thalassino (
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vatheonooc2012-10-29 12:08 am
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Mod update | 28/10/12
◣ Mod Update ◢
☆ News - - -
✗ TAKEN CHARACTERS, PLAYER CONTACT, RESIDENCY POST, and other things have been updated.
Don't forget to comment to any of the pages if you have yet to do so!
✗ Apps are still open for a few days! Get 'em in if you haven't yet. On the first AC will start once more, and in addition we'll put a new monthly intro mingling log. The mingling log will take place during the day and will triple as also a (slightly late) Halloween party, as well as host to the previously announced talent contest. Basically. Come! Mingle! Meet new people!
✗ Finally we have one more exciting thing to announce! Namely the fact that Ten has agreed to join and strengthen our modding team as a list mod. Her information has been added to all the relevant pages, so from now on, you will also be able to contact her to work out any possible questions or problems.☆ Weather & Coral - - -
Sunday Monday Tuesday Wednesday Thursday Friday Saturday HIGH: 50° F / 10° C | HIGH: 52° F / 11° C | HIGH: 45° F / 7° C | HIGH: 36° F / 2° C | HIGH: 40° F / 4° C | HIGH: 42° F / 5° C | HIGH: 41° F / 5° C LOW: 42° F / 5° C | LOW: 45° F / 7° C | LOW: 39° F / 4° C | LOW: 28° F / -2° C | LOW: 34° F / 1° C | LOW: 34° F / 1° C | LOW: 36° F / 2° C
Sunday Monday Tuesday Wednesday Thursday Friday Saturday 100% POWER | 100% POWER | 100% POWER | 100% POWER | 100% POWER | 100% POWER | 100% POWER ☆ Plot - - -
✗ At the strike of midnight, everybody's tattoos glow for a moment before dimming again. No physical changes follow though, neither mental ones. So what could this be?
Once they wake up, things might become a bit clearer. First of all, they will realize the return of some (un)welcome guests. The fairies that had once hovered silently at the side of each foreigner in Vat have returned, once more hanging next to them as a silent guard.
And yet, something seems off. Perhaps it's their light that looks dim and almost sickly. Or the way they seems to twist slightly when cast in the shadow, flickering in the corner of one's eye, but back to (relative) normality when looked at directly.
Outside, a faint fog seems to have rolled all through Vatheon, hanging thickly low on the ground, creeping in alleyways and chasing across the cooler seeming squares. It almost seems like the bubble itself is dimmer even, yet the coral is as strong as ever. Perhaps it is just the imagination playing tricks on the eager mind. At the very least the natives are trying to cheer up the place a little. They certainly haven't forgotten about Halloween arriving! Many carved pumpkins lined the streets and shops of Vatheon, the candles inside making up for the slight loss of light. And most of those pumpkins are rightfully frightening!
... and then there are one or two with toasters carved into them. You'll have to forgive the natives. They try, they do. They really do.
There are other decorations up too. Witches and cats. Spider webs everywhere. And for those that have been here before, a familiar sight will be returning. Once more the streets of Vatheon are filled with flying jellybats. That is to say, faintly glowing jellyfish with batwings attached. Though a little spooky, they are rather adorable when you get used to them.
So. That seems to be it. A return of the fairies and some thematically appropriate stuff going down on the street. A nice, relaxed Halloween. Great.
Until night falls.
✗ When night comes, the fog only seems to thicken until it becomes something almost palpable, something you could reach out to and get lost in forever. (A ridiculous notion cause you are in a bubble, but whatever) Which is... slightly spooky, but okay. Why is there fog anyway? Aren't we in a bubble?
If only we had the time to contemplate these kind of things.
Suddenly all the fairies in Vatheon simultaneously start to scream and dissolve and melt before a character's very eyes. The gruesome spectacle is short, yet feels almost endless, not stopping until only thing that is left is a dark puddle of something on the ground below where the fairy once was.
And then that puddle starts to move, starts to twist, starts to grow. And out come your character's worst nightmares. They live to see you jump or cower. What's worse is that they seem to know your deepest worries or most private fears, and they have no problem giving you a private showing to keep your teeth rattling. Even sleep won't seem to keep these demons of the night away; doors shake, hinges creak, and getting a good night's rest may seem impossible. Too bad there's no one around to confide in - fears are easily fought in good company.
