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Event OOC - Appalachia: Into the Pines
Appalachia: Into the Pines - OOC
This is the start of our Arc 1 finale, and it's going to take a little bit of a different format. We'll be providing information about (Alternate) Wolf Pen, West Virginia, where characters will be visiting for this event. While there may be similarities to the real Wolf Pen, please note that this is an AU version of that town. Anything written into the setting information here supersedes the real-world counterpart information.
The event will have heavy mod interaction for those characters wishing to engage with and influence the course of the plot. There will be opportunities to contribute regardless of any skills, powers, or resources your character may possess. If they can walk around and/or talk to someone, they can play an important role in stopping what's coming. For folks who want to take it a little easier and/or just interact with each other and this new place characters have traveled to, there will be more general setting prompts. Summaries and content warnings for those general setting prompts are provided below. The timeline for this event will be a bit looser than previous events to allow for players to drive how quickly things are addressed. Prompts related to mod interaction will be available at the time the IC event post goes up.
➥ tl;dr: Characters have been brought to Wolf Pen, West Virginia via train to try to stop an apocalypse ritual. ADI believes that a mining company called FYRE has something to do with it based on intel gathered by PCs in previous events and player plots. Characters will be housed in a hotel in town and asked to suss out what's going on with FYRE, liaise with the townsfolk, and investigate odd happenings nearby. Ultimately, they want to try to stop whatever ritual attempt is going on and maybe help with any other problems they identify.
➥ Country Roads: 16 May-4 June
➥ Puppet Show: 16 May-4 June
➥ No Place Like Home: 16 May-4 June
➥ Jeffrey's Hell: 16 May-4 June
Welcome to Wolf Pen, West Virginia!
Wolf Pen is a small town nestled in the heart of Appalachia. It is home to two large coal mines, one historic (Bluestone), one still active (Keppler). Both mines are owned by Faulkner, Yuan, Reid, and Eames (FYRE), Inc. FYRE is run by Carl Watts, a man known for his ruthless business acumen, union-busting tactics, somewhat shoddy mine safety record, and germaphobia. According to ADI intel, Watts is in Wolf Pen this month as part of a PR stunt. FYRE is reopening its closed mine as a tourist attraction, offering tours and guiding visitors through the history of mining in Appalachia, in general, and in Wolf Pen, specifically. On June 15th, a large celebration is planned within the mine, itself, promising to draw 'hundreds, possibly thousands.'
The inhabitants of Wolf Pen are a varied lot. Mining is the biggest industry in town and everyone is connected to the mines in some form or fashion, either working there or serving those who do. They're not the most trusting of people coming into their town given said people have tended not to care about them or theirs, so why extend the courtesy? The younger people are more welcoming, eager to hear about opportunities outside their town that aren't related to mining, but they have their own suspicions. It seems like people who ask too many questions tend to go missing in Wolf Pen. There's a lot of danger in those woods, in the mines, and in the hidden hollers that stretch out like veins from the town, reaching into the mountains.
People working directly for FYRE seem to be the least communicative; though, it might just be because most of them look exhausted. Some of the older ones have wheezing coughs that everyone local and above the age of 40 studiously ignores. The nearest general hospital is half a county away, and no one has time for that trek. Where would the money come from, anyway? The union's been gone for ages now, and FYRE doesn't take that good care of its people when they can just bus workers in from elsewhere.
There are plenty of outdoor activities for those who make enquiries in town. There are hiking trails, canoeing and kayaking on Silver Lake, mountain biking and climbing, fishing, and hunting. Anything the outdoorsperson might well enjoy. As a general rule of thumb, if it's something you could find in a small, rural town, Wolf Pen has it and players are welcome to name specific diners/bars/what-have-yous if the mods do not specifically identify them. Notably, there are no chain-type stores in town.
Locations of Note
➥ Country Roads
(cw: mention of drugs/alcohol and altered perceptions)
Characters will have a chance to settle into Wolf Pen, figure out their rooming in the hotel, and explore some of the local establishments and points of interest while ADI does their logistical set-up and investigations begin. Room assignments will be ICly random, but players are welcome to OOCly put their characters together. It's officially two PCs to a room with a pair of twin beds. For anyone who wants to RNG, please respond to the comment HERE by 5/16, and the mods will randomly assign partners. This prompt provides a place for anyone investigating the setting points of interest identified above to play around in general, and makes mention of the White Things that supposedly roam the mountain hills, according to local legend.
