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| all seeing eyes - WASTELAND MODS ( @ 2008-08-22 04:38:00 |
| Entry tags: | !events, !important |
[EVENTS/ PLOT]
Here is a list of previous and present plots. Be sure to check back often for new developments!
Current month's calendar can be checked here!
[ THE TOWN HAS GONE CRAZY! // DAY 44: JULY 20TH 2009]
On Day 44, some will certainly be surprised. The sky is clear, in spite of the still lingering smoke from last night’s fireworks. The building that exploded is up for exploring/possible fire fighting and what so many fireworks were doing there can be left for some of you to wonder. The temperatures have gone up a little bit and the snow is slowly melting off of the streets.
The best, though, is yet to come: Have you ever heard of the calm before the storm? That is more or less what will happen. After the relaxing night watching the beautiful lights on the sky and sharing some moments with the closest ones to you, the 44th Day brings a surprise: Just like on day 42, the clock will start ringing, however, instead of once, randomly, every hour, or four times when someone new comes to town, the clock will be ringing all day, non-stop.
To add to this phenomenon, the light from the, until this moment, dorment lighthouse will start moving, at random, throughout the day, illuminating all of its surroundings as it passes, as well as the sea. Some of you will also still feel like they are being observed, and some might once again hear whispers, if they pay close attention from the noises besides the clock.
[ THE SKY IS ON FIRE! // DAY 43 (LATE EVENING/NIGHT): JULY 16TH 2009]
Day 43rd (Starting on July the 13th) was going just fine, the snow had stopped, and even though the temperatures were still low, all the noise from the clock and the whispers were no more and the sky has cleared out.
However, as evening approaches (July the 16th), something unexpected will happen! The return of power to the city brings an unpleasant side effect: exposed wiring and creatures intermittently chewing sets off an explosion on a building in Tides Turn that will cause a lot more than just a big “Boom!”, some dirt, a fire and a scare. As it turns out, the place was filled with fireworks, and, after it explodes, many will be lifting towards the sky, followed by many more, until all the fireworks in there are lit or the fire dies out.
Green, blue, red, yellow, and so many more lights, in all shapes and forms, will fill the night sky, worthy of an Olympic Games Season Opening.
[ DID YOU HEAR THAT…? // DAY 42: JULY 6TH 2009]
Another night passes once again in Asper city announcing the beginning of the 42th Day since the very first residents arrived. The snow is still falling outside together with the first signs of light – Nothing is really new, except for when the clock in the clock tower starts ringing. It would be normal for it to ring the usual four times whenever someone new arrives to the city but, today, the clock is ringing with much more frequency than what could be considered normal.
Every hour the clock will ring the usual four times. As if to add to the strange pattern, some residents will find their electronic devices randomly displaying static, even if they are turned off. Between the static, and the ringing, some might as well feel like they are being observed: by a friend, by a foe, by the walls, by the skies, streets, ghettos, buildings, by the city itself.
Amongst the noise, and the eerie atmosphere outside, some might hear whispers, a number of different, common everyday town conversations, from what sounds like colleagues discussing a new business strategy for their company to kids laughing in the school playground, vendors showing off their goods, lovers making one too many promises, friends chit-chatting about everything and nothing, a mother scolding her child, all overlaying themselves. If your character looks back or closer to where he thinks he heard the sounds coming from, they won’t see anything besides an empty street, an empty room, a perfectly normal radio that emits static sometimes, the whispers stopping the moment they turn to check. Between the whispers, one in particular keeps on repeating itself, between the many conversations, in many different voices and tones, from children to elderly, from women to men:
[ DO YOU HEAR STATIC…? // DAY 37 (LATE NIGHT): JUNE 6TH 2009]
Late day 37 (June 6th) the residents of Asper City will find themselves awaking (quite rudely!) to massive amounts of static emitting from any and every television set. Loud enough to wake the dead, they will discover that regardless of whether or not the set is plugged in (or with power) a mysterious program will begin to play.
After it has concluded, all individuals in Asper will find their powers are back-- temporarily and perhaps not exactly as how they remember them. Bring on the destruction.
[ EGG HUNT // DAY THIRTY TWO-THIRTY FIVE : APRIL 27th-MAY 24TH 2009]
On Day thirty-two, sometime April 27th, one of the scientists makes an intriguing post to the network. Proposing an egg-hunt of sorts, they explain that an object of great value is hidden somewhere among the city ruins. To the point, it’s a water filter. But who knows how long it’ll stay there if nobody finds it? The filter does not make the water drinkable, but it cleans it enough for washing and other miscellaneous uses.
STATUS: UNDETERMINED (LAVI’S INVESTIGATING).
