Plot post!

Jul. 16th, 2012 01:36 pm
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This week everyone will finally find themselves back at the manor and all of it's comforts, and for once there's no catch. That's right, this is going to be a nice and quiet week where manorites can just enjoy being back at the manor with no strings attached... for now.
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That's right, this year Manorcon is going for two weeks.

Don't you all love it so?

If you were nerfed last week and managed to annoy the Author enough for it to stick for more than one day, it'll be gone Monday morning; however, the nerfing is STILL in effect, so you CAN get re-nerfed!

As for the stuff that's going on every day, besides the usual vendors and all, the hours are the same as last week; the major event schedule for this week is below!

SCHEDULE - WEEK TWO! )
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Welcome to Manorcon!

Monday morning, characters will find themselves in the registration area of a large convention; the hotel where their rooms are is in the center, and as much as the "fans" and other assorted NPC's come and go, there doesn't seem to be an "outside" - there's a courtyard in the middle of the center, and all, but attempting to leave will get that frustrating "walk out the door and find yourself walking right back in" game.

Lest you think you can avoid the con after the first day by hiding in your room - there is no room service, and the food court is in the middle of the convention center.

It's a good sized convention, and while there will be some of the usual NPC's, most of those are working staff; the majority of people at the con will, for the most part, act like ... well, what you'd expect of a bunch of fans at a con of all varieties, although some of them might occasionally seem "not all there". Characters are free to run across both good and bad cosplayers of themselves, fangirls, fanboys, cosplayers of people they know, and everything in between; players are free to godmod/NPC-play the 'fans' and assorted annoyances as they see fit. (Like most of you are going to pass up an opportunity to troll your characters.) Also it'll be hazy whether the fans recognize your character as "a really good cosplayer" or THEMSELVES, for added fourth-wall-what surreality at mod-option. You can also request a mod or other player NPC'ing a fan if you want.

People WILL have their powers, for the most part, but there's a catch - attempt to harm one of the "fans" or do something destructive to the center, and you will find yourself nerfed powerless for the duration of the Con. Continued attempts at murder, mayhem, and destruction will find them nerfed again, and they will find themselves something small, cute, and harmless.

The Dealer's Room, Artist's Alley, Game Room, and Manga Library are all pretty large and well-stocked; it -IS- possible to commission artwork in the Alley if you want to, and there's tables in the Dealer's Room with all sorts of merchandise, random trinkets, apparel, doujinshi, etc.. The screening room will be airing random movies, episodes, and whatever in between the scheduled screenings, so that characters from such canons CAN blunder in to see their own canon. Consider this an opportunity to kick the fourth wall and let the characters see how the Author sees them, or see other people's canons! If anyone has special notes about what they want/don't want others to know, please post here, and it's recommended to clear with the other player if you want your character to trip over something important from someone else's canon.

SCREENINGS ARE TEMPORAL DISTORTION OPTIONAL. In other words, you CAN watch the entire series and have only a couple hours/a relatively short amount of time pass outside the screening room. If events overlap, assume they're in different rooms.

ALSO FEEL FREE TO FORWARD/BACKDATE. Do not feel like you have to adhere to the schedule for your posts! Just mention what event they're around, if they're around an event and not just ambiently wandering. The schedule is there to give you events to plot around, not to make you keep it!

THIS WILL BE A TWO-WEEK PLOT. There will be different events for next week to poke at, and if you have any requests feel free to leave them!

AS FOR WHAT THEY GET TO KEEP AFTER THIS PLOT: Anything lacking spoilers for anyone's canon or things that'd tell them things they wouldn't know otherwise! So, trinkets, plushies, and traumatizing doujinshi are fair game; copies of your canon or someone else's canon are not. MEMORIES WILL BE TREATED SIMILARLY: Characters are free to remember this plot, but anything that'd be a canon-spoiler or information they wouldn't have known otherwise about their canon or someone else's will be forgotten, even though they'll remember events around it! I'm sure some characters are going to leave Manorcon questioning how much they'd been drinking to have that many memory holes.

THE SCHEDULE )
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Someone out exploring, hunting, or foraging early Monday will find something that wasn't there before - a trail, leading off in between the hills vaguely following the stream. If it's followed on horseback at a fairly easy pace, it goes for a little over a day; if you're in a hurry, it's closer to nightfall before hitting something unusual.

