Plot post!

Mar. 3rd, 2013 09:40 pm
badfic_manor_mods: (Author)
[personal profile] badfic_manor_mods
Hello Badficians, wondering what the Author has in store this week? Well, what with the chilly weather and all, she thought she might lend you all a hand at keeping warm.

Furry-style.

Yup, that's right. Characters effected by this are going to be granted animalistic appendages of the mun's choice, as is how much they're going to be affected. They could only have ears or just a tail, maybe just claws or a change in eyes, or they could be covered in fur or scales with a wet nose! There could also be a rogue tentacle or two.

Also, you never know what sort of instincts might bleed through with these changes! If someone is affected by some sort of cat-gene, they might find themselves casually shredding furniture or scrambling up a tree if they get startled!

So enjoy the plot Manorites! And be sure to close the lid in case anyone ends up part dog!
badfic_manor_mods: (Author)
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Well manorites, those who have been around for a while this plot might seem pretty familiar. Like last year, characters will find themselves waking up sharing a bed with some other poor manorite.

And between them will be a little bundle of joy of their very own.

That's right, you guys are getting kids. Anyone here last year for this event is welcome to wake up with the same person/get the same kid- you can even age them up a year! For the most part these will range from infants to kids about 4 years old. They will share visual and personality traits from both parents.

If neglected, they will cry and scream, and the parents will be able to here that scream where ever they go, and it will get louder and louder until they go and meet their precious little baby's needs. These kids will also insist that the two paired up characters are their parents, but what the kid calls them (if they're old enough to speak) is up to muns.

If you guys are bad parents, there might be a consequence for the next plot- a warning for Kanda all you potentially poor parental figures out there.

Comment here to throw up characters for plotting!
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The Manor is itself; everyone is returned to normal size. The weather outside is chilly, but otherwise pleasant, with clear skies and only light breezes; there might be a light dusting of snow here and there. The creatures of the forest are sticking to the forest, and the squirrels have apparently gone into hibernation in the attic for a while.

However, you might not be waking up quite yourself.

This is a plot where it's MUN-option whether your character is affected or not; if you don't want to swap for an AU, you can bounce off other people who have just fine!

Anyone who is affected will be themselves from some alternate universe version. As mentioned in the spoiler post, there's a big range of valid possible AU's:
*Post-canon "What If" - any length of time after canon, how would things turn out for your character?

*Alternate Timelines: Something went differently in the character's past, whether a minor or major event, that changed how things went, which could be just about any "what if" sort of scenario.

*Genderswap/species swap: Your character was born a girl if a guy, or a guy if a girl; or, in world with more than one race, wasn't born human/whatever they are, etc.

*Alignment/role swaps: A "protagonist" character ends up on the other side, or vice versa; morality flops, someone without powers born with them, someone with powers born without, etc.

*Canon swaps: Pick another canon you're familiar with, what would the character be like if they were from that world instead?

*Genre Swaps: High fantasy AU, sci-fi AU, high school AU, etc.

Pretty much the only thing that'd be "off-limits" is de-aging within their existing timeline; just about anything else is valid!

Memories of the manor are optional within a range. They can be as if the AU self were brought in cold, have dim memories (enough to get around and not need the newbie lecture), or have full memories and possibly some confusion over their "other self". They won't remember anything outside of the Manor of their normal self, whichever option is taken.

Powers are meddled with freely as per the AU, with the usual limits - you can't completely nuke the Manor or get anything that takes you outside of it, etc.. - feel free to ask any questions here or on the spoiler post, or ping the Blast/one of us in AIM!
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After a long lasting pause in plots, it seems the Author is back up to her usual horrible ideas again. Hope nobody got too used to that nice peaceful quiet.

If they did, they'll probably be unpleasantly when they wake up and find that the ENTIRE HOUSE IS SUDDENLY MASSIVE-

Or rather the Manorites have become extremely small. Yup, Manorites have all been shrunk to about two inches tall. So good luck getting off your bed if you can't fly! And you can forget about trying to open that fridge!

Fortunately, there are crumbs and such scattered around the house. As well as a bowl of fruit and any other food left out on the counters of the kitchen... if anyone can find a way up there.

Oh and do mind things such as bugs or rodents, or any other normally harmless housepest, since many of them are a formidable size now. Good luck Manorites! You're going to neeed it~

If there are any questions, or if you want to plot, feel free to hit up this post!