➥ Puppet Show
(cw: supernatural compulsion; manipulation; loss of autonomy; humiliation)
Characters will find themselves captured and controlled like puppets by the greenery on the Woven Isle in Silver Lake. Pairs of characters will be forced to play out uncomfortable and/or humiliating scenes. The only way to escape is to let the scene in all its awful play out… or for one person to discover that willing their partner into worse or more humiliating positions will help to loosen the hold of the vines on them. But at what cost?
➥ No Place Like Home
(cw: refuse/filth, hallucination)
While exploring the town, some characters may wander their way to Ferguson's Dump where it not all is as it seems. There are the standard piles of grossness, but there are also some salvageable items that might be found. Nothing particularly valuable, except… except that thing. Your thing. Characters will seem to find objects from home littered around the dump. Nothing big, but sentimental items or ones that might be valuable in some form or fashion to the character. The problem is, if you pick it up, you notice something else that's yours just a little ways further. Characters will be lured deeper and deeper into the trash heaps by these things from home until they find themselves surrounded and sinking into the refuse, something actively pulling them down and trying to feed on them. The only escape is to have someone physically haul you out somehow, or to reject the 'comfort' of these things from home. In either case, those who try to escape with these items from home will find they were never anything but more garbage once they've left the dump.
➥ Jeffrey's Hell
(cw: altered mental states; animal attacks and mauling; ambiguous fate of a lost dog; becoming lost in seemingly eternal night)
Local legends tell of lost spirits and strange creatures that prowl the woods, luring the unwary and hunting those who dare trespass in the night. Characters who investigate the woods at nighttime rapidly become disoriented as they encounter what seems to be the voice and lantern light of a man in search of his lost dog. As the woods become impossibly deep and the night wears on impossibly long, the attacks begin. Huge, white-furred creatures stalk and viciously attack characters again and again throughout the night. While the attacks don't leave any physical wounds, they certainly feel real, and feel as though they ought to leave fatal wounds. Characters will be unable to find their way out of the woods until sunrise, which seems to take far too long to come. Those who go out on multiple nights will find that the same thing happens each time and that each consecutive night feels longer than the one before. Careful - spend too many nights in these woods and it may be your voice calling in the darkness for the next hundred years.
A Handy Plotting Form
The event will have heavy mod interaction for those characters wishing to engage with and influence the course of the plot. There will be opportunities to contribute regardless of any skills, powers, or resources your character may possess. If they can walk around and/or talk to someone, they can play an important role in stopping what's coming. For folks who want to take it a little easier and/or just interact with each other and this new place characters have traveled to, there will be more general setting prompts. Summaries and content warnings for those general setting prompts are provided below. The timeline for this event will be a bit looser than previous events to allow for players to drive how quickly things are addressed. Prompts related to mod interaction will be available at the time the IC event post goes up.
➥ tl;dr: Characters have been brought to Wolf Pen, West Virginia via train to try to stop an apocalypse ritual. ADI believes that a mining company called FYRE has something to do with it based on intel gathered by PCs in previous events and player plots. Characters will be housed in a hotel in town and asked to suss out what's going on with FYRE, liaise with the townsfolk, and investigate odd happenings nearby. Ultimately, they want to try to stop whatever ritual attempt is going on and maybe help with any other problems they identify.
➥ Country Roads: 16 May-4 June
➥ Puppet Show: 16 May-4 June
➥ No Place Like Home: 16 May-4 June
➥ Jeffrey's Hell: 16 May-4 June
Welcome to Wolf Pen, West Virginia!
Wolf Pen is a small town nestled in the heart of Appalachia. It is home to two large coal mines, one historic (Bluestone), one still active (Keppler). Both mines are owned by Faulkner, Yuan, Reid, and Eames (FYRE), Inc. FYRE is run by Carl Watts, a man known for his ruthless business acumen, union-busting tactics, somewhat shoddy mine safety record, and germaphobia. According to ADI intel, Watts is in Wolf Pen this month as part of a PR stunt. FYRE is reopening its closed mine as a tourist attraction, offering tours and guiding visitors through the history of mining in Appalachia, in general, and in Wolf Pen, specifically. On June 15th, a large celebration is planned within the mine, itself, promising to draw 'hundreds, possibly thousands.'
