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thepull_mods) wrote in
sirenspull_ooc2012-06-11 04:03 pm
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Upcoming Darkness Plot Info!
Kelly-Mod here! It's great to be back from Vacation, and I've got some info about an upcoming citywide event!
Another break for contact with the Core will be attempted on the morning of June 15th, triggering the Core's defense mechanisms... which means a good old fashioned Core Malfunction is headed your way, Siren's Port! This one affects shadows and spawns patches of darkness erratically throughout the afternoon daylight. For individual newcomers, it may also temporarily warp sensory perception.
(See optional effects below.)
Falling Shadows will be causing serious trouble and public mayhem from June 15th through June 20th.
Each morning, sirens will wail as usual with the daybreak fog that lifts the effects of darkness.
However, after High Noon (12:00pm), shadows that grow and lengthen with the falling sun carry the taint of the Darkness Decay along with it. Monsters and mutation may emerge within these shadows, but will not cross beyond them into direct sunlight. Darkness creatures will vanish into thin air if they are exposed to a bright beam of light, so arming yourself with reflective mirrors should be able to defeat them easily. As with usual darkness proofing, well-sealed indoor areas are 'safe' from this effect.
Throughout the afternoon, shadows will slowly 'grow' and widen unnaturally, carrying the usual seep effects of decay with them. Severe darkness expansion will occur erratically over different areas of the city each day of the event. Here's a quick schedule for which sectors will be almost covered in growing shadows by sunset.
15th- Upper Sector 4 & 9 (Heavily Centered around the Baseball Diamond)
16th- Lower Sector 4 & 6
17th- Sectors 3 & 2
18th- Sector 7
19th- Sector 8, 10 & 11
20th- Sectors 1 & 5
Shadows caused by moving objects, such as passing people or cars, will only cause a temporary, wavering breach between the daylight and darkness dimensions, and the decay will be restored to normal within a few moments of direct sun exposure. Stationary shadowed areas, like the shade of trees, buildings, or lampposts, will be more hazardous and heavily decayed. Sunset will herald the fall of total outdoor darkness "as usual".
After midnight, any spot touched by those falling afternoon shadows during that day will slowly clear up, becoming patchy areas totally untainted by the Darkness Decay Effect. Monsters will warily avoid these 'clean' patches, though they may cross over into them in pursuit, if provoked. As soon as any darkness monster steps over into these patches, they will quickly become strangely subdued and tranquil. Some may even seem to reverse-mutate into something more recognizably human or animal.
On Summer Solstice, June 21st, the Darkness Decay Effect will vanish completely from the island, from Daybreak on the 21st till on the nightfall on the 22nd. There will be no darkness effect after sunset on the 21st, until sunset the following day. Enjoy your one free night!
Darwinists
After attempts to contact Darkness Expert Darwin Watts prove ineffective, a group of like-minded intrepid Darkness-Explorers calling themselves 'Darwinists' will hold a public meeting (On June 18th @ The Dog's Breakfast Pub) to promote interest in collectively gathering information about monsters and effective Do-it-Yourself proofing methods. This will be a non-affiliated faction, though SERO will be looking to plant some of 'their people' to steal research for the company! Want to be a part of Bestiary expansion? If you're interested in getting your characters involved, let us know!
Optional Event Core Effects:
While the core is going a little haywire, it may be throwing some newcomers for a Perception Bender. Throughout the week, newcomers may find themselves experiencing things a little backwards, or inside out as the core erratically fools with their five senses. You may choose one or more of these optional effects.
Examples and ideas include: Seeing colors in inverse, 'hot' feels 'cold', sweet foods taste bitter, bland foods taste spicy, high pitched or loud sounds seem to be lower and softer, pleasant smells seem foul as piles of garbage give off an irresistible aroma.
As the week drags on, even the Pull itself may begin feeling more like a Push, a gravitational force that draws you outward towards the perimeter of the island, rather than inward towards the Core. (However, any newcomers attempting to leave the island will be immediately 'pulled' back to the Baseball Infield once they have reached the outer limits of the Pull, about a mile offshore. Have fun playing yo-yo!)
Interest in Hunting Grounds Plot is also significant, so right now we're tentatively scheduling that log/event for the 28th, with more planning/info to come after this event is over.