That something? Is a small, late 1800's, stereotypical western-movie old west town. There's not a whole lot there; a couple craftsman, a grocer's, a saloon, and an inn that has rooms for rent if anyone actually asks. The NPC's have about the range of personality of an RPG NPC; they'll go about their lives, but are pretty much nondescript period-appropriate extras that may not always respond if spoken to, or if they do, have fairly short scripted responses.

Of course, it's up to the characters/MUN if they're going to make the ride from the camp to see what's on the other end of the path; it is entirely possible to hang around the camp for the entire plot, or to sprint for the town as soon as possible.

If that sounds too good to be true, it kind of is; starting around Thursday, there's a gang that moves in - stereotypical black hats and black clothes and all. They'll be hassling characters in the town, possibly making threats, and there will be a raid on the camp during the week for anyone still there; we'll be making a couple of NPC posts, although some of the harassment and them hanging around can be player-godmodded. (And, hell, if you want to get shot, more power to you!)

The weather's still sunny and hot, albeit chilly at night; those with active powers will find them nerfed a little worse than last week - enough for small tricks, but not enough to rely on them in a fight. New arrivals this week will show up in tents in the camp, as outlined here.

Of course, the wildlife is still out there as well, both useful and ... less useful.
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Come Monday morning, the manorites will find themselves in the middle of a lot of scrubbrush. There's some mountains that seem to be ringing the area, but heading too far away from the "camp" area eventually, after several hours, will find you coming right back into camp. As for water, there's a small stream that cuts across the scrub near the camp area.

There aren't any buildings; instead, everyone has tents that're barely big enough for two people - if someone has a roommate, they'll wake up sharing a tent, otherwise, the tent is to themselves, and there is a horse tethered outside the tent for each character. The horses are basically NPC's, and personalities are MUN-option; they can be passive and well behaved, or total pains in the ass. They're also the easy part of this, since they're basically working under movie-plot horse rules - they'll be seen foraging a little, will drink from the stream, but characters won't really need to worry about feeding or watering them. As for possessions, people will basically have their clothes and what they'd carry on them; the rest is nebulously back in their room at the Manor. Tents are loosely arranged around a few large campfire-pits with wood piled in them; the fires will be banked for Monday morning, and might need to be restarted come Tuesday evening.

There will be food supplies in backpacks enough for a day or two, if people stretch it, by the tents; the backpacks will share whatever symbols might mark people's Blackberries, or some other identifying charm to label whose they are. The rest of the contents of the bag will be pretty rudimentary late-1800's tools, appropriate to the Author's sense of what the character's relative lifestyles would translate to... which might be useful, or might be way off.

Once the food runs out, you're stuck foraging! Have fun with that. There's some edible cacti, but those not familiar with desert survival might find it a little hard to find and collect edible plants. Fortunately, there is wildlife; hares, rabbits, quail, peccary, hawks, vultures, and various small birds...

By the way, peccary might seem like cute little wild pigs, but they're kind of mean bastards, they do have tusks in those jaws, and they're not afraid to use them.

There's also the wonderful assortment of other things associated with the desert, not all of them appropriate to what seems to be southwestern US; there's rattlesnakes, some nonpoisonous snakes and lizards, tarantulas, several varieties of scorpions, and a few other kinds of snakes and spiders of the "This sounded interesting, and the Author didn't care that it doesn't belong here" variety. Yes, this means you can find big and relatively nonvenomous black emperor scorpions that don't belong, as well as maybe an out of place cobra.

Oh, and also windscorpions - which aren't poisonous, as freaky-looking as they are (if you're not faint of heart about arachnid-type-things, google it, but it is a warning for the phobic)... only instead of their actual size of an inch or two long at most, she's apparently going with internet urban legends, which means something that approaches half a foot. They move VERY fast and have a kind of nasty bite with those big jaws despite being nonvenomous.

EDIT: Yes, as per what was in the spoiler post, powers are nerfed! They're still present, but MUCH weaker than what you're used to; enough to make survival and the wildlife a potential challenge.

This will be week one of a two-week plot - don't worry, you'll get something resembling civilization back soon!
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After some debate and a couple suggestions, we're going to try something different.