The inhabitants of Wolf Pen are a varied lot. Mining is the biggest industry in town and everyone is connected to the mines in some form or fashion, either working there or serving those who do. They're not the most trusting of people coming into their town given said people have tended not to care about them or theirs, so why extend the courtesy? The younger people are more welcoming, eager to hear about opportunities outside their town that aren't related to mining, but they have their own suspicions. It seems like people who ask too many questions tend to go missing in Wolf Pen. There's a lot of danger in those woods, in the mines, and in the hidden hollers that stretch out like veins from the town, reaching into the mountains.
People working directly for FYRE seem to be the least communicative; though, it might just be because most of them look exhausted. Some of the older ones have wheezing coughs that everyone local and above the age of 40 studiously ignores. The nearest general hospital is half a county away, and no one has time for that trek. Where would the money come from, anyway? The union's been gone for ages now, and FYRE doesn't take that good care of its people when they can just bus workers in from elsewhere.
There are plenty of outdoor activities for those who make enquiries in town. There are hiking trails, canoeing and kayaking on Silver Lake, mountain biking and climbing, fishing, and hunting. Anything the outdoorsperson might well enjoy. As a general rule of thumb, if it's something you could find in a small, rural town, Wolf Pen has it and players are welcome to name specific diners/bars/what-have-yous if the mods do not specifically identify them. Notably, there are no chain-type stores in town.
Locations of Note
- Keppler Mine - An enormous, industrial coal mine several miles away from downtown Wolf Pen. There is a shuttle that runs three times a day out to the mine. While it's technically shrunk in size over the past several years, it's still one of the largest in the country and the largest in FYRE's company portfolio. The work force is not unionized as Carl Watts made it a mission to destroy the local union several decades ago. And he succeeded.
- Bluestone Mine - An historic, underground coal mine being transformed into a museum. It's closer than the Keppler Mine, but still needs a shuttle to reach it. There are free shuttles all through the next few months in anticipation of a grand party FYRE's planning to hold in the mine.
- Howling Moon Inn - A quaint hotel that ADI has commandeered. There are two floors with rooms spread out and almost all of them surrounded outside by pine forests in the windows. The hotel is dominated by rustic, light-colored woods, dark furniture, and a plethora of deer heads and other stuffed animals staring down accusingly at the inhabitants. It has the feel of a converted hunting lodge. There's a small pool out back that's always filled with pine needles. There are two large conference rooms where ADI will be setting up all of their equipment and holding meetings with staff.
- FYRE Apartments - The industrial-looking, three-story complex is the tallest in town and sits along the main road up to the mines. It's surrounded by high chain link fencing and doesn't appear to have any particular amenities associated with it. This is a work camp, and little more.
- Downtown - The 'heart' of the town, seeing as it's the only place where you can find a gas station, pharmacy, grocery store, K-12 school, and church. It's also where the touristy shops are that feature the standard tat one might expect for an out-of-the way town whose main vacation offering is that it's away from other people. City hall (such as it is), the post, sheriff's, and local news offices can all be found here. Imagine a small town vibe. Now imagine it's the sort of place that doesn't have stoplights, just a few stop signs here and there.
- Ferguson's Dump - Located about a mile past downtown, it's where everyone goes to dump their garbage, old machinery, mattresses, whathaveyou. It didn't start as a dump, for those who manage to get the story out of some locals. It was Patrick Ferguson's salvage yard. But with no place else to go, it eventually became the place, and Pat didn't say anything about it, just accepted his lot and made use of the still-useful things people left behind. It's not particularly regulated, and it stinks to high heaven when the sun gets to baking it. You might see a few stray dogs and cats roaming around this area. It seems to be their domain… along with the rats.
- Silver Lake and the Woven Isle - Silver Lake is a decent-sized impoundment about half a mile from downtown Wolf Pen. There's a dock and a small stand that opens up in the afternoons to rent canoes, kayaks, and fishing gear. Woven Isle appears to be a kudzu-infested little spit of land off to the eastern side of the lake. In areas where the pines haven't been taken over by vines, the trunks twist and spiral strangely.
- Plessy's Holler - Down one of the unpaved roads that shoots off from the main drag through town is Plessy's Holler, so named for the family that used to live there. It's said that every Plessy was killed in the great mine collapse of 1884 at the Bluestone Mine. It's also said that Edmund Plessy packed up and ran after some gambling debts came due. Still others will insist that there was a massacre in the holler back in the 20s, a bear attack or some such. Whatever actually happened, the area is no longer officially occupied. Unofficially… it's a place for any unhoused people to set up camp and for kids to go and spend the night as a test of courage. Strange things are said to happen in that holler, and if someone occasionally goes missing out there? Well, there are black bears and especially enterprising bobcats, maybe, along with a mess of steep drops and short stops to be had for the foolish, misinformed, or drunk.
