PLOT POST: RACCOON CITY
Jul. 10th, 2011 06:54 pm![[identity profile]](https://www.dreamwidth.org/img/silk/identity/openid.png)
Monday morning, the Manorites will wake up scattered around the center of lovely Raccoon City! As per similar plots, you’re not going to have more than you could easily carry on you, so basically, characters will have … what they’d usually take with them and maybe a few other easily portable things. Powerful characters like the Arrancar, the DBZ cast, etc. will find themselves depowered – Nobody is losing their powers altogether, but much like Jurassic Park, anybody with powers is being nerfed down to where they will have to actually work to get through this; no coasting through toasting all the zombies and laughing off the plot. There WILL be some firearms, ammunition, and other weapons, improvised or not, to scavenge around the city, as what you'd expect in a Survival Horror game; these will not return with the characters at the end of the plot, although any existing ammunition they have that they replace can be kept.
Naturally, the city is infested with zombies! …And some other things, although the other creatures are much rarer. If you really want to mess with your characters, besides the “holy crap the entire city is walking dead”, just about any of the Resident Evil monsters short of major named NPC’s-turned-monster can be found somewhere; Hunters, Lickers, Cerberus dogs, birds, etc. can be found, along with occasional weirder things. We are allowing for godmodding of the monsters so long as they’re kept within what they should be doing and are being handled within the above mention of character abilities! (In other words, feel free to be caught fighting off/running from zombie hordes and occasional other monsters without needing an NPC account involved, though if someone has something special in mind and wants to go up against a mod-run monster, we are available for it!)
There will be a safehouse, IC’ly announced on the network early in the week, on the edge of town that characters can move towards, and possible further complications later in the plot.
This plot will be a roughly two week plot; it will end on Thursday of the second week, with characters getting the remainder of next week to recover at the Manor before the next plot.
The weather will be grey and miserable, but it won’t actively rain; there might be fog and mist in the mornings.
Naturally, the city is infested with zombies! …And some other things, although the other creatures are much rarer. If you really want to mess with your characters, besides the “holy crap the entire city is walking dead”, just about any of the Resident Evil monsters short of major named NPC’s-turned-monster can be found somewhere; Hunters, Lickers, Cerberus dogs, birds, etc. can be found, along with occasional weirder things. We are allowing for godmodding of the monsters so long as they’re kept within what they should be doing and are being handled within the above mention of character abilities! (In other words, feel free to be caught fighting off/running from zombie hordes and occasional other monsters without needing an NPC account involved, though if someone has something special in mind and wants to go up against a mod-run monster, we are available for it!)
There will be a safehouse, IC’ly announced on the network early in the week, on the edge of town that characters can move towards, and possible further complications later in the plot.
This plot will be a roughly two week plot; it will end on Thursday of the second week, with characters getting the remainder of next week to recover at the Manor before the next plot.
The weather will be grey and miserable, but it won’t actively rain; there might be fog and mist in the mornings.