Apocalypse How Mods (
apocalypsehowmods) wrote in
apocalypsehowooc2021-07-21 04:11 pm
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Event OOC - For Sport
For Sport - OOC
Summaries and content warnings for each prompt in the event are provided below. Please pose questions to the designated mod comment, and plot away!
The IC Event Post is located HERE.
Timeline
➥ Breaking It In: 21 July
➥ Move the Goalposts: 23-24 July
➥ Curveball: 23-24 July
➥ Below the Belt: 24 July (night)
➥ Sticky Wicket: 21 July - 5 August
➥ Breaking It In
cw: mentions of apparent mutilation of/violence against animals and animal death
Characters are given a briefing by Reyes Amador that the kelpie encountered in the TDM prompt has likely come from Essex Bay. They know this due to triangulating disappearances and apparent marine mammal deaths. Reyes invites people to ask them questions about this mission and about ADI. Bonnie is also present to give her opinions.
➥ Move the Goalposts
cw: kidnapping, violence, sadism
Kelpies appear and attempt to kidnap characters from Gloucester. The only safe haven from the creatures if you can't fight them is ADI HQ and ADI Housing.
➥ Curveball
cw: kidnapping, violence/violence and mutilation against apparent animals, sadism, body horror, transformation, potential for claustrophobia
Kidnapped characters awaken to find the kelpies tormenting what seems to be a seal. It is not a seal, though. The kelpies cut the animal open to reveal it's a woman who's been trapped inside the sealskin. Kidnapped characters find themselves subject to the same fate. They are wrapped in sealskin and become psychically-linked selkies, hunted by the kelpies through the dark waters of Essex Bay.
➥ Below the Belt
cw: violence/violence and mutilation against apparent animals, body horror, gore
Characters on the Essex Bay mission arrive to find clever seals in the water being chased by horrible crocodile horse monsters. The kelpies attempt to hunt, capture, and kill the selkies and their would-be rescuers.
➥ Sticky Wicket
cw: potential for severe burns/injury, pain
Characters are tasked with fetching artifacts from a rundown portion of the Docks. The artifacts, if touched, induce 3rd-degree burns and a burning sensation across one's entire body. Additionally, characters may find themselves having to deal with some of the young punks around town who have claimed this part of the Docks for themselves and want what's in that box.
A Handy Plotting Form
The IC Event Post is located HERE.
Timeline
➥ Breaking It In: 21 July
➥ Move the Goalposts: 23-24 July
➥ Curveball: 23-24 July
➥ Below the Belt: 24 July (night)
➥ Sticky Wicket: 21 July - 5 August
➥ Breaking It In
cw: mentions of apparent mutilation of/violence against animals and animal death
Characters are given a briefing by Reyes Amador that the kelpie encountered in the TDM prompt has likely come from Essex Bay. They know this due to triangulating disappearances and apparent marine mammal deaths. Reyes invites people to ask them questions about this mission and about ADI. Bonnie is also present to give her opinions.
➥ Move the Goalposts
cw: kidnapping, violence, sadism
Kelpies appear and attempt to kidnap characters from Gloucester. The only safe haven from the creatures if you can't fight them is ADI HQ and ADI Housing.
➥ Curveball
cw: kidnapping, violence/violence and mutilation against apparent animals, sadism, body horror, transformation, potential for claustrophobia
Kidnapped characters awaken to find the kelpies tormenting what seems to be a seal. It is not a seal, though. The kelpies cut the animal open to reveal it's a woman who's been trapped inside the sealskin. Kidnapped characters find themselves subject to the same fate. They are wrapped in sealskin and become psychically-linked selkies, hunted by the kelpies through the dark waters of Essex Bay.
➥ Below the Belt
cw: violence/violence and mutilation against apparent animals, body horror, gore
Characters on the Essex Bay mission arrive to find clever seals in the water being chased by horrible crocodile horse monsters. The kelpies attempt to hunt, capture, and kill the selkies and their would-be rescuers.