- The Woods - The forests surrounding town. It's dominated by pine trees and has all of the flora and fauna beyond that that one might expect. There's probably more out there, though, much of it unfriendly. Not to mention the large number of signs indicating 'NO TRESPASSING' and 'TRESPASSERS WILL BE SHOT ON SIGHT.'
➥ Country Roads
(cw: mention of drugs/alcohol and altered perceptions)
Characters will have a chance to settle into Wolf Pen, figure out their rooming in the hotel, and explore some of the local establishments and points of interest while ADI does their logistical set-up and investigations begin. Room assignments will be ICly random, but players are welcome to OOCly put their characters together. It's officially two PCs to a room with a pair of twin beds. For anyone who wants to RNG, please respond to the comment HERE by 5/16, and the mods will randomly assign partners. This prompt provides a place for anyone investigating the setting points of interest identified above to play around in general, and makes mention of the White Things that supposedly roam the mountain hills, according to local legend.
➥ Puppet Show
(cw: supernatural compulsion; manipulation; loss of autonomy; humiliation)
Characters will find themselves captured and controlled like puppets by the greenery on the Woven Isle in Silver Lake. Pairs of characters will be forced to play out uncomfortable and/or humiliating scenes. The only way to escape is to let the scene in all its awful play out… or for one person to discover that willing their partner into worse or more humiliating positions will help to loosen the hold of the vines on them. But at what cost?
➥ No Place Like Home
(cw: refuse/filth, hallucination)
While exploring the town, some characters may wander their way to Ferguson's Dump where it not all is as it seems. There are the standard piles of grossness, but there are also some salvageable items that might be found. Nothing particularly valuable, except… except that thing. Your thing. Characters will seem to find objects from home littered around the dump. Nothing big, but sentimental items or ones that might be valuable in some form or fashion to the character. The problem is, if you pick it up, you notice something else that's yours just a little ways further. Characters will be lured deeper and deeper into the trash heaps by these things from home until they find themselves surrounded and sinking into the refuse, something actively pulling them down and trying to feed on them. The only escape is to have someone physically haul you out somehow, or to reject the 'comfort' of these things from home. In either case, those who try to escape with these items from home will find they were never anything but more garbage once they've left the dump.
➥ Jeffrey's Hell
(cw: altered mental states; animal attacks and mauling; ambiguous fate of a lost dog; becoming lost in seemingly eternal night)
Local legends tell of lost spirits and strange creatures that prowl the woods, luring the unwary and hunting those who dare trespass in the night. Characters who investigate the woods at nighttime rapidly become disoriented as they encounter what seems to be the voice and lantern light of a man in search of his lost dog. As the woods become impossibly deep and the night wears on impossibly long, the attacks begin. Huge, white-furred creatures stalk and viciously attack characters again and again throughout the night. While the attacks don't leave any physical wounds, they certainly feel real, and feel as though they ought to leave fatal wounds. Characters will be unable to find their way out of the woods until sunrise, which seems to take far too long to come. Those who go out on multiple nights will find that the same thing happens each time and that each consecutive night feels longer than the one before. Careful - spend too many nights in these woods and it may be your voice calling in the darkness for the next hundred years.
QUESTIONS
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Re: QUESTIONS
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Re: QUESTIONS
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ROOMMATE RNG
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Re: ROOMMATE RNG
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Re: ROOMMATE RNG
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→ What ADI Department(s) Does the Character Work In?: security
→ Permissions: HERE
→ COUNTRY ROADS: She's going to explore it like a hunter stalking prey because it's just what she do. She's far from the ocean, let her have this. She won't be hunting cryptids, focusing instead on learning the lay of the land, for all the good that will do, RIP
→ PUPPET SHOW: I think I'm not creative enough to come up with things for this, but also, one of her greatest fears is being captured and losing control, so this one could be a lot of fun to do!
→ NO PLACE LIKE HOME: Katrina doesn't have material attachments, but I'm happy to have her pull people out of the trash pile. Trash calls to trash, what can i say :3
→ JEFFREY'S HELL: She'll be out there at least for one night, expecting to just go back to her room later, but clearly the woods have different plans. She might bite the things back if she can 🤦🏻♀️
IN GENERAL i'm not sure if i'll be putting up a toplevel, but i dig where this event is going 👀 so i'm happy to plot things!