MOD NOTE

As some of you probably noticed, things kinda came to a crawl for a while- everyone knows Real life can be a BIOTCH- and thus, I, Dubs am going to rejoin the mod team and try and push this game back into action!
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With apologies for the belated update; feel free to backdate to Christmas Day proper.

Christmas morning, everyone will have woken up in the Manor, with a large tree in the main hall - under the tree will be one gift for each character from the Author; it can be something from home that they didn't have here, or something with other meaning, completely at MUN option. While it can be a prank, it should at least be in "good spirits", not something that would break a character.

Until January 1, the Manor will be decked out with Christmas decorations still, and the traditional mistletoe will be appearing and disappearing randomly in doorways and other parts of rooms. If someone walks under it, they're trapped there until someone kisses them - whether a peck on the cheek or going all-out. In theory, if they're there long enough - 6-8 hours - the mistletoe will go away...

But who wants to be stuck standing in one place for that long?

And, for the mod announcements.

We're doing some further renovations, and would like to get people's opinions:

We are considering scrapping the static Activity Check in favor of something more typical - an OOC comm post, put up on the first of every month, that people can reply to with links to one or another thread from the month previous. The rules will be as stated and more enforced; unless we get contact from a player about a hiatus, emergency, or something where they can't be present, one month with no activity is a strike, two months with no activity is a drop.

Would everyone present currently prefer the check-in posts monthly, or staying with the static activity page?


There are also going to be a few setting adjustments. Around New Year's, some of these will be adapted IC'ly with small things as the realm the Manor exists in takes on more of a life of its own; for OOC adjustments, the two main ones are to app restrictions and character memory-loss.

We will be allowing canon AU's; OC's aren't really something that would work within the way the setting functions, but the author's a fangirl, and there's enough AU plots for her to drag people from those. AU applications will require a bit more information, as we'll want to know what deviations there are and how the character's different from canon; we would prefer it be noticeable differences, and will have a full set of rules for it on the Apps page just before this goes into effect, likely around the new year.

The other change, effective immediately, is to memory and memory loss; how much characters remember on returning home for canon updates, or if a character is dropped and picked up, is completely to MUN option - they can not remember anything, have hazy memories, or full recall. If you opt for full recall during a canon-update in a way that would change how canon events go - for example, character development here changing their behavior, or something they learned here being put into use there - the canon update will need to be cleared with the mods, and what changed from canon events will need to be in the OOC post for the canon update. Future castmates will have the option of either rolling with it, depending on their canon point, or for their character to be from an unaltered version of the timeline with normal canon events.

The site layout is also being worked on as I type this, and should be finished soon! There may still be tweaks going on for the next few days, so things might be a little off here and there as they're being fixed.
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With many apologies for the late, and leaving everyone in the jungle for an extra week, the plot changeover is starting Friday morning.

It won't be the Manor everyone wakes up in. However, it will at least have a solid roof, actual heating, beds, and blankets!

The Manorites will be waking up in hotel rooms, scattered between a couple random and somewhat generic nice hotels on Manhattan island. Attempts at leaving the island will run into the Fourth Wall; other parts of New York will show up on things like subway maps and schedules, but the trains never show up, and attempts at hailing a taxi to somewhere off the island will lead to a taxi ride in circles for an hour before getting dropped off.

The entire city is decorated for Christmas already, with lights, trees, and color everywhere; the standard field trip rules apply - most of people's vaguely portable possessions will be in their hotel rooms, and they will have a credit card in their belongings with the Blackberry that doesn't really have a limit; anything that they carry back to the hotel room before the plot ends on the 23rd will show up in their room in the Manor on the 24th. Weapons and ammunition will be hard to come by, but anything else you'd expect to find in a city like New York on the holidays can be found.

The weather will be cold, around freezing or a little below, with snow falling off and on all week; there is enough for things like snowmen or snowball fights in parks. There's skating rinks, holiday food and drink is easy to come by, and well, the NPC's aren't good at enforcing drinking ages or silly things like that, either.