Any more questions or additional plotting ideas? Let's hear 'em!
Another break for contact with the Core will be attempted on the morning of June 15th, triggering the Core's defense mechanisms... which means a good old fashioned Core Malfunction is headed your way, Siren's Port! This one affects shadows and spawns patches of darkness erratically throughout the afternoon daylight. For individual newcomers, it may also temporarily warp sensory perception.
(See optional effects below.)
Falling Shadows will be causing serious trouble and public mayhem from June 15th through June 20th.
Each morning, sirens will wail as usual with the daybreak fog that lifts the effects of darkness.
However, after High Noon (12:00pm), shadows that grow and lengthen with the falling sun carry the taint of the Darkness Decay along with it. Monsters and mutation may emerge within these shadows, but will not cross beyond them into direct sunlight. Darkness creatures will vanish into thin air if they are exposed to a bright beam of light, so arming yourself with reflective mirrors should be able to defeat them easily. As with usual darkness proofing, well-sealed indoor areas are 'safe' from this effect.
Throughout the afternoon, shadows will slowly 'grow' and widen unnaturally, carrying the usual seep effects of decay with them. Severe darkness expansion will occur erratically over different areas of the city each day of the event. Here's a quick schedule for which sectors will be almost covered in growing shadows by sunset.
15th- Upper Sector 4 & 9 (Heavily Centered around the Baseball Diamond)
16th- Lower Sector 4 & 6
17th- Sectors 3 & 2
18th- Sector 7
19th- Sector 8, 10 & 11
20th- Sectors 1 & 5
Shadows caused by moving objects, such as passing people or cars, will only cause a temporary, wavering breach between the daylight and darkness dimensions, and the decay will be restored to normal within a few moments of direct sun exposure. Stationary shadowed areas, like the shade of trees, buildings, or lampposts, will be more hazardous and heavily decayed. Sunset will herald the fall of total outdoor darkness "as usual".
After midnight, any spot touched by those falling afternoon shadows during that day will slowly clear up, becoming patchy areas totally untainted by the Darkness Decay Effect. Monsters will warily avoid these 'clean' patches, though they may cross over into them in pursuit, if provoked. As soon as any darkness monster steps over into these patches, they will quickly become strangely subdued and tranquil. Some may even seem to reverse-mutate into something more recognizably human or animal.
On Summer Solstice, June 21st, the Darkness Decay Effect will vanish completely from the island, from Daybreak on the 21st till on the nightfall on the 22nd. There will be no darkness effect after sunset on the 21st, until sunset the following day. Enjoy your one free night!
Darwinists
After attempts to contact Darkness Expert Darwin Watts prove ineffective, a group of like-minded intrepid Darkness-Explorers calling themselves 'Darwinists' will hold a public meeting (On June 18th @ The Dog's Breakfast Pub) to promote interest in collectively gathering information about monsters and effective Do-it-Yourself proofing methods. This will be a non-affiliated faction, though SERO will be looking to plant some of 'their people' to steal research for the company! Want to be a part of Bestiary expansion? If you're interested in getting your characters involved, let us know!
Optional Event Core Effects:
While the core is going a little haywire, it may be throwing some newcomers for a Perception Bender. Throughout the week, newcomers may find themselves experiencing things a little backwards, or inside out as the core erratically fools with their five senses. You may choose one or more of these optional effects.
Examples and ideas include: Seeing colors in inverse, 'hot' feels 'cold', sweet foods taste bitter, bland foods taste spicy, high pitched or loud sounds seem to be lower and softer, pleasant smells seem foul as piles of garbage give off an irresistible aroma.
As the week drags on, even the Pull itself may begin feeling more like a Push, a gravitational force that draws you outward towards the perimeter of the island, rather than inward towards the Core. (However, any newcomers attempting to leave the island will be immediately 'pulled' back to the Baseball Infield once they have reached the outer limits of the Pull, about a mile offshore. Have fun playing yo-yo!)
Interest in Hunting Grounds Plot is also significant, so right now we're tentatively scheduling that log/event for the 28th, with more planning/info to come after this event is over.
Any more questions or additional plotting ideas? Let's hear 'em!
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trying to kill Alanjust being himself, yup.