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→ What ADI Department(s) Does the Character Work In?: Investiagtions and Security
→ Permissions: HERE
→ COUNTRY ROADS: Garner will absolutely be investigating, he got a tidbit from tin interrogation recently and he's going to be doing what he can to follow up on it. Anyone who would like to help him chase his leads is welcome! Otherwise, he'll just as happily hunt alone.
→ PUPPET SHOW: Definitely up for this and brainstorming some fun (terrible) situations! Depending on what the situation was, he might be willing to make things worse for someone else if he thought it might be a good way out. On the reverse, he'd likely be pretty understanding if someone did the same to him. Generally just open to this one!
→ NO PLACE LIKE HOME: He doesn't have much to be tempted by, much less see it. Definitely up for him pulling someone else out, however!
→ JEFFREY'S HELL: If someone would like a partner for this, Garner might be available for one venture out, he's not likely to go a second time.
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→ What ADI Department(s) Does the Character Work In?: Information Technology
→ Permissions: HERE
→ COUNTRY ROADS:
Given his journey was a bit traumatic (those carriage connectors are savage yo), Rye will be looking to throw himself into anything that will distract him from that experience. Prime opportunity to meet new folks in the hotel or to catch up with folks he's already met. Discussing investigations, playing a card game, drinking... he's down for anything to engage or numb his brain thanks. He's also brought his own laptop AND his ADI provided laptop so he might have set up camp somewhere and be working away on something very intensely.
→ PUPPET SHOW:
Bring on the humiliation. Rye's the kind of person who would will the other person into even deeper humiliation to free himself with the intention that he can then save them both somehow. He's very much a 'for the greater good' kind of person, but he doesn't think all too hard about what that must be like for the person suffering and/or sacrificed for the greater good, so would be fun for him to have to deal with that emotional baggage. Especially if he can't free the other person until the scene has fully played out.
In terms of scene I'm pretty open to most things and more than happy to discuss!
→ NO PLACE LIKE HOME:
He got caught out by the mud very recently so he's feeling very paranoid at the moment about anything that seems too good to be true. That said if he sees somebody in a tricky situation he'll try to help. Eventually. Albeit probably very reluctantly and likely with some sharp commentary about their choices here ( of course he isn't judging himself for being taken in by the mud and transferring that anger, nope >.> )
→ JEFFREY'S HELL:
He won't voluntarily head into the woods at night but he's not very good at sleeping so he might be hanging around when characters make it back out at the crack of dawn. He's not the most sympathetic but he'd be interested to hear what happened and might even try and provide some awkward af comfort if a char looks affected enough.
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→ What ADI Department(s) Does the Character Work In?: Research and either Investigations or Security, I haven't decided yet.
→ Permissions: HERE
→ COUNTRY ROADS:
This is Hunter's first time in the human realm and is going to need a lot of help getting acquainted with how things work here. He will, of course, be uninterested in that and wanting to jump right in with interrogating people and hunting cryptids because he's a baby workaholic cop.
→ PUPPET SHOW:
No ideas for this one so I'm probably going to skip it.
→ NO PLACE LIKE HOME:
Hunter doesn't have many objects he's attached to, but there are a couple of specific things related to the Emperor's Coven and his position as Golden Guard he would try to recover. Please help the poor kid from getting eaten.
→ JEFFREY'S HELL:
Huge, white-furred creatures resembles the Boiling Isles' slitherbeast, and Hunter has experience with assignments to kill things like that so you can bet he'll be out there. Probably for the whole night, since he's used to assignments that offer no downtime.
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→ What ADI Department(s) Does the Character Work In?: medical! (or she will be, she hasn't gotten over there yet)
→ Permissions: HERE
→ COUNTRY ROADS: addison is a pretty outdoorsy person and will be up for doing some trail hikes (without the intention of investigating but i'm happy for her to find some weird shit out there). she might also attempt to doctor some of the people and check out their coughs but i'm expecting no one would let her look at them. anyone want a hiking buddy?
→ JEFFREY'S HELL: a hike that went too late and they didn't get back in time meaning they're stuck in the woods? she's also good for checking people over after the attacks because that really should have left a mark
→ What ADI Department(s) Does the Character Work In?: investigations
→ Permissions: HERE
→ PUPPET SHOW: quill is someone that will absolutely be willing to make the situation worse to try and help her own position. i'd love to discuss some scenarios for them both to work their way through or for stakes to be upped
→ NO PLACE LIKE HOME: quill has a few things from home that she'd love to see again and whilst she isn't materialistic there are items that she'd be drawn to. though if she realises that it's her life at stake she'll stop trying to get them to help you help get her out.