There are background residents - but they're backdrop NPC's; they'll fulfill normal expected tasks, running stores, waiting tables, wandering the streets as if going about business, but there's nothing that really seems to stand out about them at all, nothing remarkable, nothing really identifying. To psychics or those with extra senses, they have all the presence of a cardboard cutout, and they'll ignore and be unresponsive to any attempts at interaction outside of normal expected patterns. While there might be security or police around, they're much the same, and … won't really react to anything the Manorites do.


Wikipedia link!

About.com link!

New York's official tourist site

Also:


IMPORTANT NOTE! We are going to be renovating the site over the next couple weeks, as well as updating many of the information links! There will be OOC posts with updates as we get them finished, and things will be back on a more normal schedule (albeit still keeping longer plot times) likely by the end of the holidays once the update work is done. There will also be a full, regular spoiler post for the actual Christmas plot on Monday of next week!
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There's a small variance (with much apologies due to mod illness) - after the relatively peaceful week with autumn chill, the Manorites will wake up on Tuesday morning, outside, curled up somewhere in a jungle - a jungle that doesn't look quite right, thanks to towering trees and plants and animals that just don't exist on Earth. There's a small backpack nearby with a change of clothes and a couple personal effects - but not much more than what a character would carry on them normally.

For the next two weeks, you're all on Endor, without access to the normal Manor and amenities. It's balmy and hot, with light rains in the afternoons until Wednesday of next week; the Fourth Wall is several miles out in any given direction, encircling an area of jungle that happens to include a treetop village.

Unfortunately, the Ewoks don't speak your language. They're a little bit brighter than typical background crossing NPC's, and range over most of the available forest; somewhere within the first day or so, you'll probably get tripped over by a few. They're pretty busy with hunting and gathering fruit and other things, but will be a bit curious, and unfortunately that curiosity will mean a lot of getting jabbered at and poked with sticks, depending on the character. The scouts that're finding people won't stand and fight if threatened or harassed - but they will start setting traps and snares, ranging from "catch it and take it back home as a possible sacrifice" to "yeah no you done pissed them off", and they're damn good at traps. If they're handled with a bit more caution and attempts at friendly overtures, there'll be a lot of charades and chattering as an offer to lead characters back to the village as guests.

The village is in the process of being decked out with simple colored lanterns and painted decorations, which they'll be done with sometime Wednesday, along with a lot of cooking and other assorted busy going on; while guests will be fed, they'll shoo away from some of the larger or more unusual things they're working on. Come Thursday the reasons will be clearer - there's a big festival starting around midday Thursday, going into the night and on through part of Friday, with music (albeit simple), dancing, bonfires, food, and a lot of excited tiny fuzzy things. People who've been friendly and were patient with the stick-poking get to be guests of honor...

People that picked fights are probably going to need to slip out before Friday night, since there's every intention of adding them to the feast. It's not that hard to get away, and it is possible to communicate "they're with us"if someone makes a good enough impression on them and decides to help the people that're trapped.

Powers are hostility nerfed - they work, but will just inexplicably fail if aimed at another player or the Ewoks with intent to harm. The Author's trying for a peaceful holiday here, although she probably really hasn't thought this through very well.
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This week, the Author has hit several exams, and... well, MOSTLY nothing's happening. The trees are bare, the outside is covered in fall leaves - although the gardens are inexplicably still blooming, as the only exception - and there's a few patches of ripe squash and other pumpkins outside. It's chilly, a little below freezing at night, and there's a thin layer of frost in the mornings.

The squirrels are a bit more active than usual, and there may be random optional booby traps of varying levels of annoyance/threat scattered around the Manor proper and the outbuildings; meanwhile, anyone going outside will get periodically dive-bombed by pigeons. (While the squirrels might register as tiny, faint malevolent presences to anyone psychic, the pigeons just seem to be part of the background.) There are also a few large turkeys wandering the ground that're also part of the scenery. While they're less aggressive than the pigeons, they're not friendly, and will make a fuss if approached/harassed, ranging between flapping up into a tree to avoid someone, making for the (Jurassic Park dilophosaur-haunted) woods, or attacking someone bothering them.

THIS WILL ONLY BE A ONE WEEK PLOT.
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With some apologies for plotmod getting whacked by stomach flu and being late and fail.

