lucetimods: (Masamune)
Luceti Mods ([personal profile] lucetimods) wrote2013-05-22 10:43 pm

I've come into possession of a new event

Hey everyone, it’s time for a round of Add and Deletes. So follow the old routine of copying the list below and pasting it to the admin console!





All done? Good. Incidentally, if you didn’t know, you can follow the game by just reading the lucetimods read page. It shows everything except for [community profile] lucetiooc. Neat, huh?

Moving on, let’s talk about an event. This may look familiar to players who have been here for a few years, but we’re doing a second round of the Spirit Possession Event. But before we go into the details first, we’re going to introduce some plot first.

There’s a lot of information to go through, but if you’re purely interested only in the Event itself, feel free to scroll down to “Event Details”.

Background Info

On the 24th, two familiar NPCs will be arriving in Luceti: Specialist Davis and Carol. In the past it’s been implied they were once Lucetians themselves and through their interactions, this will seem more likely. As it turns out, Carol is there for the official business of putting Luceti through an important ‘evaluation’ that will decide its future to the Malnosso. Davis has his own reasons for being in the village that have to do with John in the tunnels. All routine stuff, except for one little thing:

They have the key for the section of the tunnels that was opened up back in October. One key was discovered shortly after in the ocean depths near the underwater ruins, but the location of the second key had remained a mystery. Well it seems Davis and Carol have found it, but they’re more interested in finding out what’s down there for themselves and doing it on their own and in private. And while that might be good for them, why should they get to have all the fun?

Here’s where we need some help to make this plot and event more interesting. Instead of waiting for the two of them to go explore the tunnels for themselves, Lucetians will have a chance to get the key for themselves and go explore the new section. How will they get it? Well, that depends on your character. If they’re a skilled thief, they could simple pickpocket it. Or they could use magic to obtain it. Or convince them to give it up via telepathy. Carol and Davis are fairly ordinary and won’t have much in the way of protecting themselves from anyone interested in removing something from their possession.

If you want to have your character be responsible for obtaining the key, there will be a sign up thread below for that. You just have to give us the character name and a brief explanation of how they’d obtain it. On the 24th, we’ll throw whoever signed up into a randomizer and the selected person can thread it out with one of the NPCs.

Now, for the second part, there’s going to be a lot to find in the tunnels that will, through the efforts of the characters, lead to more and more things being found and secrets being revealed, but one immediate thing can be found in a secret cavern in the tunnels in a dark room. A simple wooden chest that’s been locked. The lock is old and can easily be broken off and once it has been opened, the event itself can really be kicked off. So the question becomes, who wants to have their character responsible for finding said chest and deciding to open it? As above, all you have to do is volunteer your character for it and we’ll get back to you on it.

Deeper Into The Tunnels

With both keys, the two switches on the first floor can be turned on simultaneously. This will provide power to the rest of this underground structure and, most importantly, activate the elevator. With the elevator now active, they will be able to access the second basement level. This will open up to a long hallway with four doors on either side and, at the far end, access to a parking garage. Here is a basic outline of the second floor.

Each door in this hallway is labeled and each one has a slot for an access key to open up the door. Theres’ only one problem - all of the doors are sealed shut. Not only that, but just like the first floor, the doors and walls are protected by Shifts similar to the barrier itself. For now, this long hallway doesn’t seem to be of much use.

The third basement level is not, in fact, just a floor below the second basement. In fact the elevator will take them the equivalent of six floors below the surface into what is effectively an open cavern. Present in the cavern is mining equipment and it looks like at one time that it was being used to mine metal ores, some of which are still present. Those who were on the draft in the mining complex will find much of it fairly familiar, if not dated by current Malnosso technology. Although much mining was done in the past, several of the tunnels have since collapsed in on themselves, resulting in railways that lead into nothing but rubble. Several natural tunnels exist, but most of them simply lead to nowhere.

One cavern, however, will be cloaked in permanent darkness that no source of light can breach. Even this cavern will have multiple branches to explore and the possibility of getting lost in them is very high. But in one cavern, there will be a single chest no larger than a cement block. Although it has a lock on it, rust and time has long ago reduced it to nothing more than a mild inconvenience that a hammer could easily remove. But in doing so, the darkness of this tunnel will be released and allowed to escape into Luceti. At the bottom of the chest will be one word: Twila.

