Unlike many things in New Amsterdam, the museum likes replicas so that people can get a feel of things tactilely.
Eventually, this exhibition takes a turn toward smaller computing devices—like smartphones—and shows how society began to emphasize the need to take these miniature computers on the go. It outlines the need for a one-size-fits-all device, allowing people to listen to music, play games, read books, and watch television, all while on the go. Eventually, the story told by the museum ends with the introduction of the neural implant exhibit.
◉ NEURAL IMPLANTS Anyone looking for some nicely laid out information about the neural implants will find it here! They were first developed in 2030 as a risky venture, a natural progression of the glasses and smartphones of the era. After all, these are already worn around the clock, so why not take it a step further? Despite the inherent risk, large swaths of people began to get neural implants installed by 2035 (and among these people were children, forced into it by their parents). There were a few holdouts who argued vehemently against the implants, but by 2040, they had largely fallen by the wayside. The rest of the exhibit covers the progression and improvements of the neural implant, including the implementation of anti-EMP hardware to protect United Nations citizens from external attack via their implant.
◉ SMALL DEVICES Though the museum shows off a great number of recreated computing devices, there is a smaller section devoted toward small devices. There are analog and digital watches, as well as Fitbit and GPS units. GPS units in particular seem to confuse the museum curators, as they were utterly useless outside of their singular purpose. There are also shelves with "neat" kitchen devices: old school rice cookers, coffee makers, heating plates, heating pads, and even an at-home espresso machine that looks like it's seen better days. These devices are not replicas, but actually the real deal: so no one's allowed to play with them. They're so easy to break!
◉ ARTIFICIAL INTELLIGENCE Perhaps unsurprisingly, there is very little information in the museum about the development of artificial intelligence. While there are exhibits with old iPhones that cover the weak AI called "SIRI," there is nothing that covers how humans began to implement artificial intelligence. Indeed, even with the neural implants, the AI uprising is referred to as an obstacle in human progress, inspiring further development of the neural implant so that it could fend off EMP assaults.
◉ 4D TECHNOLOGY One of the big developments of the early 21st century was 4D technology. Initially, this immersive technology was mainly utilized by movie theater chains to justify jacking up their prices for an experience that didn't offer much to the theater-goer, but by 2031, the Korean pop group RDM decided to take this technology a step further. Working with a cutting edge technology company out of Busan, they created a fully immersive virtual experience for their fans. While at the time, these utilized virtual reality devices and centers where the fans would go to pay for the experiences, they quickly evolved over the next decade and a half, largely because of the adoption of the neural implants. In the modern day, 4D technology is now utilized in many situations, from Halloween houses to petting zoos, allowing someone to feel as if they are truly there.
> IMMERSIVE EXHIBITIONS
Thanks to numerous AR displays, there are very clear indications of what visitors to the museum can touch. (Unfortunately, the unwitting volunteered newbies still can't see this stuff.) Referred to as "immersive exhibitions," many of these items listed below have a time limit listed for how long one person can handle them in order to make sure everyone gets a chance, though it depends on the object or device itself.
◉ OLD TRANSPORTATION Ever wanted to get into a Delorean? There is one present, though the side door must remain open. Trying to close it will … definitely result in it breaking off. What about a Dodge Neon? Surely you've wanted a trip in one of those. Or a Chrysler Sebring? They couldn't find a convertible, but surely a sunroof is good enough! There are also old trolley seats, as well as those cramped airplane seats from when they decided to institute Basic Economy. (Spoilers: that horrible practice existed as long as airplanes did.)
◉ OLD PHONES While many of the small devices are locked away, there are a few old touchscreen phones for people to touch and play with, though they're in large, plastic cases that are meant to keep them from getting cracked. A few of them have been refurbished and are marked as such. The most recent model of a device is from 2041, and they stopped being made around model number 34. Most of the natives seem in awe of the impracticality of these phones. After all, it's so obvious they were built to break easily! In fact, they seem to think the older flip phones at least could survive for longer (and frankly, they probably aren't wrong).
◉ OLD GADGETS Aside from the deeply fragile smartphones, there are a lot of old gadgets from the 1980s and 1990s available for use. Many of these look like they've seen better days, but who wouldn't want to play with one of the first models of a Walkman? Against all odds, this device does still play tapes—kind of, as they eat more than they play. One of the first handheld calculator models is here, as well as an ancient fax machine that won't even turn on! Imagine the days before sending a message via E-Mail. Utterly impractical, right? There are also beepers and pagers, as those plastic devices could survive for 500 years easily. In fact, there are so many that it seems like they wouldn't mind if one got dropped. Oh, and don't forget the next step in the Walkman: CD players!
◉ OLD TOYS No old technology exhibit would be complete without a whole mess of toys. There are old Etch-a-Sketches, though the ability to etch has been lost throughout the centuries. Ever wanted to make a mini cake in an Easy Bake Oven? Well, that won't be happening today, but everyone can imagine when that was a dream. There are also Bop-Its that people can sign out and take to play with their friends, Furbies (the citizens of New Amsterdam call them creepy), as well as the Super Simon. There are a few devices from later in the 21st century—before the implementation of the neural implant, that is—that show an emphasis on syncing up with smartphones, as well as speaking and robotic dolls that could be programmed through the smartphone with a specific voice, personality, and mannerisms. These eventually transitioned to being programmed by the neural implant—and it was a fairly seamless transition!