Silent Hill is going to be going back to, well, normal/week 1 levels; on Thursday morning, everyone will find themselves waking up back in their rooms in the Manor! The Manor and Grounds will be normal and quiet for the remainder of the week.
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Starting Monday, it'll be a little easier to slip Otherworld, and any Stalkers will be making their presence more known. Odd graffiti in blood will be found scattered around the Fog World - some of it might be short, half-line, one-line, or few word messages that're character-specific jabs, snide comments aimed at their secrets, guilts, and fears; a certain symbol is also appearing fairly often, in blood on walls, flickering on unplugged and broken TVs in storefronts, forged into manhole covers.

Valtiel will be visible - never in a place reachable to characters, always disappearing before anyone can get close to him, working mechanisms and working on things not quite in view; more often in the Otherside, but occasionally glimpsed in the Fog Realm. People who've been giving the Town a good bit of leverage, have ties to it, or have powers that it can use will see him more often, and may find themselves Otherside more often than others for the rest of the week as well.

Tuesday night, the sirens start going off for everyone; there will be a few flickers Tuesday back and forth, then Wednesday morning, everything shifts Otherside and stays there until Thursday evening.
badfic_manor_mods: (Halloween)
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Late Sunday night, the ominous fog outside thickened, enough that anyone looking out probably wouldn't see anything; if anyone was outside, visibility dropped to maybe a couple feet, at most, and there would've been a thick, oppressive feeling to the strange mist.

Edit/note: As per most of the "field trip" type plots, the "Manor" proper is "gone" for the week; people will find themselves in random locations across the town, at MUN preference - apologies for any confusion!

Monday morning, everyone is waking up scattered in Silent Hill; as this is a survival-type field trip, they could be just about anywhere, and will only have with them what they'd usually carry on them. Power nerfs are somewhat optional with some rules; if a character's powers would be something where they'd be able to breeze through monsters or obstacles, they'll get nerfed town to "normal" or "near-normal", but if their powers can make things more complicated, then feel free to leave them intact! For anyone with control issues, the Town will be trying to get them to lose it, for one example of a reason to leave powers intact, and psychics or those with sensing abilities will be aware of the morass they're walking through.

There is, however, one small gift from the previous plot; everyone will wake up with a little, bright colored, pumpkin-shaped basket next to them. Inside will be a couple handfuls of candy from the previous plot, a note reading "Yours to keep, no expiration - use wisely", and one of two items, at MUN option:

1) A small bottle of some kind of blue liquid, labelled "Healing Potion - One Dose". If drunk (or poured down someone's throat, depending), all injuries that person currently has heal; if there's chronic injuries or illnesses, or other negative lasting physical effects, the character will be free of them for one month's time.

2) A box with a single carved figurine of a ruby slipper. The inside lid reads: "Instructions: Rub the slipper and recite 'There's no place like home' - One Use". If used, the character and anyone within a five foot radius around them are transported to a replica of the character's living space in their home world, with everything there as they last left it. It will last for two days or until they attempt to leave the "home", at which point it will vanish, although clothes, books, or small mementos carried on someone's person will stay with them.

The gifts are permanent, or at least until used - as the "no expiration" note implies, they won't vanish at the end of this plot.

As always, feel free to pester mods with questions in chat, PM, IM, or wherever - due to "who's more familiar with the setting", most questions about how the place works should go to Birdy (Shirhanblade on AIM)!


Setting Information )


Notable Places )



Monsters and Creatures )


On that note about weapons, it's not that hard to find improved weapons. Somewhere within a range of wherever a given character wakes up there'll be something vaguely useful, whether it's a board with a nail through it, crowbar, a piece of pipe, or some other similar melee object. Firearms and more effective weapons won't be found this week. If a character had a weapon they were carrying with them, it will remain, although special powers will be limited the same as other powers getting nerfed down.

Why yes, this plot will be longer than one week. Also, things like a character-specific monster can be introduced during the plot and not necessarily show up stalking the character immediately!
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For the next two weeks, the Manor is having what seems to be a Halloween party. The Manor and grounds are back to normal; the trees outside are turning colors and losing their leaves, with a few nice leaf-piles building up, a bit of fog in the mornings that clears, and the air is crisp and cool. There's pumpkins scattered around outside, with two of them carved and standing on either side of the door, a mix of plastic headstones and a couple tacky zombie lawn ornaments outside.

