Marina Asylum Mods (marinamod) wrote in marina_ooc, @ 2010-08-06 14:54:00 |
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Entry tags: | mod:event |
[ Event: Mist, Fog, Monsters : Round 2 ]
Marina's streets are shrouded in mist tonight. It's suddenly gotten strangely cold, and snow has started to fall. Or is that ash, when you reach out to touch it? Everything is also washed out, white and gray, including the sky... making it hard to tell whether it's 6pm or midnight, 1am or nearly dawn. An Alaskan "white night", only without the sun.
Be careful where you step: random street corners seem to have been mysteriously replaced with deep, gaping chasms. But at least everything else seems normal, right?
No, wait -- there are also monsters waiting for you in the fog.
NOTE: Everything in this post only applies to your character if they have "darkness" in their hearts. This is not necessarily a literal darkness, but characters who are bad people, e.g. evil or psychopathic, do automatically qualify. Any character who has ever experienced something violent that haunted them -- whether or not it is their fault, whether or not the situation was later corrected, whether or not they remember it -- also qualifies. However, a deeply good character who is also from a school drama and thus has little experience with violence or trauma might see nothing at all.
There is a little wiggle room, though, if you really want your character to see monsters, and a character with more darkness in his or her heart can (optionally) experience more drastic effects.
If you're still not sure whether this describes your character, other players have asked more specifically about their own characters in the comments on the previous post, and you can do the same here.
height: 5'8"
weight: 160lbs
difficulty: easy-medium alone, but they always travel in packs
found: all sectors, outside
A stooped reptilian creature -- two-legged, smallish arms, a long thick tail for balance, and large, powerful hind legs that sport a single mean-looking curved claw. (In other words, this monster looks rather like a velociraptor.) Where its skin isn't torn to expose muscle and bone, it's covered in crumpled molting feathers that are, if you've been in the Asylum for quite a while, a familiar shade of deep purple.
Lizards are fast, vicious, and -- oh yes -- hungry. This monster is unusually interested in actively hunting you down and will begin to do so the second it catches a whiff of your scent. It will use all of its available weaponry to maim you: its teeth, in short biting strikes; the smaller claws on its "hands", which are mildly venomous (think the way cat scratches itch); and of course the nasty claw on its toe, which can cause serious injury if you aren't careful. Lizards like to jump to close the distance between them and you, and they can jump as far as eight feet, so far away might not be far enough.
An individual Lizard isn't too difficult to take down. Pepper it with gunfire, shoot it full of arrows, or stab it repeatedly with a sword... they're all reasonably effective. (Needless to say, energy blasts also work just fine.) Unfortunately, Lizards never travel alone: there's always a full pack there, six to ten creatures, and that's when things get hairy. If you're trying to take a pack on by yourself -- well, that's probably not the best idea, but you can get away with it if you're exceptionally strong, exceptionally fast, or have attacks that are great at dealing with crowds. The equivalent of a high-powered shotgun works wonders!
Lizards are also very cooperative and very social. In fact, if you're fighting one pack too close to another pack's territory, the last Lizard you kill may sound an alarm that brings that pack running. If you're looking for a night of solid battle, Lizards will come the closest to swarming you indefinitely.
height: 8'6" (and about 5' wide)
weight: 605bs
difficulty: hard
found: all sectors, outside
An enormous mass of flesh, with misshapen hands and legs jutting out of it at odd angles. It has many heads, with over-sized bulbous eyes that will fix on you when you approach and then follow your movements as if hypnotized. Closer inspection reveals that it is messy surgical stitching that holds this creature together: elbows, fingers, cheeks, and thighs are all visibly sewn into place, layer upon layer.
Although you might not expect an Agoraphobia to be terribly agile, this monster moves quickly, using its many strange limbs like a centipede to crawl rapidly over all kinds of terrain, and mostly attacks by charging. Try not to let it knock you down, because it will climb on top of you and pin you to the ground with its many awkward hands. Expect a bruising grip and a good deal of muscle pain as it attempts to tear you apart, perhaps looking for more body parts to add to its collection.
Be warned: Agoraphobias are big and strong. You'll want a really powerful weapon before you even consider trying to fight them; there's simply too much flesh for bullets or, say, your typical sword to do much damage. Big energy blasts aren't a bad way to go, but keep in mind that this monster has high magic defense, too. It's not going down easily, no matter what.
They do not travel in packs and they will not swarm you at any point. You're not going to find these monsters more than once per city block of Marina; they don't like sharing territory and they do not come to one another's aid.
1. No one can see monsters on video or in photographs, not even the person who was right there, recording it!
2. The monsters are edible, but not very tasty.
3. If you've got a great monster idea for future posts, please feel free to share it in a comment here!
4. People who travel together will experience similar distortions of reality, unless one of them has no darkness in his or her heart at all; in that case, that character will not see, feel, or in any other way sense the monsters that are attacking their companions.
5. And speaking of senses, there's no magic or any other kind of energy involved in the monsters for characters with such abilities to pick up on. As far as characters who can see the monsters can tell, they're just real, living creatures and give off no particularly strange energy; as far as characters who can't see the monsters can tell, there's nothing there at all.
The Lens of Truth is a mod-approved exception to this rule.
6. If you trip into one of the holes, you will fall for a while. Eventually, you will black out, and wake up the next morning in the middle of a perfectly ordinary street.
7. Both monster blood and monster bodies will disappear. Monster bodies do so when you're not looking at them -- maybe they've been eaten by other monsters? -- and the blood will be gone in the morning.