◉ OLD GAMES There are tattered and old boardgames, as well. Technology isn't just about something running on electricity, after all! The Game of Life is present, as well as Hungry Hungry Hippos. These unique and simple devices were packed away in a small form so that kids could play together. Obviously, Perfection, Connect Four, and—most importantly—Operation are present, too! All of these did need to be refurbished for the display (and there is a marker that indicates that this was accomplished by Pulsar). These games can also be rented out for a short time, though no one will be able to take them off the premises.
◉ OLD VIDEO GAMES AND MOVIES There are numerous flatscreen televisions set up throughout the exhibit, though many of them have dead pixels. While they likely could have been fixed to not have this blemish, it's obvious that the museum curators thought it was a nice touch. These TVs are playing many old films via Blu-Ray players, and the quality seems to be questionable compared to what someone can project in 2512. There are also old video game systems for people to play, though most of them are, unsurprisingly, created by that company that starts with an N.
◉ HOVERBOARDS One of those TVs is playing the Back to the Future movies—because of course they are! To the people of 2512, those movies are a sheer novelty, especially since much of the technology took far longer to develop. These TVs play as the backdrop to a set of hoverboard models designed like the one in Back to the Future 2. Of course, no one is allowed to get on these, as they're more likely to throw someone off!
> EATING
Unlike many arrival scenarios, there is nothing to write home about this one. Looking for an alcoholic beverage? You're better off leaving and finding a bar. Looking for a good meal? A bar, even with the worst fare, would be better. Like any typical museum, the food here is overpriced and not very good. Think old sandwiches that have been sitting out since they were delivered at 6AM, cookies that are hard to chew, tasteless mac and "cheese" (using the worst artificial cheese on the market), as well as veggie hotdogs and burgers that taste more like grass. Some of it smells okay, but seriously: your credits are better spent elsewhere.
The volunteers for the weekend exhibit do get free meals. You know, if they actually want it.
> GIFT SHOP
Speaking of overpriced, the Museum of Technology Gift Shop is just as bad as the cafeteria on that front—though at least it has more to offer! Ever wanted a Tamagotchi? Well, Pulsar and Vyonation came together to create a new model for 2512 that's sold exclusively this weekend. That doesn't mean it works better than they did in the 1990s, but perhaps it's a good conversation piece if you set it up in your apartment. Ever wanted earrings like the bones from the Operation game? There are beautifully crafted ones here. What about a hoverboard just like the pink one that Marty used in Back to the Future? It might take two paychecks worth of credits, but it's worth it, right? Everything in the Gift Shop is exclusive to the weekend. It's just also extremely, extremely expensive. (Anyone looking to make credits back on reselling these items will make bank, however.)
Located under an abandoned hover-bike garage, access to the safehouse is a hatch in the floor beside a rusted set of metal shelves that used to hold tools and supplies. The immediate area is similarly abandoned: full of rundown and dilapidated warehouses and forgotten businesses, where numerous people squat in hopes of having some stability because they can't afford a place themselves. Gaby is back at the safehouse now, ready to greet the new arrivals and get them settled in. Brusque and no-nonsense, she'll be open for in-depth questions later, but will advise the newcomers to ask the people who brought them in for the beginning bits of information.
◉ The safehouse is a large space with multiple rooms for storage, with the largest of the rooms filled with rows of basic cots set up to sleep a large amount of people. Basic, but outfitted with everything necessary for daily life. A few doors lead to back rooms for storage, medical care and a large communal bathroom, and past the long rows of cots there is a communal kitchen, fully stocked, and an eating area. Privacy is at a minimum.
◉ New characters will be asked to pick their beds and provided with a change of (second-hand, mismatched and somewhat threadbare) clothes and basic toiletries.
◉ There is a mini-bar set up in the kitchen. The quality of the alcohol inside is akin to what someone might get from the well stock at a bar, but it's well-stocked.
◉ Gaby will make it clear to all new arrivals that if they have any requests or queries, they should contact her or El.
◉ The drugs making new characters compliant will remain in their systems for a few hours after their arrival at the safehouse before finally beginning to fade. They will be gone entirely after a night's rest. In the meantime, they may want to be careful of what others say to them.
◉ New characters will be given rudimentary access to the network upon arrival to the safehouse, but will not have their ID set up yet. They will be able to make posts and replies, but their messages will be anonymous and they do not have inboxes yet.
◉ New characters will not be allowed to leave the safehouse until JANUARY 10 (OCTOBER 20). These 4 days are for them to adjust, learn about the world they've arrived in from their fellows, and for El to speak with them and work on setting up their IDs.
Welcome to Meadowlark, newbies! You're now free to post to the network and logs comms. To reiterate, your characters will have no IDs or inboxes, nor be allowed out of the safehouse until JANUARY 10 (OCTOBER 20). At that point it's expected they'll have gotten a good idea of their new situation from their fellow characters and will have discussed their background and job potentials with El in order for their false IDs to be set up.
If you have any questions or ideas about how you'd like to get your character involved in the world, please head over to the plot engagement post and drop us a comment! For questions specific to this log, there is a thread below. If you want to know if a specific gadget is present, feel free to default to "yes."
Please check out our October calendar rundown for a look at things happening this month, as well as some additional notes from the mods.
As a reminder, AC for new characters accepted in October will be 10 comments across 2-4 threads, while current characters will need to provide the full AC of 20 comments across 2-4 threads. AC will be posted on November 1 at 12 AM UTC and close on November 8 at 12 AM UTC. If you do not reply to AC, you will be considered idled and dropped from the game. We will not post a warning list.