Inside, there's orange and black paper streamers up, fake cobwebs scattered about with plastic spiders, paper ghosts here and there, a couple plastic skeletons hanging from places, and otherwise a lot of cheap Halloween kitsch. The entryway/great hall area has a couple tables set up with sandwiches, snacks, punch, and cider - one bowl that's just cider, and one bowl that's alcoholic. A sign hangs between the stairwells, with a grinning jack-o-lantern and the words "Trick or Treat".

There is a MUN-option to this plot - you can choose to either stay your current age, or be reverted back to somewhere between nine and twelve.

Those that stay their current age that're over that age will find a never-ending candy bowl by their door and a small light outside that goes on at sundown and just...refuses to go off. Attached to the candy bowl is a simple note, "for the kids". They'll probably end up finding some kind of costume among their things laid out.

For the kids, whether normally kids or aged down, they'll be reverted to themselves as they were at that age, without any additional memories or knowledge. Their room will get adapted a little to adjust to this, and they'll find a costume folded on a dresser or in a wardrobe, while a plastic Halloween candy bucket sits by the door.

(Yes, come Wednesday, the Plot Bunny will grudgingly get roped back into his job for at least some explanation.)

All in all, as alarming as it might be to some, it's pretty quiet, particularly compared to last week -

But then, there's dark shapes thumping around in the fog outside at night, and footsteps in the hall at night whether there's anyone there or not...
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The clouds outside have thickened, leaving things dark even in the daytime; a thick fog blankets the grounds outside, there's a spotty drizzle, and occasional peals of thunder that never quite seem to materialize into a storm.

If you manage to make it outside, the fog seems pervaded with a sense of menace, as if something is watching and stalking; there's shadows moving in the fog, and the longer you stay out in it, the closer they get, and more they come into focus. They'll take the form of whatever a character would fear most that has a shape; if there's nothing that'd fit that, they'll find something else - maybe the face of a friend or loved one. They'll harry anyone in the fog, making hit and run attacks designed to herd people back inside.

Inside, waking up this morning will find a layer of dust on everything; the lights are dim and flickering, many of them out. The room doors don't lock, but the nurses have gone even more forgettably faceless, to the point of being Stepford-esque automatons, and this time they are paying attention - there's a handful that are patrolling the halls. There are schedules posted by the doors inside and outside for mealtimes, windows spread out for using the bathroom and scheduled showers; if you're not in your room or somewhere expected by that schedule and they see you in the hallway, they will be out to catch you. They will check hiding places in a room if you've made noise or they've seen you duck into somewhere, although you can occasionally avoid them by getting out of sight before they spot you; they move slightly faster than a normal person, and are definitely much stronger than they should be. They aren't moving to harm - but they are armed with tranquilizers that are effective enough that any given altercation with them will probably be short. The nurses and other "human" NPC's, if wounded, don't bleed; limbs can be broken or hampered, but they will continue to move like jerky puppets around the injury.

If you're caught, you will wake up back in your room; unfortunately, the drugs have some lasting aftereffects. For a few hours to the rest of the day after waking up, everything around you will be distorted; walls and doors bent and warped, the fog from outside taking on a greenish cast and filling the halls so visibility drops to a few feet away. While drugged, the nurses are literally faceless, sterile automatons with fake hair and a blank, featureless shape instead of a face. The shadows from outside will occasionally be seen lurking in the halls, helping the nurses enforce their order.

On the bright side, the nurses basically have normal human senses for sight/hearing, so it can be possible to sneak past them if someone's careful, clever, and good. Of course, they're also quiet and move fast...

If you've decided your character should have an appointment this week, they'll be herded to the office door; the room inside is dark, blank, and featureless, with walls, floor, and ceiling made of flat black material; the "doctor" is there, although even to someone un-drugged he's now one of the faceless, fake puppets, with the nurses similarly changing on entry; they will attempt to drug and restrain anyone herded into the room. Whether or not they succeed is MUN option; escape isn't easy, and if they do manage, the character will black out much like any other bad encounter with them -

And then have nightmares reliving one of their worst memories or worst fears, with that memory or nightmare broadcast over the network. Afterwards, they will wake up in their rooms with the same after-effects as anyone else drugged.

Food in the kitchen is bland hospital fare - nothing dangerous, but nothing special, and there's no access to alcohol or any other kind of chemical vice.