For the time being, with the current pace of things, instead of the usual changeover we're going to delay the plot changeover and extend the previous plot for another week -

So yes, if you want to mess with the random effects for sick week, it will be going for the rest of this week before we continue on with the plot listed in the Spoiler Post as scheduled!

It's going to be a bit of a trial run; we're considering allowing some of the plots to last a bit longer so people have more time to mess with them, with some of it going by player feedback - if we've got a few people that're opting out of a plot, we're not going to extend it in a way that'd make it harder for everyone staying involved.

The current question is if there's any further suggestions, input, or concerns; we'll be putting up a poll after a couple tests on this for whether we should go back to the old scheduling or continue to allow some of the less intensive plots to last a bit longer.
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The good news is, the weather outside is almost unnaturally beautiful - it's just warm enough to be comfortable in short sleeves/shorts, the sun is shining, there's not a cloud in the sky, there's a light breeze, cute birds, singing flowers...

Oops. Yeah. Singing flowers. They're not sprouting faces or anything, but the gardens are a constant chorus of unintelligible little cheerful voices in some unidentifiable strung-together tune.

Also, while the inside seems normal - if a bit brighter, and with some of the decor more cheery colors than just "neutral/a bit rich" - you may find random things happening...

Basically, for anywhere from a few minutes to a full day, your characters can be randomly afflicted by past plots! It'll usually be the (at least hypothetically) traumatic stuff, but you could find yourself reverted to childhood, suddenly a pony or pokemon, genderswapped, with your powers swapped for something else or with powers period if you don't normally have them - pretty much anything that's happened in the past, and you can feel free to fish for ideas if you can't think of something or ask here! (Odds are good it's happened at some point in the past couple years.)

There's also a basket of chocolate and fruit with ribbons and bows, and a little apparently handwritten sign in pink sparkly ink that reads "I love you guys"; it replenishes automatically, will be back intact as soon as you look away if it's destroyed or damaged, and anyone eating from it will find themselves in kind of a stupidly good mood, ranging from "my it's a wonderful day" to "~Life is wonderful and I love you all~".

The secret to all of this?

The author's come down with a nasty throat/chest infection, and has been given prescription cough syrup.

The kind with hydrocodone in it.

Have fun!

(And apologies for being a bit late. >.>; there was long-weekend things going on.)
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The network is settling down and done with the memory broadcasts...but everyone opting in on this plot will find the new plot very obvious as soon as they wake up - because there's going to be something very important missing.

Everyone affected will lose the use of one of their normal senses for the duration of the week - sight, hearing, touch, etc.; unfortunately, everything in the Manor is the same as ever, and there's nothing to magically help you adapt - if you're used to being sighted, well, have fun getting used to being blind, and ditto for deafness or anything else. There isn't anything preventing asking for help, though, so you can always get a hand from someone else if you're willing.

As for the weather, the nasty storm from last week is dying down, and about Tuesday it'll have settled into being partly cloudy and relatively pleasant, if still damp outside.

Plot Post!

May. 14th, 2012 02:38 am
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Well, this SEEMS like a nice, quiet, peaceful plot! There's nothing too bizarre going on inside, your powers work normally, you're all intact and normal. The weather isn't exactly okay, particularly for the first part of the week - as there seems to be a minor hurricane going on outside, complete with hailstones, driving rain, and high winds - which seemingly randomly will let up and then get worse... but that's actually not an Author plot.

No, the author plot is a little more insidious; at some point, for everyone who wants to opt into the plot, your Blackberry will broadcast, but not the usual random broadcasts of what's going on around you, no.

Instead, it airs some important memory of yours. This memory can be good, bad, indifferent, or "complicated", but it will be something that had a major effect on you or was important in how you got to where you are. You can't shut off the broadcast or stop it once it starts, although you can respond to any replies people make to it on the network. As far as accessing past posts on the network, it'll be like any other public post, but for some reason, this one can't be edited, privated, or filtered, at all. How long it is, and how much it shows, is MUN discretion; the "camera" in the memory has pretty free range of motion. This effect will only trigger once for each character whose MUN decides to hit them with the plot.
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Over the next couple of days, unless someone is especially directionally challenged or pointedly staying in the jungle, those that're still trying to reach the destination - you know, palace, being expected, rooms and beds and food waiting - will make it to the palace grounds out of the jungle; the servants, fairly standard "act within role" NPC's, will give a nice welcome, show to rooms, baths, and food; there'll be a post up for audiences if anyone wants to accept an invitation to meet the Maharajah.

