singmod: (Default)
methuselah ([personal profile] singmod) wrote in [community profile] singillppl2024-03-06 05:02 pm
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March 2024 Event Plotting

MARCH 2024 EVENT


PROMPT ONE — EXIT STRATEGY: With the way via the main road a no-go, Methuselah finds a potential and very dangerous way out of the Milton area: the Milton Mines. During the Aurora, the Interlopers must find a way to safely navigate the mines and find a way through.
EXIT STRATEGY — CONTENT WARNINGS: claustrophobic situations; potential injury/maiming; potential electrocution/electrocution injuries; potential burn injuries; hyperthermic situations; exploration horror.

PROMPT TWO — BRAVE NEW WORLD: Interlopers make their way into the Lakeside area, and are free to explore the more of the Northern Territories: a place of both industry and leisure.
BRAVE NEW WORLD — CONTENT WARNINGS: themes of exploration/survival; themes of peril; acrophobia; potential character/npc death from falls; potential injuries, potential cold injuries/hyperthermia risk.

PROMPT THREE — THE ECHO: On Aurora nights, the aftermath of the Darkwalker's attack on the Interlopers continues to ripple through the community — with a painful affliction.
THE ECHO — CONTENT WARNINGS: supernatural/otherworldly afflictions; themes of grief; themes of loss.

EXIT STRATEGY


Unusually, Methuselah returns to the town around the middle of the month. He is looking pleased and will ask that the Interlopers gather in the Community Hall. Once gathered, he climbs onto the small stage at one end of the Hall and explains that following last month’s Feast, he set out to try to find a way out of Milton, and he believes he may have found a way out.

He goes on to explain that although the Milton Mine has been closed for many years, there may still be access through the mine. The mine had two entrances through either sides of the stone, one on the Milton side since many of the residents worked the mine back in the day, but there was also an additional entrance on the opposite side, which led to a railway track that allowed easier export of coal and precious materials towards the coast. Having gained access, he believes the mine seems to mostly remain intact, but not easy to get through. However, he discovered that during the Aurora, the old mine and its electronics came to life — meaning a way through is certainly possible during those times with the added electronics in play.

It is not much, and it is certainly incredibly dangerous, but it is something. There is certainly no way out towards the south; towards the north might be the Interlopers’ best chance of finding a way out of Milton.

Methuselah will ask for any volunteers to join him in trying to find a way out via the mines, taking them up north and then waiting for an Aurora to happen before they can then make their way through and explore the mine system. Anyone is free to sign up, and he suggests someone drawing up a sign up sheet so that Interlopers have an idea of who is leaving the town on the journey.

The hike towards the mines is a long one, taking a few hours on an incline to reach the northern mountains. Waiting on the Aurora may take time, so setting up camp is the next step — waiting for night and hoping the skies fill with night soon. Interlopers are free to explore the mine beforehand, but will find a lot of it locked up tight. With areas unreachable without power and the darkness suffocating, they won’t get very far.

When the Aurora does finally come, the mine will come to life: the system’s lighting will come on throughout, albeit flickering and a little unreliable. Machinery and track systems whir and groan as the mine slowly cranks itself into functioning once more. While there are maps of the system to help Interlopers navigate the system — showing a second entrance labelled as ‘Lakeside Entrance’ — the true difficulty in getting through lies in wait.

Interlopers will find that parts of the system have been partially flooded: with the frigid water in places mostly ankle deep and others reaching no higher than knee-high on an average-height man. What’s worse, is the half-destroyed electrics ravaged by both time and the Aurora mean plenty of loose wires hanging here and there. It’s possible to accidentally catch yourself on them, meaning burn injuries and mild electric shocks — but care should be taken in checking if these wires may have fallen into these flooded parts. Stepping into these live waters will be far more deadly. They will also find that the electronically-powered gates that open through into areas may not function, with the fuses having been blown.

Gaining access through the mine is not impossible, however. It will simply require a little bit of legwork. One of the larger caverns of the mines houses a fuse board. Characters can switch off sections of the mines in order to traverse them safely, find new fuses in toolboxes scattered through the mines in order to open the gates and make their way through to gain access to the elevator of the mine — which will also require new fuses, in order to power the electrics to get it to function.

It is perhaps, most frustrating, that once Interlopers get the elevator working and head downwards into the final section of the mine, that they will come across hand-cranks — allowing them to use the elevator without the need for electricity. But at least the hard part is over, and the Interlopers now have a way through from Milton that doesn’t require relying on the Aurora to power the mine’s electrics.