Weapons will have vanished, although you might be able to improvise something from the furniture and decor; in addition, powers are nerfed - sensory abilities and passive powers still function, but anything active won't function if turned against the Manor or the NPC's, including supernatural means to hide or avoid notice.

Also, if someone manages to be drugged repeatedly, the distortion-hallucinations get worse; colors shifting, walls and doors twisting further out of any kind of normal geometry, while balance and coordination might get difficult.
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This week, the therapist's office is empty. You can have an appointment, but there's no-one there; the nurse NPC's might try to escort you a couple times, but then will get confused/dazed and wander off.

Outside, it's grey and cloudy, with a thin fog in the mornings; there's not much visible sunlight, although it's bright enough to see.

The nurses have gone non-communicative; they might speak, but it's only a few small things, as if acting pre-recorded, and any differences between them are gone - they've lapsed into being like some of the early NPC's, with no distinguishing features, nothing to make them stick out to the mind at all except as "generic background nurse #357".

Trying to damage things is hit or miss; there's a one in three chance it'll work and you'll get away with it - and a two in three chance you'll get nerfed, and find yourself herded around more by the nurses. (You can ask a mod or drop a request here for a roll, although if you want to auto-fail then feel free!) If they're you're targets, whatever you aim at them will connect - and then afterwards they'll return to normal, damage repairing as if nothing happened, and you'll find yourself with them more attentive to herding you around. They're not resorting to more than physical presence, words, and that kind of herding, and this week, it seems like they aren't really comprehending more of a job than "you're not allowed to hurt others/yourself/the Manor".

Too many attempts at destroying things or bolting, and you might find that your door no longer opens from the inside and is lacking anything that might be useful for such.
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On the outside, the Manor looks the same as always.

On the inside, the decor has changed; brighter lighting, more white, and ... well...

It's kind of hospital-ish, if not decked out with medical decor, and there's a few typical placeholder NPC's that're roaming around cleaning and keeping things up. Most of them seem to be the usual sort of vacant NPC's without much to them, although the fact that they do seem to be keeping track of people will probably end up being more than a little accidentally creepy. The art is fairly neutral and bright colors, there's soothing music...

And with this group it'll probably drive some of the characters up the wall.

There are also a few more cognizant NPCs - the poor, overworked therapists; they'll flit around trying to be helpful! In fact, there's even scheduled appointments for any character involved in this plot to talk to them, with an NPC log going up on Tuesday to thread these out.

Powers will function this week, but only so long as they aren't aimed destructively - no blowing up the "hospital", no nuking the NPC's, and no attacking the therapists. If such is attempted, the powers will simply not work; repeated attempts may get the powers nerfed to not work actively for the rest of the week. Characters with weapons will find those weapons missing until further notice.

This will be a three week plot, with things ... a little different as the plot progresses.
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Starting this morning, everyone wakes up to find themselves in either a fairly large farmhouse or one or another outbuildings; the main building is the one with the kitchen, a large dining room, and storage, and a handful of rooms - it's up to players if they want to be in the main house or have to walk. They get the rustic splendour of oil lamps with a noticeable lack of electric lights and wood-stove heat, with a bit of firewood outside the different small cabins; there's no running water, either - but there is a well and a few manual water pumps scattered around. Instead of indoor plumbing, there's outhouses spread across the farm, and for bathing, metal basins outside.

Yep,it's basically rural turn of the century, about 1900's.

There's not a great deal of food stored in the main house - but there is a cornfield with the corn just about ripening, a vegetable garden with other produce, a pen of pigs, a large chicken coop with hens and eggs, and a couple pastures with milk-cows, a few other cattle, and horses; in one fenced area near the pasture there's a large and particularly ill-tempered bull.

Yes, you are being encouraged to deal with your own food from the ground up.

The weather will be clear for the first few days, with clouds coming over the weekend and gathering ominously. For Monday to Wednesday of next week, it'll be raining off and on, getting steadily heavier; Thursday to Saturday will be howling wind, driving rain, and miserable weather, for the manorites and the animals, with it clearing to "cloudy with patches of sun and starting to dry" Saturday night and Sunday.
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You get to wake up on Monday back snug in your rooms in the Manor; the sun is shining, there's puffy clouds, birds are singing, and all is right with the world!

For some of you.

For those listed here, well...

You won't be waking up in your rooms, or in your bodies.