The palace servant/guard NPC's seem pretty clueless about anything being wrong ... but then they also seem pretty clueless about anything in general. (No really, you're going to get "Welcome to Corneria!" type dialogue out of them. Conspiracy, or just the Author being lazy? The world may never know.)

This will be the last call for sacrifice volunteers - which, depending on response, will be final by Wednesday evening, at which point the rest of the plot will take effect and everything will go to Hell.

(Also the "sacrifice", people 16 and under getting kidnapped, and assassination attempts on those over 16 whether they're deciding to be involved or not.)

New arrivals will show up at the palace; at least the Blackberries are still working, since the Palace NPC's won't be helpful for explaining what the Hell you're doing here.
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Welcome to lovely India!

Yes, as mentioned in the Spoiler Post, the Author's gone off on an old-school Indiana Jones kick…

Although this week it's going to be more quiet about such.

You'll be waking up in camps in the quiet little jungle village of Mayapore; it's a tiny little place without a lot there - you can get local food pretty easily, there's just enough amenities to survive, but it's not exactly luxury, and you're pretty close to the trees, jungle, and wildlife no matter which way you go. You might want to watch out for monkeys that'll steal food or small objects. The weather will be hot and humid, with scattered clouds; be thankful it's not raining.

The NPC's aren't entirely cardboard - they'll still feel "hollow/not there" to any psychics, but they've got enough personality to interact with people appropriately; they might blank out and skip over things that're too far out of what would make sense in the context of the setting, and breaking the fourth wall or bringing up things completely alien will also get a blank-out. Also most of the villagers speak a local regional language … which means you'll be dealing with a handful of broken speech and a couple of guide NPC's acting as translators. They're friendly, at least, although the guides seem a bit nervous, and the villagers are more desperate - a story it's very easy to get. Apparently there'd been a sacred sivalinga stone stolen from the village by members of a violent cult; the village's fortunes have taken a turn for the worse, while the cult's been getting more daring and dangerous. The villagers will be begging for any chance to bring the stone back; it won't be too hard to hear from the guides that there's plans to head on to Pankot Palace soon, and nebulous hints that a lot of questions will be answered there or that there's people that'll know more about the situation there.

At this point there's no other sign of the cult; you can go exploring in the jungle if you want, but you won't find a lot besides thick foliage, birds, some animals, and the occasional poisonous snake or tiger. Also monkeys, who seem to be slightly channeling the squirrels and will be increasingly obnoxious the further from the village you get.

On Wednesday, the guides will call time to move out, stating the destination as the Pankot Palace; there'll be a log posted with a couple different threads for parts of the trip, as the first day sees the Manor group traveling by elephant through the jungle… But by Friday, when they wake up, the guides and the elephants are nowhere to be found; before this, anyone who does anything that'd set off superstitions will find themselves shunned and avoided by the guides.

Also, it starts raining. Gotta love those jungles.

Still, there's a trail, and hey, there's a palace at the other end, right? Palaces mean warm beds, protection from spiders and snakes, real food, and a roof over your head!




Those with powers will find themselves nerfed down for this plot; their powers will still function enough to be present, but not enough to do a whole Hell of a lot. Things that're needed for survival will still function normally, and you can do a few things to try to make life easier, but you're not going to be working with a Hell of a lot of an edge on anyone else this plot.

Also worth noting that he Author's grasp of the ecosystem there is a bit hazy; while some of the wildlife and plants will be appropriate, you might end up hearing bird and animal calls that're movie-stock but out of place, as well as seeing occasional things like macaws (which are south american), a few kookaburra that're the source of that wonderful distinctive "jungle" bird call, a variety of snakes both native (cobras, pythons) and non-native (anacondas, green mambas), and big cats similarly native (tigers) and non-native (jaguars, anyone?). If it's an animal or plant that seems like it wouldn't be out of place in a jungle to the mind of someone who didn't do enough research, you might be able to trip over it while you're out in the jungle.
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This morning, things are going to be... a bit different once again; everyone's memories are restored to normal, but the Manor and the residents will find other changes.

The most obvious thing waking up? Is that the beds are a bit lower and built differently...

And you're now some kind of somewhat small, bright colored equine.