[ ACT TWO // DAY EIGHTEEN-TWENTY-FOUR : JANUARY 21st – MARCH 18th 2009]
About midday on Day Eighteen-- January 21st in real time-- characters will hear the far away roar of an explosion; mirroring the last event, a cloud of rising dust will be very (read as: much more) apparent on the horizon. A hot gust of wind will crash into the city maybe half an hour later, shattering most if not every windowpane along the northern side of the city and bringing with it a heavy load of ash, more than there was the last time. Because the wind is blowing across open land, it will gather small rocks and other debris. This ash will also be much more harmful to the lungs if inhaled due to its toxic nature; if inhaled in excess, characters will be subject to severe respiratory illness and perhaps even death.
This ash shower will last until Day Twenty-two; gradually becoming more and more toxic although less in volume. It will eventually rain on the city late Day Nineteen but soon turns to snow. Like last time, by Day Nineteen the sun will be blocked out and the temperature will drop considerably. If characters are not dressed properly, frostbite is likely. Anything that uses an electric motor will cease functioning; so say goodbye to any cars in the area.
Additionally, around Day Twenty, characters will start to feel sick-- those in the industrial region will be significantly more affected than those beyond the hospital, but all characters will share feelings of nausea, vomiting, headache, fatigue, and weakness. Those affected more heavily will experience hair loss, vomiting blood, poor wound healing, easily susceptible to infections of said wounds and a fever. Characters will start to recover from around Day Twenty-one to Day Twenty-four, depending on how healthy they were before the rain.
Refer to this if confused on how heavily your character is to be affected; the darker region is all of the symptoms, while the lighter shade is only the first five.
[ SNOWSTORM // DAY NINE-ELEVEN : NOVEMBER 22ND – DECEMBER 7TH 2008]
Late on day nine-- the 22nd of November, in real time-- characters may be awoken by an explosion far in the distance. A rising cloud of dust will be noticeable over the horizon, and five or so hours later the sky will darken considerably. Eleven hours after the initial blast, the sky will be completely concealed as ash rains down and covers just about everything.
The ash rain will last until Day 11, IC time-- December 4th in real time-- by which time the fallen ash will still remain, but the sky will have cleared up.
During this time:
- as the sun is blocked, the temperature will drop from the usual warmth; during Day 10 (Nov 24-Nov 30), it will be so cold frost gathers along windowpanes & streetlamps and any open source of water/moisture freezes a little bit.
- monsters will be extremely irritable and vicious, but towards the end of the event they will get fewer and fewer in number, as the ash chokes and kills many.
The further affects of this-- and the reasons behind their happening-- are to be discovered. Though it certainly is rather helpful that the monsters are scarce after the rain.
[ GUNSHOTS // DAY THREE-FIVE : OCTOBER 6-26TH 2008]
Gunshots and a resounding roar are heard coming from the forest late on day three; upon investigation, characters will find the forest dark and unnaturally still, a sense of fear slowly but surely building until it's hard to ignore. As if driven away, characters won't find any monsters in their search: there'll be a narrow but obviously man-made path winding through the trees.
As they walk along the path, they'll find soil much damper than it was before, the trees grown further apart but also much larger in size; stumps both new and old, and finally a rustic axe wedged into the remnants of a tree truck.
The path eventually splits two ways: a left and a right.
A machete is wedged into the tree on the left, the right skinnies down so it is wide enough only for single-file. The right will only lead to more trees, but the left will lead to blood scattered on the grass and dried onto the dirt. There is a small house on a cleared patch of land, a while down the path: a porch is all around it and there's a torn screen door in sight. There's glass from the windows scattered around as well, so watch your step. Blood is splattered and pooled not on the house but rather leading away from it.
The blood leads to an abandoned chicken coop fenced with wire, twisting around into a thicket of bush and tree: the unsightly remains of a middle-aged man lay there, attracting flies. Vital organs and other limbs aside, he's missing a hand: but unlike the rest, it is nowhere to be found.
Inside the shack characters will find various forest animal carcasses strung up on hooks, pelts on the shabby furniture and trophies on the walls. A rocking chair sits in the midst of the bodies. (Investigation of the chair reveals a bronzing pocket watch that refuses to open. And an ashtray, some cigarettes and a small canteen of scotch. Used. [ITEMS MUST BE CLAIMED TO BE USEABLE. 1 CLAIM PER ITEM])
CIGARETTES - Leo.
POCKET WATCH - Eve.
CANTEEN OF SCOTCH - Peony
Investigation of the bedroom and kitchen will reveal food and the corpse of a small girl, tucked away into her bed with a teddy bear, but other than that there isn't much of interest.
Underneath a stained and askew mat, characters will find a hidden doorway leading to a small basement: there characters will find the body of a young woman, a shotgun, shells for an assortment of arms, rat poison, fresh meat and dry timber.