In fact, you may not even know the person whose body you wake up in.

If your new body isn't human or has powers you didn't have, you don't get any special control or skill; you have all of your own memories, knowledge, and experience - but powers, curses, health problems, and other physical effects stay with the body. If you now have powers you don't normally have, well... good luck getting the hang of using them. And our two shortest straws go to Reborn and Badou!

Other than the scramble, the Manor is basically normal, with the grounds also normal; the puffy clouds are going to be gathering more as the week goes on, so by Thursday there'll be a light drizzle, and by Saturday it's going to be raining pretty hard, with thunder and lightning.
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Well Manorites! This for the next two weeks you all get the pleasure of being stuck in everyone's favorite place EVER. High school. That's right, come Monday morning the residents of the manor will wake up in boarding-school dorm rooms, either aged up or down to a high school age physically. Whether they're fully reverted to that age mentally/in personality and memories is MUN option; people will know enough to have a clue what they should be doing and what's going on, but it's not a full AU - you know where you're from and there isn't really a good explanation for why you went from the Manor, or wherever else, to high school. Their wardrobes will be replaced solely with school uniforms and pajamas. The only way to remain the proper age free of uniforms is if the character has assumed the role of 'teacher', in which case you are more of less forced to teach. Should characters try to skip out on classes they will find their luck getting worse and worse until they make attendance- however there is no punishment for bad behavior in class for either party.

Manorites will be nerfed and mostly turned human, with lethal weapons confiscated for the duration of the event, but the extent of the nerfs/changes is MUN option - you can go full-bore "Normal human teenager/teacher" or keep things mostly functional if unable to blow things up. There's nothing wrong to use powers to misbehave, so long as it loses lethal ability. As for being turned human, it is again mostly up to mun decision just how human they get so long as they're able to navigate the school and are, well, basicaly human - you can be a weird looking human, as long as you're human. Weapons that only stun are also fair game, as are improvised weapons (brooms, chairs, shoes), and there is also the foolproof option of just punching the jerk in the face.

The NPCs that fill up the rest of the student body will be far more interactive and animated than most have to date. They will act like your typical students, and have formed typical cliques, though cliques might have been exaggerated to stereotypes (the 'popular' crowd consists of ditzy blonds with massive boobs, the 'emo' crowd sits on the back steps smoking and writing bad poetry all day, etc.). You can feel free to Godmod them for the most part.

The weather will be a bit hot, but clear and mild, enough that it's not a horrible trial to be out on the grounds; there's a wall around the grounds and attempting to leave will find you suddenly face to face with The Fourth Wall - for this plot, it's only visible when you're within about a ten yards of it, but it's about ten yards away from the wall in any direction, and will appear as some kind of opaque barrier that goes straight up as far as you can see like a photo-printed backdrop of a landscape with a town in the distance. (From within school grounds, it looks like there's a pleasant forested area with some kind of medium-sized modern central European-looking town - tile roofs and some older architecture and all.)
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This week, it's raining, wet, and miserable outside...

And may not be much better inside. There's noises of skittering and movement in the walls, and sharp-eyed characters may catch glimpses of small furry shapes darting around the Manor trying to avoid being seen while they go about their nefarious business.

Or their attempts at nefarious business; the squirrels are acting up, and are basically little furry gremlins for the week. They'll steal various objects and move them around the Manor, shuffling belongings so they turn up God Knows Where, booby-trap doors and various other things with pranks, spike food and drink with anything from alcohol to black pepper, and generally be as annoying as possible.

No, they're not above pranking people in their sleep, and yes, their sense of humor is about that of an annoying college frat boy. (And how did they even learn to use a Sharpie or a whipped cream container, anyway?)

It's wide open to anything you can come up with happening to your character here; they basically won't go for anything outright DANGEROUS, but they will be annoying as all HELL.

Of course, them getting restless after a relative lull can only mean something else is coming soon...
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This week, the weather is mild, with light clouds, and it might look like everything's still quiet in the Manor...

Until you open your mouth.

This week, nobody can lie.

You can try to sidestep things, but if you're trying too hard, or not thinking, you're liable to blurt it out anyway; anything that you say will come out honest, and if you try to lie, you'll just find yourself saying the truth instead.

For some of you, this might not be a problem...

For others, well...

Have fun with that. :D

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