Yep. The Author has picked up My Little Pony. Be afraid.

The good news is that you retain a good bit more range of motion and ability to manipulate objects than you probably should have, with hooves and all; even the non-powered residents can still open cabinets, work kitchen utensils, open doors, etc., although some overly rational people thinking about it too hard might end up hurting their heads.

The more normal types and those without powers will mostly find themselves "Earth Ponies" - in other words, they're "Normal" ponies, albeit with all the odd colors and the rest of it. Some of those with powers and a few without will wake up with wings, as Pegasus ponies; not only can they fly with a great deal of control and maneuverability, and possibly a good bit of speed, they can use wind around them to move clouds and change weather. Pegasus ponies will also find themselves able to walk, sit, stand, and rest on clouds overhead. The rest of those with more blatant powers will wake up with unicorn horns, with their normal powers somewhat converted to magic; it'll still function, and they'll have the added bonus of a bit of telekinesis, enough to do things like write and other fine tasks that the broken cartoon physics wouldn't cover.

Everyone will also have some kind of symbol on their flank/hip - a "cutie mark" that's something symbolic of, or appropriate to them.

The layout of the place itself has changed a little; most of the stairs are now sloped ramps of some kind, with a lot of things a bit more open than usual. Furniture is somewhat simplified as well, although not as much as the more logically-minded would expect - cartoon physics and all. Clothes are optional, and anything signature that does get carried over in the wardrobes will be adapted to their new equine shape; less sleeves and pants, more capes, drapes, collars, and blankets. Any backpacks are now basically saddlebags without the saddle. Most weapons won't be found this week.

The forest has taken to heart its occasions of being a bit dangerous; besides a few remaining dinosaurs, there's cockatrice, manticores, and various plants with strange and occasionally supernatural properties that could be dangerous. Those poking too much around the lake may find a hydra popping its heads out.

The weather will be wobbling between sunny with scattered clouds, to a bit more clouded over and raining.
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This week, everyone's abilities are intact. The Manor's as "Normal" as it ever gets, everyone's in their proper bodies, and everything's acting about as you'd expect. There's some light rain early in the week that clears up later, and the doll thing is gone.

It's the usual Manor everyone's come to call home.

Or is it home?

This week, everyone loses all memory of their original "home" world and timeline; powers and skill sets are maintained, basic general knowledge is intact, but anything specific about "home" is gone. They might remember other people, but the context will be either blurry or off - "this is my childhood friend, they're not here right now", but nothing about where they grew up or where they're actually from. There won't really be a great deal filling in the blanks; those who've been around for canon-shifts and age-downs will remember that clearly, but a lot of gaps will, to first thought, just seem hazy and not that important. Someone determined enough or prone to analytics enough might get the feeling something's missing, but even new arrivals will find the Manor feeling as if it's where they've always lived, occasionally fluctuating population and all.

How they manage to rationalize through this or how severe the adaptation is, is up to you; in most cases there won't be outright falsified memories, just bits of things that duck around it - important events that shaped them might seem like they happened during some kind of field trip event or a more background-changing event, or are you sure it didn't happen here?, while skills and knowledge that hinge on something integral to their world will get filtered through the existing odd patchwork of everything coexisting simultaneously. Character's personalities will, for the most part, be unchanged, although some things that depended strongly on something to do with their home's society or their place in it might get a bit AU-warped.

It is possible to opt out if this would be something overly traumatic to the character; if there are any opt-outs, they get to be the straight man to everyone suddenly ... treating this as their "home".
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This week the manor is going to essentially be turned into a Dollhouse. Everything in it is going to be changed accordingly. Food will be plastic, there will be no running water as all the toilets and bathtubs are glass, and the showers plastic. Appliances no longer work either for the same reasons.

The manorites themselves have also been modified to fit the new setting. Their bodies will become that of dolls, jointed hollow, however they will retain the ability to move on their own, as well as move their faces normally.

Also Muns are permitted to have as much fun as they want with the wardrobes. It can be a smaller version of what they usually wear... or they can be stuck as a pretty, pretty pink princess for a week. Though be careful, at night someone might start rearranging rooms around... and changing clothes. Just fair warning to anyone who wakes up in a bathub inexplicably placed in the kitchen...