➥ Sticky Wicket
cw: potential for severe burns/injury, pain
Characters are tasked with fetching artifacts from a rundown portion of the Docks. The artifacts, if touched, induce 3rd-degree burns and a burning sensation across one's entire body. Additionally, characters may find themselves having to deal with some of the young punks around town who have claimed this part of the Docks for themselves and want what's in that box.
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→ Housing: ADI (Apt A3)
→ Permissions: HERE
→ Breaking It In - Keith will be at the meeting, listening in. He has a good chonk of experience dealing with missions and will speak up as he sees fit, but he'll be doing more listening than asking questions. Doesn't trust ADI fully and will probably want to ask earlier arrivals aboout how the previous mission went.
→ Move the Goalposts - Unlikely that Keith will actually get kidnapped b/c he can handle himself pretty well in a fight, but he hasn't figured out his weapon of choice is cursed and will make him super paranoid when he activates it, woops. I'm down for playing out a fight / escape from Kelpies as well as dealing with some of the after effects of the paranoia. Would also be down for him failing to save your character from the Kelpies as a way of forming some delicious guilt laden CR.
→ Curveball - N/A
→ Below the Belt - He'll be involved in the rescue mission and will .. actually be pleasantly surprised (delighted, even) that the seals here apparently want to try and communicate. He will be very attentive to trying to figure out what any seals are trying to say, and will help cut people free from the skins if they somehow manage to convey that's what he has to do.
→ Sticky Wicket - Keith is still on camp Don't Trust ADI and will absolutely be curious as to what the hell is in the box. Stop him? Watch him get a third degree burn? Help him???? Also, if gang members show up and try to throw hands, Keith is a pretty good at combat and could help. But if the gang gets there before he gets the box open, he might be pretty inclined to let them open it so he can see what's inside and then reclaim the artifact. So if anyone wants to raise eyebrows over his tactics (and/or encourage??) I'm down for all of that.
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Gosh, they're gonna look back on their conversation about appropriate dress like "wow that sure felt like a million years ago...." lmfao
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time to just. start a brawl i guess!!
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HERE is a starter! /closes eyes. Just lmk if htat's too difficult to work with and I'll happily tweak it to be more workable.
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Alternatively, lucky timing has Chris catching Keith ready to fight a kelpie about to kidnap him? Or halfway through that or immediately after or something? I'm not sure how you're making the Intense Paranoia work out for him, but if it appears mid-fight and Keith needs someone to watch his six, I'm definitely good to volunteer the old man here. 👍 Or he can just take him back to base, poor guy...
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And I am definitely down for fighting off kelpies together! The paranooia basically hits Keith whenever he activates his bayard and it manifests as heightened state of alertness/paranoia that lingers afterwards" and I'm thinking of playing it out like he's really on edge / jumpy about being watched or followed. Getting dragged back to ADI to like sit down and have some tea or w/e in the cafeteria would probably be helpful lmfao. Maybe they were doing patrols or something together when the kelpies showed up?
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And yeah, I'm 100% down for the patrol thing! Chris is gonna end up reporting the kelpies roaming around to security, who'll then allow patrolling schedules to be made, so he and Keith can definitely head out together one of those nights. 👍 Would it be Keith's first time encountering them during this whole kidnapping arc by then?
Off the top of my head I'm imagining the two of them managing to get the drop on one of them and Keith going first with Chris as back-up, hence the use of the bayard? And then one or two more end up coming because of the noise? Just for the "we were supposedly prepared BUT WE WEREN'T" vibes, hahaha.
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I was thinking it's probably Keith's second encounter with the kelpies when he's out patrolling with Chris! I don't think he'd necessarily have figured out his bayard's causing adverse mental side effects just yet since he's (so far) only activated it in combat situations which tend to make him hyperaware/twitchy on its own -- it'll be the lingering paranoia about being ambushed even when they're safe in ADI HQ that'll get him to be all ????
Also I love that set up, let's roll with it >D
Will you be putting a top level up for Chris or should I write us a starter when I get my log posted (a lil later on Friday, haha)
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And fantastic, I love this discovery arc for Keith. CAN'T WAIT.
ETA: Starter! Let me know if you need any changes. :D
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