There will be more to the tunnel to explore and discover and we’ll be letting you guys decide which parts will open up next. But to keep things simple for this post, we’ll save that for after the event is done, then we’ll detail to you guys how you can go about deciding where Lucetians will focus their efforts. For now, let’s move straight into the event.

The Possession Event

On the 26th, the Filial Spirit Twila will begin to spread its influence in Luceti. This spirit is, in fact, a lot more powerful than the current existing ones. The spirit is not evil, but it is self serving and opportunistic. After being caged for an unknown period of time, it has a lot of ‘bottled up’ power that it will immediately begin asserting. Consequently it will target people most like itself. However a perfect alignment is not necessary, as it it will target just about anyone. Only those who are thoroughly pure of heart and totally selfless will be immune to its influence.

But the other spirits won’t take this lightly and they will likewise be doing the same thing to prevent Twila from expanding too much. As such, they will also begin to possess Lucetians in order to combat Twila. As such it will be up to players to pick an affiliation for your character. Each one will have a different influence on your character and provide them with amped up elemental abilities of that affiliation.

Please note that the spirits will not be completely taking over your character. They will mostly influence your character’s personality and priorities, but without changing them at the core. Some people may be able to resist their influence altogether, but in general the stronger an affinity someone has for that spirit, the more influence it will have.

Here’s what each spirit will do for your character:

Fire - Eferin
Your character's wings will grow (over the span of a few hours) to the size of most commonly depicted angel wings and will be iridescent with a base color of orange, hues ranging from gold to dark red. Their control over fire will grow tremendously; from large blasts to having enough control to cauterize a paper cut from the inside.

Eferin is impulsive and picky and can be seen as somewhat arrogant. Rash, bright, and energetic, spontaneous and a lover of adventure and danger. Of all the spirits, he is the most aggressive and abrasive and is likely to react without thinking of the consequences and can be something of a grump. He has a fierce rivalry with Sona and a brotherly bond with Tsinku. He tends to scare Faeren and Kipinn tends to only fan his rashness and anger. He has a great respect for Hyt.


Water - Sona
Your character's wings will grow (over the span of a few hours) to the size of most commonly depicted angel wings and will be iridescent with a base color of blue, hues ranging from turquoise/cerulean to midnight blue. Their control over water will grow tremendously; from summoning localized downpours and lifting rivers and lakes into tidal waves to drawing water from inside the plants themselves.

Sona is usually calm, collected and cold, nearly to the point of emotionlessness. Very logical, but can be somewhat bipolar and quick to strike back when angered. She can appear to be snobbish at times and tends to have a lower opinion of the other spirits. She has an icy relationship with Eferin and finds Kipinn to be amusing. She and Tsinku have an attraction to one another.


Wind - Kipinn
Your character's wings will grow (over the span of a few hours) to the size of most commonly depicted angel wings and will be iridescent with a base color of green, hues ranging from a pale yellow/green to a deep emerald. Their control over wind will grow tremendously; from calling forward raging typhoons to even sucking the breath out from inside someone's lungs.

Kipinn is a very friendly, playful spirit, who appreciates life and freedom. A bit of a show-off, a lover of attention and a greater lover of company and fun. Occasionally mischievous. Incredibly friendly and relentlessly fearless, he gets along with just about anyone. He tends to annoy Faeren but manages to amuse Sona. He idolizes Eferin and is competitive with Hyt.


Earth - Faeren
Your character's wings will grow (over the span of a few hours) to the size of most commonly depicted angel wings and will be iridescent with a base color of brown, hues ranging from a brick reddish-brown to a dark chocolate. Their control over earth will grow tremendously; from raising walls and ridges of solid rock to feeding nutrients to plants and nursing them back to health.

Faeren is quiet, timid and withdrawn, and will shy away from company rather than embrace it. Will usually avoid any kind of contact with other people and spirits, and prefers to be left alone in nature. Of all the spirits, she is least concerned with the dark spirit and would prefer not to be involved. She is prone to deriding Kipinn and outright fears Eferin. She has a sisterly bond with Nala.