(Also extremely sorry for the late plot post guys! Plot mod just got ganked with the sickies! Get well soon Birdy!)
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For those who struggled through Jurassic Park: Monday finds you back at the Manor, with the weather mostly sunny; it's a bit muddy out, and cool. As the week progresses, it gets more sunny, and by the end of the week, everything will be dry and sunny and a bit warmer!

Yessir, after all those tropical storms, you get beautiful weather.

There's just one tiny downside.

Whenever you walk into direct sunlight - even if it's through a window - any clothes that're in said direct sunlight, vanish. Don't worry, they reappear when you get out of the sun, but, well, have fun dodging windows and staying indoors if you're modest. The problem afflicts makeshift clothes, too - wrapping up in towels and blankets will just get the cover affected as well.

By Thursday, it starts getting more complicated; curtains don't like to stay closed, blinds will open, and it'll be as if the house itself is conspiring to keep the windows open and sunny in the day. Of course, it might be possible to skulk around and avoid the windows at least in the hallways, bathrooms and ...PART of the kitchen, but any room with a window is pretty much doomed.

Hey, at least the dinosaurs are gone, right?

Right?

Whoops.

Looks like a few of them have moved into the woods around the Manor; the T-rex and such are thankfully absent, but some of the "smaller" carnivores and scavengers are there, and there's no telling when they'll go away; they don't seem inclined to come into the more groomed part of the grounds much, but the further you get away from the grounds, the more in their territory you get. It seems the Author's decided to start keeping a few "Monsters" out in the woods...
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Basically as of when this is being posted, the power will go down.

Remember the little enclosure of compys in the museum in the visitor center?

Someone really, reeeally obsessive-compulsive that was doing head counts obsessively might've noticed that at the end of the week, there were two fewer than at the beginning of the week...

And well, generator and breaker box parts have shiny things in them!

So the power's been sabotaged by a tiny squeaky lizard.

Moreover, the location of the main generator really was a bad idea; not long after that, the main generators in the raptor paddock were destroyed by the raptors.

Sometime mid-day today, there will be a dead, mangled, dismembered and disemboweled NPC just outside the living areas... demonstrating that the raptors are loose.

So, the fences are down! There's a safe haven on the boats, but other than that, all bets are pretty much off. The dinosaurs are the same as what people've been seeing safely in pens for the last week, only now, they're loose. For the carnivores and scavengers, you look tasty, and let's face it, humans are squishy and no self-respecting scavenger is above snapping at something that looks like it might be edible. The herbivores won't bother you unprovoked, but, well, they're large and unpredictable and can end up dangerous in their own right. The t-rex and raptors are going to be out hunting freely, while other predators might be more opportunistic.

Also, the compys make make off with any convenient small object that is Shiny and Interesting, so watch what you put down.

NOTE: The nerfs that started last week are still in effect! Aka, whoever you are, you might find yourself having to work to defend yourself, and not able to breeze through it/brush this off so easily if you're someone that would normally not have a problem.

If anyone's planning on volunteering to escort people or cover others going to the ship, feel free to plot here!
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Who wanted a tropical vacation? Because you're going to get one! That's wonderful news, right?

The bad news is, you're not in the Manor. You're on Isla Nublar, home to ...Jurassic Park.

Yep. Some of those who've been here long enough will remember this place. And yes, it WILL be a two week plot.

It'll be fairly typical "waking up on a field trip" patterns - instead of their rooms at the Manor, everyone wakes up in a room at the island's very nice resort hotel! Unlike most normal field trips, they won't find all of their belongings brought with; it'll be basically what they'd take on a week-trip - a few changes of clothes and necessities. This week, the power is on, all the amenities are in place, and the fences are safely functioning. There aren't many NPC's, only basically enough to have a skeleton staff running the place; they'll vanish next week. Players can, if they want, go wandering the park on their own time - it's a pretty fully set up tropical resort, and a nice one, even with the jungle-safari theme; Hammond was expecting the rich clientele. They can even go wandering to see the dinosaurs, from the safe side of the enclosures, or go visit the hatchery, and browse the museum area with all the (admittedly skewed and outdated) paleontological data on the dinosaurs.

Modern characters who can logically justify having seen the movie and remembering it can feel free to freak out. Their fears will prove to be well founded later. Those with a scientific interest can feel free to twitch, since for the MOST part the dinosaurs follow the movie's version of them, rather than actual scientific research... for the MOST part.