...Right?
Yes, this week's theme is living nightmares, and they're just dying to meet you.
✗ From sunset until sunrise, your character will find that they are now being haunted by their worst personal fears, either physically or a representation of what scares them the most. Their aim is to frighten - they will make noise, touch you while you aren't looking, give chase or maybe even force their way through closed doors, but they will not physically hurt you. They are, after all, only fears. Fighting them away with force won't make them go away, and in fact might make them multiply if you're lucky.
These fears will only affect and hunt the character they belong to. To others they are invisible until someone comes within too close a radius. That is to say, come within 15 - 20 yards of a character and their darkest fears will be visible to you too.
✗ "Are we supposed to cower the whole week?" Well, you certainly can if you want! But there is safety in numbers, and the same applies here. Specifically, the only way to tame your fear is to tell people about it. Simple, right?
However, there is a catch. Who you talk to and how much you explain will determine how much your fear decides to calm itself down.REFUSAL - 0% - will see no improvement. If your character stays stubborn and refuses to talk, they won't see any signs of that fear leaving them alone.
VAGUE ANSWERS - 10% - will see a little improvement. The fears will become a little bit less pressing, and a little less haunting. They may hold themselves back more, almost as if they are waiting.
IN-DEPTH DISCUSSION - 40% - will see moderate improvement. Why are you afraid? Does it embarrass you? It must be difficult to talk about without feeling a little vulnerable, but it may prove useful.
CONFIDING IN ONE PERSON - 20% - If your character is willing to talk about their fears but only to one person, they'll find while there is some improvement, it is not the biggest improvement they can find.
CONFIDING IN A FEW PEOPLE - 30% - Now we are talking. The more people a character will talk to, the easier the fear becomes to deal with.
CONFIDING IN THE WHOLE NETWORK - 40% - And now for something that takes true courage. Confiding in the whole network will certainly help lessen your fear a lot. But can your character bear it? For everybody to know their darkest fears?
So, how to determine how much a characters fears will be lessened? Add together the relevant details, depending on your characters actions this week and you will know. For example, if you characters ends up being completely honest with their best friend, their fears will lessen 20% + 40% = 60%. On the other hand if they contact the entire network but are dreadfully vague about it, that gives us 10% + 40% = 50% less fear. The numbers are flexible though. These percentages are the maximum the fear will lessen. If you feel your characters confession is in-depth but still leaving out crucial details, perhaps the fear won't lessen by 40% but only by 30%. Don't get too caught up on the numbers though. They are only a rough guide line so we all roughly are working along the same lines here.
So, city. How much honesty can you manage? It's up to you. Also, remember that it's a clean slate for discussion - just because a character may have shared things about their fear in the past doesn't mean the fear will let them be just yet! Better go find someone to have a good heart-to-heart with, even if it feels a little redundant.
✗ The first time the fears will come out will be on Monday night. So even though the curse starts off at midnight, for those first few hours, everybody will still be safe from it. The signal for the living nightmares to rise is the melting of the fairies each night. And come morning, it will be the living fears themselves that will melt, only to have a sickly looking fairy rise from what they left behind. The fairies themselves can not be harmed, swatted at, destroyed or otherwise messed with. Characters might notice though that the more they share their fears, the healthier the fairies will look.
✗ As always, this curse is optional. The Fairies will be there for every character, but if you opt not to participate in the curse, all they will do each night is melt while rising again in the morning, without any nasty fears coming out the goo. Make sure to tag appropriate logs and posts with !curse: thirty six. Watch where you walk this week, Vatheon!
ETA: Oh. And because I forgot and was reminded! Characters might be noticing that the fish outside the bubble have all turned into skeletal anglerfish and other creepy deep-sea fish again. Just like previous Halloweens. If they were to go up to the island and fish, they'd still be catching the same fish as normal though.
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They are basically very tiny creatures with wings in a floating ball of light. The light differs from character to character. They don't speak, just flit around at the character's side. Does that help?
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