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.
no subject
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...
no subject
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?
no subject
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.
no subject
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)
no subject
And fantastic, I love this discovery arc for Keith. CAN'T WAIT.
ETA: Starter! Let me know if you need any changes. :D
no subject