The first warning sign for some people will be that the more powerful people at the Manor will find themselves somewhat nerfed; they have their powers still, and enough to function and maybe protect themselves, but not enough to one-shot the dinosaurs or make it too easy.

The weather will start out sunny and pleasant on Monday, staying in the mid seventies Fahrenheit. There'll be a few light clouds on Tuesday, getting thicker on Wednesday with scattered showers; by Thursday, it's raining pretty hard and turning into a full-out storm, enough that going outside might be a bit miserable on Thursday and part of Friday. It'll seem to break a bit on Friday - the rain dying back down to a manageable level, and the sun breaking through the clouds - then resume Saturday night, getting unpleasant again on Sunday.

There are, once again, things like biohazard suits or getting help from someone else for Elphaba to cope with the rain; also fortunately, the resort hotel is fairly large, with well-stocked food stores.

The dinosaurs are spread out a bit over the built up part of the island; the T-rex has its own enclosure and is not that hard to spot. The raptors have the pit type enclosure, which is built a little like the big pits some zoos have for great cats; there's a walk-under area where you can see on their level through bulletproof, shatterproof glass. From above they can be a little hard to spot through the foliage although you can catch sight of them here and there, especially when they move or when it's feeding time; from the walk-by, there will occasionally be one or two of them getting curious to see who's wandering by, but you'll never see the whole pack. The dilophosaur's enclosure is similarly built, with a bit more space between the viewing areas and them, and a bit more emphasis on keeping solid glass in the way. These little guys" have some life enclosures out across the island where it's often hard to spot them, and a few in a reptile-house type enclosure inside the museum. The pterosaurs are in a specialized aviary, again with big-game safety measures for the guests. The big herbivores are in a wide open area with safari-roads protected by loose "walls" of electric fence wires that put out a rather impressive charge.

There are three jeeps that can be used to get around the island or take the safari-roads to see the big herbivores and the rex.

Here's the wiki!

Enjoy the week in the tropicswhile you can!

Mod Note: Transfers from the old comm are now closed; unless someone was on a hiatus and has contacted us previously about said hiatus, anyone who hasn't been transferred will be assumed as dropped! If you're one of the regulars and had some of your characters transferred over previously, you CAN let us know if you were still in the process of setting up, but otherwise, the Taken/etc. lists are going to be settled this week.

Plot Post!

Feb. 27th, 2012 03:51 am
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[personal profile] badfic_manor_mods
This week, we revisit a fairly simple plot; it's an opt-in - whether or not a character is affected is purely the MUN's decision.

Those that do opt in wake up Monday morning a bit...different - gender-flipped. This isn't an AU event; the characters still have all their normal memories, identity, etc., they've just been inconveniently altered, and will find their usual wardrobe also altered appropriately, or at least to the best of the Author's idea... which means that while it might be something a bored fangirl would think they'd wear if they were female, it doesn't actually have to be something they'd want to wear or ever willingly own.

The weather will be cloudy, with occasional spits of snowflakes, and warmer than last week.

Plot Post

Feb. 20th, 2012 12:40 am
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[personal profile] badfic_manor_mods
This morning, a select few will be waking up sharing a bed with someone else...

Well, two someone elses.

The author's decided to go ahead and play with the potential future aftermath of something like Valentine's, and because of that, those that signed up will find themselves waking up with some other resident of the Manor, with a child between them; the child will have traits of both parents - enough visible physical traits to recognize that s/he takes after both parents, and enough behavioral traits from both or either to both be recognizable as such and as obnoxious or well-behaved as the MUN's involved want. (Whose room they wake up in is also up to the players of the people paired off.) The kids will range between 2 at the youngest and 6 at the oldest; old enough to get into things, but not old enough to be left unsupervised; they can be NPC'ed by either or both "parents".


The people getting paired off are as follows:
Ryuutaro + Gokudera
Kanda + Rapunzel
Saguru + Mukuro
Badou + Norrington
Mary + Heiji
Temari + Alexstrasza
Vivien + Estellise
Mikami + Allen
Kaoru + Raidou
Catherine + Akito
Naoto + Charles


For the rest of you, it'll be a fairly peaceful week depending on whether or not you get tangled up with helping babysit or running into the kids; the weather outside is clear but cold, with pretty sparkly snow and blue skies.

Plot Post!

Feb. 13th, 2012 05:13 pm
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[personal profile] badfic_manor_mods
For Valentine's this year, the House is decked out with decorations; the couches and chairs have extra blankets folded on them, there's pink and red everywhere, and a lot of the decor is just a little bit more comfortable - crackling fires, a nice gentle light sparkling snow outside, with it just cold enough for that to hold; a firepit and blankets are out in the garden's Gazebo, the hot springs are running, and everything's got that little extra bit of comfort. Sappy music is playing in the halls and through the first floor, while the kitchen's being stocked with prepared food, mugs of cocoa, and bottles of wine, although who's responsible is unknown.

Of course, those able to see spirits and the supernatural might catch glimpses of little cupids and fairies flitting around giggling...

The food and drink, of course, isn't exactly safe, although it's a random thing, up to the MUN - some of it's safe, some of it's been spiked by the little "helpers" trying to make this Valentine's week ~special~. While you're more likely to get hit if you raid the pre-prepared food left around, there's still a chance ingredients or food in-progress can get spiked - they're diligent little annoyances. Once someone gets hit by an effect, it'll be in place for 24 to 72 hours at MUN discretion.

There's no warning signs on eating the spiked food or drink; the victim will feel perfectly normal...

Until they run into somebody. (In person; you CAN safely carry on conversations over the network with The Afflicted.)

At which point the effects kick in, and for the duration they'll be struck with the effects towards that person. Some of it will be single-target and only hit the first person they see, others might get a more Love Potion #9 effect where it'll shift to whoever else they run into if the initial target leaves - which would mean that, in an open thread, someone with the multi-target version could end up trying to flirt with everybody that tags them! Whether it's "first person they see only" or "first person they see until they run into someone else with that person absent" is entirely up to the MUN.

Of course, a victim who isn't also already suffering from one of the effects is free to react however they want, so you may not get anywhere; if your attempts at Befriending/flirting/hitting on go nowhere, there aren't any actual penalties beyond, depending on the character and severity, some melodrama.

The possible effects are as follows, and can be as severe or filtered through the character's personality as you want:

1) Best Friends - whoever it is, you're struck by all kinds of platonic warm fuzzy feelings; it's like they're the best thing that ever happened to you, closest buddy, and you just want to go spend time with them and hang out and you'll be together looking out for each other for ~life~. Maybe you're protective of them, maybe you're willing to set up anything for their happiness, but they're now your bestest buddy in the whoooole world. If you're hit less hard, then you're liable to act like your character would towards any normal overly close friend of theirs; someone hit harder might get a little obnoxious and platonic-stalkery.

2) Lost Puppy - They are the shiniest, most beautiful, wonderful person and you're crushing hard on them - but for whatever reason they're just too perfect for you to bring yourself to say it outright, whether you'd normally be the type to fluster or be dodgy or not. Still, you're going to find yourself thinking about them and wanting to be around them even if you're relying on them to figure it out... A character hit less hard will basically still act in their normal behavior patterns but be drawn to the target and weirdly unable to spit anything out; a character hit harder will turn into a stuttering fluffy woobie at the object of their affections.

3) Romantic/Sap - Congratulations, you've found your One True Love, and you want to win them over so they return it. A lower dose on this one might bolster courage on shy characters in addition to the "love spell" effect, and would mean the character going about trying to win their new True Love however they'd go about it normally - albeit with a lot less anxiety and a lot more ability to speak up if they're someone that normally struggles. A higher dose, well... I hope they don't mind roses and poetry and sappy speeches.

4) Love Potion No. 9 - The target is now the hottest thing on the planet and you want to hit that. On a low dose, it's again, basically filtered mostly through their personality besides the sudden intense attraction; on a higher dose, just about anybody will lapse into blatant flirting and possibly even bad pickup lines. Note that, as with any of the others, this doesn't guarantee that you'll get anywhere with the object of your affections, nor does it have any penalty if you fail besides maybe some extra pent-up frustration.


A supernaturally aware character that wants to try to interfere with the cupids and fairies can; they're less malicious than the squirrels, but they are pranksters, and there's a LOT of them - they'll happily lead any meddlers on wild goose chases and set up pranks, as well as try to trick the person into eating something more heavily dosed.

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