Electricity - Tsinku
Your character's wings will grow (over the span of a few hours) to the size of most commonly depicted angel wings and will be iridescent with a base color of a sharp yellow, hues ranging from a pale blue to the deep gray of thunderclouds. Their control over lightning will grow tremendously; from calling down bolts from the sky to giving someone a little static shock from thirty paces.

Tsinku is sharp and quick; not so much impulsive as fast to act, but intelligent and headstrong. Respect is earned, but loyalty is unshakable. He is a careful deliberator and will only make a move after carefully weighing the options. He provides balance to Eferin’s rashness and is highly attracted to Sona’s logical mind. He has a great respect for Hyt.

Healing - Nala
The healing spirit is a little different from the others. The wings will grow just as the others do, but they'll seem to glow a faint offwhite, and only be white as the base color. Their healing powers will strengthen, but in exchange they use up their own energy when healing. Not as in "they heal and get tired and rest," but more like "the more grievous the wound, the more they'll shorten their life." However, they will also have the urge to heal anything from a bruise to severed arm, and they'll also be non-discriminatory when it comes to who they heal.

Nala herself is very kind, caring and stereotypically giving as she is a healing spirit. She is a mediator and of all the spirits, is the only one to be happy to have Twila back, though she is not foolish enough to be too trusting. She has a bit of a motherly relationship with all the spirits, but its with Faeren that she gets along with best.


Light - Hyt
Your character's wings will grow (over the span of a few hours) to the size of most commonly depicted angel wings and will be iridescent with a base color of white, and really the hues can range anywhere. This is light we're talking about. Their control over light will grow tremendously; from concentrating light so bright it's akin to a sunburst to creating optical illusions. It can concentrate beams of light that are intense enough to cut like a blade.

Hyt is very mysterious, quiet and kind of creepy even. It doesn't speak, it is prone to staring, stalking and just being there. It has little interest in the other spirits and tends to leave them to do their own things. It is slow to trust and paranoid, seeming to have been deeply wounded in the past. It tends to ignore the other spirits, but it has an intense dislike of Twila.

Dark - Twila
Your character's wings will grow (over the span of a few hours) to the size of most commonly depicted angel wings and will be completely black, as if light does not touch them at all. Their control over shadows will grow tremendously; to the point of being able to cancel out all light in a room, engulf themselves in shadows, sap the life out of other living things, and create weapons of pure darkness.

Twila is conniving and cunning and presents a facade of understanding and acceptance. It tends to model itself after the person it is ‘courting’ and appeal to their innermost desires. At its heart, Twila is a selfish and self-serving Filial Spirit that is not quite evil, but is certainly chaotic. Although it cares little for the other spirits, it does relish in antagonizing Hyt.

-

As you may have gathered, each spirit has its own impression of other spirits that may influence the way possessed characters influence one another. Although it may not be able to make best friends into enemies, it could certainly turn a friendly spar into something a little more dangerous than normal. While possessed, characters will have full command of the spirit’s abilities, but will lose the ability to use any other filial magic for the duration of the event.

And yes, they will be able to fly with the large wings.

Again, it should be reiterated the spirits will influence your characters, not turn them into entirely different people. However as the event presses on and Twila gains more ground, the elemental spirits may begin to assert more and more influence.

Mid-way through the event, one of the NPCs will respond to the situation. While the Malnosso themselves can do little to correct the situation, there will be advice about how to resolve things and free those being possessed by Twila. This time, preferably, without having to resort to killing one another.

The event will end on the 1st, but that does not mean that everything will return to normal at that time. The elemental spirits will relinquish control by then, but there may be those who remain possessed by Twila that will have to be dealt with individually and ‘cured’ of their possession, whether they’re willing or not. However if they avoid being fixed by the 14th, the Malnosso will intervene by killing the individual via a Shift.

By the time the last of the possessed have been fixed, Twila will no longer be able to possess anyone, but that doesn’t mean it will go away. The spirit is here to stay and will assert itself as an easy spirit to learn, be more potent than the others, but be physically detrimental to the person using its power. Like the stuff with the tunnels, we’ll have more on that later.

-

That’s everything! There will be NPC posts that come up and to those who sign up for the two plot opportunities, we’ll reply to the comment of the person who ends up selected. In the meantime, use this post to plot and discuss with one another. Please keep questions about the event/plot to the MOD QUESTIONS thread! Thank you!

Post a comment in response:

If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting