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badfic_manor_mods) wrote in
badfic_ooc2012-10-01 12:14 am
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Plot Update - Asylum, Week 3
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.
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.