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Tuesday, May 31st, 2011

    Time Event
    3:41p
    Genome Project


    The year is 2031. The scientists have successfully kept their project a secret, hiding away in the bowels of Maine. They've censored, monitored, and all but controlled the mutated, posing as doctors, teachers, and trusted family members. Powers are starting to emerge and it's their job to test their limits and ensure human safety. Can they stay within the ethical bounds? Will the mutated figure out what's really going on? The experiments are far from over, but the danger is just beginning.

    The Genome Project is a game focusing on original characters with super powers and the scientists that mutated them, with a few accidental killings thrown into the mix. We've been open for 15 months.

    Open powers include: alchemy, cryokinesis, enhanced strength, healing, illusion, lie detection, mediumship, shapeshifting, technopathy and many more! We're always looking for new scientists to get more involved, as well as more mutants to push back against. Check out our premade list for pre-established lines needed.

    9:01p

    PREMISE RULES SUPERNATURALS CAST HOLDS APPLICATION

    Two days ago this was an empty lot, an abandoned field near the edge of town. Then the trucks rolled in, big semis huffing clouds of noxious fumes, and able-bodied men jumped out to set stakes in the ground, run string to mark off areas. The townspeople whispered excitedly as the posters and flyers arrived around town, posted on telephone poles and bulletin boards, stacks of them on the counters in shops.

    The Dark Carnival was in town.

    The tents aren't the gay red and white stripes of the carnivals of yesteryear; these are black and gray, burgundy and purple, dark jewel tones lit from within by lanterns and candles and blacklights. Torches burn at the entrance and a sign warns all who enter that they are lost. The Ferris Wheel is a hulking beast against the sky; carnies walk among the crowd dressed in leather jackets embroidered like a skeleton's infrastructure, weaving expertly between the marks. Barkers call to passersby, luring them in for the sights and sounds. Canvas banners ripple in the wind, which carries with it the scent of food cooking, the hot smell of machinery and oil.

    There are cries of laughter and delighted squeals coming from the funhouse, the freak tent, the thrill rides. People walk out of the psychic's tent looking a little uneasy, laughing it off as hokum even as their skin crawls. And some of those shrieks from the funhouse... well, they sound a little too sincere, don't they?

    This is the Dark Carnival.

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