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→ What ADI Department(s) Does the Character Work In?: Medical
→ Permissions: HERE
→ COUNTRY ROADS: Carter's definitely going to try and get those coughs treated – mod question pending and I guess he's either not getting anywhere with it or he might need some help with that? He might also try and talk to Watts if that's an option because he grew up around guys like him and hey, maybe that'll get them somewhere.
→ PUPPET SHOW: I am open for him being the saltiest puppet. There'll be lots of sarcastic commentary. He might also go for the freeing option because anything is better than those vines.
→ NO PLACE LIKE HOME: Probably gonna skip that one but willing to have him pull your character out of the trash!
→ JEFFREY'S HELL: Oh, hey, trauma! He got pretty lucky during the last events so I might let him get mauled here depending on how many other plans I have, just to slowly push him towards some Entity alignments. But I'm also still backtagging some great threads and I want to keep it to a managable number.
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→ What ADI Department(s) Does the Character Work In?: icly hasn't chosen yet, oocly will probably be either investigations or facilities
→ Permissions: HERE
→ COUNTRY ROADS: hey there gang! Meet Cornelius Hickey, new arrival here, settling in, being an absolute weirdo about things like 'running water' and 'sleeping in an actual bed.' He'll definitely spend some time investigating and chatting up people to learn what's what but again, he's going to be an absolute weirdo about some things that most people might view as 'commonplace' or 'normal.'
→ JEFFREY'S HELL: oh Hickey is absolutely heading into those woods. He dealt with a large, white-furred creature that stalked and attacked people viciously back home (cw: gore in the link) and he would very much like to see tuunbaq again. He's going to spend a lot of time in the woods, to the point where someone might have to drag his sorry ass out sooner rather than later.
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→ What ADI Department(s) Does the Character Work In?: Security
→ Permissions: HERE
→ COUNTRY ROADS: One of Ade's favorite outdoor past times is free-solo climbing—that is, rock climbing without any sort of ropes, harnesses, or other safety equipment—and thus characters can totally find him out around Silver Lake recklessly scaling rock-faces. I'm also happy to have him mingle with other characters in the hotel or around town in general.
→ PUPPET SHOW: Ade will under no circumstances force anyone into more humiliation/distress, but will assent to others doing the same to him, because he's nothing if not self-sacrificing :,) Also, things have the potential to get Complicated if his fellow puppet is a woman, as abuse/harm towards woman is a major trigger for Ade's PTSD. He's pretty good at keeping a handle on his reactions in the midst of a dangerous situation, but the second he's free, expect him to stumble blindly into the woods to go throw up and have a panic attack. He'll be a more equanimous presence if paired with a man, though may still be a little twitchy in the aftermath.
→ NO PLACE LIKE HOME: Fortunately, Ade doesn't have many fond memories/mementos from home, so he won't be too affected by the trash-trap. I'd be happy to throw him at other people's shenanigans though; he's a big strong boy who WILL play tug-of-war with the malevolent trash spirits trying to suck people down into garbage hell (ง'̀-'́)ง
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→ What ADI Department(s) Does the Character Work In?: Canteen
→ Permissions: HERE
→ COUNTRY ROADS:
Bruno will be very busy helping with setup at the hotel, and will generally be one of the characters playing a more supporting role in keeping people fed and fetching things for the boss folks. I'm open to basically anyone who wants to room with him.
→ GENERAL NOTES: Given that a.) I'll be running NPCs and b.) I'm working on getting back on top of playing Bruno in the first place, I probably won't have a starter for him other than mundane matters from the Country Roads prompt. I am open to tossing him into traumatizing non-investigatory threads if anyone wants to babysit a terrified little eyeball man.
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→ What ADI Department(s) Does the Character Work In?: Investigations and Research!
→ Permissions: beep boop
→ COUNTRY ROADS: She's gonna be poking around so, so hard. Every local legend, everyone she can talk to, just the whole nine yards. She'll also be figuring out as much as she can about PYRE and the guy who runs it, as well as really, really wanting to kill that guy before this whole thing is over.
→ PUPPET SHOW: Beau has been through her share of being humiliated, but when it's not her doing it she can get very bored with the whole ordeal. Honestly, she'll probably suggest they lock like they're having sex and wheelbarrow right out of there or something. Not gonna lie, I'm probably gonna play this prompt more for laughs.
→ NO PLACE LIKE HOME: Beau doesn't have a lot of physical objects that she prizes, but if she sees things that makes her think people she cares about are around, she'll follow them to try and help that person. Basically, she's liable to fall for it but for the wrong reasons.
→ JEFFREY'S HELL: Well Doesn't This Seem Familiar. She's been basically dead before and knows what death-level wounds feel like, so she's going to get... mostly angry when this hurts that bad but there's no actual unconciousness. Catch her trying to suplex a wolf, though. Or like, many wolves. She's not going down without a fight.
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→ What ADI Department(s) Does the Character Work In?: Research and occasionally Administration
→ Permissions: boop beep
→ COUNTRY ROADS: Martin is going to be doing his best to make friendly with the locals by going around and just being his usual unassuming happy self. He'll be upset about the conditions for the workers in the area, but he'll try not to do anything to get on the townsfolk's bad side.
→ PUPPET SHOW: Oh, he is going to hate this. He'll be willing to go along with anything that needs doing to get out of the situation, but he will be so unhappy about it.
→ NO PLACE LIKE HOME: Unfortunately for whatever this is, Martin's a little too smart to fall for it, because there really... aren't many comforts of home, and anything that knows him that well that isn't Jon is bad news. However, he will absolutely be pulling people out!
→ JEFFREY'S HELL: Tbh, Martin won't go out unless he's chasing someone else or it's an accident, but boy he will not like it! Most of his focus will be on keeping spirits up and trying to find ways to avoid the danger if he can, but like, once will be enough for him to make a big effort Not To Do That A Second Time.
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→ What ADI Department(s) Does the Character Work In?: If she had to agree to a job before the trip, investigation. She'll also end up in research, but probably hasn't yet.
→ Permissions: HERE
→ COUNTRY ROADS: Eda's going to be poking around, talking to the locals, and probably spending a lot of time in the seedier parts of town. She'll be investigating a fair bit, but probably also trying to find a decent bar for when she needs a break.
→ PUPPET SHOW: I don't really have ideas for this one, but if anyone else does it could be interesting! She doesn't like being controlled or feeling out of control.
→ NO PLACE LIKE HOME: Eda's already prone to digging through trash, and right now she's especially missing home. She'll be fairly easy to get to with sentimental objects, especially related to her kids. She's also from a setting where there are sometimes random portals/junk washing up from the Human Realm or vise versa, so it wouldn't feel completely impossible and she'd want to investigate. Someone please help this woman shaped raccoon.
→ JEFFREY'S HELL: I already have a couple of plans for cryptid hunting shenanigans, I'm open to more ideas but I'll need to see what I can keep up with. Either way, she's the kind of person who generally feels at home in the woods, is interested in the creatures (especially since they sound a lot like a monster in her canon), and is likely to end up helping if someone else needs it.
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Malcolm Bright | Prodigal Son
→ What ADI Department(s) Does the Character Work In?: Investigations
→ Permissions: Permissions
→ COUNTRY ROADS: Interested in finding out who is roommate is and him having to explain why he straps himself to the bed and screams in the night. Also interested in looking around town with new or existing CR. Likely will also tag out.
→ PUPPET SHOW: I don't have any plans for this, but would be willing if someone had something they wanted to play out with Malcolm.
→ NO PLACE LIKE HOME: I expect I will top level this; just have to think of some items. Alternatively, he could be useful in pulling someone out if he catches on soon enough and throws his shit away.
→ JEFFREY'S HELL: Will probably tag out here.
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→ What ADI Department(s) Does the Character Work In?: Investigations
→ Permissions: HERE
→ COUNTRY ROADS: George will be rooming with Nick Valentine. During early mornings and late nights, he might be seen briefly in common areas in the inn. Otherwise, he will be out exploring the town and asking lots of questions. If you want "comparing notes" threads or kind of short, "Who are you?" threads for intros for people he hasn't met, I'd be cool with either.
→ PUPPET SHOW: Things that would really humiliate George: Being forced to throw his temper at somebody who doesn't deserve it, up to and including physical fighting.
Being forced to act condescending or in other ways he's ashamed of ever treating Lennie.
Being forced to confess what happened to Lennie and unable to be released until he visibly breaks down. If any of these sound like a good time to you, there we are.
→ NO PLACE LIKE HOME: George doesn't have anything worth anything and never has. If he's at the dump, he would have been there just to scrounge a little out of old habit. He would be available for pulling your character out of wading further in, though.
→ JEFFREY'S HELL: This is one I won't be touching because of personal triggers. Having said that, if there's anything not covered in any of this you'd like George for, I'm wide open for plotting and back to regular tagging after my trip.
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→ What ADI Department(s) Does the Character Work In?: Technology, though he's hoping for a transfer to Investigations
→ Permissions: HERE
Nick will be in human form for the entirety of the trip. I'll also definitely be seeking an investigation for him, as his first concern will be preventing any loss of innocent lives via spooky ritual.
→ COUNTRY ROADS: Nick is rooming with George, but happy to hang out and trade notes with others in his off-time. Given that he does not sleep, he is easy to run into at any time of day or night.
→ PUPPET SHOW: Let me know if you'd like a really kind robotic gentleman to act out your humiliation with you and then help comfort you afterwards.
As for Nick, his discomfort/humiliation is all centered around the fact he'd be controlled by someone else at all (a touchy topic, when you're already mechanical.) ESPECIALLY regarding someone making crappy comments about his lack of humanity or artificiality. In fact, this is so touchy this might kick off some really intense negative CR, if you're down for it and your character is inclined to make the worst possible comments on these topics. I'd be willing to play one thread out like this if someone is really keen on it and okay with the potential CR consequences.
→ NO PLACE LIKE HOME: Yeah, no kidding it reminds him of home... Probably skipping this one, since Nick doesn't have much in the way of personal possessions.
→ JEFFREY'S HELL: Mutant cryptid bears?
How nostalgic!Nick's got a gun and I'm happy to have him rescue anyone from the white things, though I probably won't have him go after them himself.(no subject)
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→ What ADI Department(s) Does the Character Work In?: Investigations and Security
→ Permissions: HERE
→ COUNTRY ROADS: Jaeger will be trying to take things easy, as he's still recovering from injuries sustained in the Fenix Down player plot, but he's healing well and is starting to get out and about. He will be doing a general sweep of most of the locations that he can access, while being mindful that he is...conspicuous with his size and lack of voice and scars.
He's happy to offer his services as security or company for anyone who needs it, particularly in the more questionable parts of town. He'll be rooming at the hotel with Ainsley, but is likely to check in with friends to see if anyone needs anything specific. Since he's still healing he won't be engaging in any recreational activities beyond some light hiking, but his camera will always be present and he's alert to anything unusual that might warrant further investigation.
He will attend the major public events, and might be found at the library, news/records office, or cafe, perusing information on the town history and general events. He's also likely to try getting to know more about the White Things, gathering stories and legends to prepare for a trip into the woods to see if anything noticeable is going on there. Plessy's Holler is also a possible destination, and Jaeger may consider using his psychometry abilities there to get a better sense of its history.
→ PUPPET SHOW - added cw: torture, knives: Jaeger might not be thrilled to have to wade across the river to get to the island, but it's exactly the kind of place that he would want to check out, record notes, and take pictures. Of course, so much for that when things get disturbing, and Jaeger will not react well to being bound and controlled. He has some pretty severe PTSD stemming from being restrained in the past and will likely panic severely.
There are some very dark possibilities here, as Jaeger's extensive scars leave a very easy source of humiliation. For even darker turns, binding or restraining him and giving him new scars is an option as well. He will not willingly inflict more harm on a partner just to lessen his own suffering, so chances are fairly good that the scene will just have to play out till its end.
→ NO PLACE LIKE HOME: For this, Jaeger is available as either the voice of reason, or the one who gets lost in the trail of junk and garbage. He will most likely find relics of his family and past, such as his father's journals, his daughter's toys, his wife's engagement ring or articles of clothing. If left alone, Jaeger will eventually abandon his "prizes", as he's not generally a sentimental sort...and rush back to the hotel for a shower and a change of clothes because ew.
→ JEFFREY'S HELL: This is another prompt that Jaeger might feel inclined to check out. He has no problem with being in the woods at night, though being torn apart by wild animals is another matter. He will go into the woods for one night for certain, two at the absolute most to try and gather information about the White Things. There's a slight possibility he'll try and commune with the spirits of the woods, thinking that the White Things are some kind of patron spirit, but that will probably not go well and likely requires more magic than he's willing to spend/use at the moment.
After escaping the woods, he'd be happy to compare notes and commiserate with anyone else who had encounters. This is important information that should be shared.
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