On the lower section of the mine, there will be a handful of more gated rooms to get through before reaching the Lakeside Entrance, and more wires and flooded areas to traverse. But you can taste it: something on the air. You’re close.

You’ve made it, Interloper.

BRAVE NEW WORLD


Coming out of the mines, you will be greeted by a small mining camp and railway track enclosed by mountains on both sides. It’s incredibly sheltered here, with little wind chill and not as much snow on the ground compared to some of the more open areas of Milton. It may be best to rest here for the rest of the night. There are several portacabins that were used to house some of the former miners, along with additional cabins with one being some kind of foreman’s office, one that served as a kind of mess hall and one for bathing/toilet needs.

While there is little in terms of supplies left in there, some scraps may be found here and there — plus the cabins will provide decent shelter from the cold, which may be the last Interlopers will get ahead of the long walk down through the mountain track and into Lakeside. There is also plenty of coal left lying around, too — allowing for Interlopers to craft fires to keep warm. Even with it being sheltered, it’s still cold out.

In terms of where to go from here, the only way seems to be to follow the track. It’s a long walk, but rather straightforward if you keep to the tracks. A good few hours of it, but it’s quiet — and there doesn’t seem to be much in the way of wildlife or windchill here. It almost seems too easy, or as easy as it could be in regards to a long walk through thick snow.

Until you come face to face with the ravine.

The world opens up to you, with the tracks stretching over a huge valley via a… mostly sturdy-looking wooden and steel bridge. There doesn’t seem to be any way around it, no alternative route of getting over to the other side. Crossing the bridge is the only option. Care should be taken, with Interlopers now being vulnerable to the wind and the snow-laden tracks. As sturdy as the bridge looks, it seems to creak and groan under the weight of a single footstep. There even appears to be the remains of fall train-carts in the depths, from some unfortunate incident years ago. It’s probably fine.

Crossing the bridge and continuing down the tracks will eventually have the world opening up even more — you’ve finally reached Lakeside. Thick boreal forests crowd around the tracks, and in places, Interlopers will note that the tracks have buckled and become badly damaged. When they find roads, they will also find them in similar states of disrepair from beneath the snow. Following them for another hour or so will eventually lead to Lakeside’s Maintenance Yard. From here, there is a road, with directions: signs pointing towards Milton, the Coast, Lakeside Resort and the Carter Hydrodam.

For those interested in searching the Maintenance Yard, they will be greeted by a large, fenced in building. Fortunately, a great deal of the fencing has been damaged with the bad weather and it is easy enough to gain access. The place is a bit of a mess: scrap metal, wood, and dissued trucks and cars litter the yard, along with wood that can be used for kindling and firewood. Inside the Maintenance Yard, it is a little bit of a mechanic’s dream. There’s plenty of tools in this place, and even a forge which could be used for crafting if someone has the patience to fire it up and keep it hot for long enough. There’s plenty of stores of coal, at least. But in terms of a living space, there’s not much else other than a small break room with some comfy chairs to catch some quick shut-eye. Searching the Yard for any letters or such will reveal a similar theme to that of Milton: difficulty in reaching the Mainland with postage and correspondences, the lack of staffing, and the problems with wildlife. There are also complaints and concerns over growing dangers of small quakes causing damage to the roads and rail system.

Following the road towards the Lakeside Resort is a mostly quiet and pleasant enough trek, as long as one keeps close to or on the road there as much as possible. The Resort is largely secluded, even if it is around the actual lake itself, and it’s easy to see just why this place would have been a popular vacation place.

The resort is a collection of a dozen luxury cabins dotted around the edge of the lake, each of them with a decent amount of space between them for privacy. The cabins themselves are sturdy and well built, but look far more modern and almost designer in terms of style - with huge almost floor to ceiling windows and spacious porches for that perfect lakeside view, and open plan rooms and balconies. Each of the cabins contain multiple bedrooms, suitable for vacationing families and mix both modern technology and more rustic means of heating homes — making them ideal for all weathers.

A couple of the cabins are not completed, appearing to be a kind of expansion of the resort that was not finished. Build materials still remain here. Some of the cabins on the furthest side appear to have become victims of vandalism, having been broken into and completely trashed with windows smashed, furniture missing and broken, and any goods completely ransacked from the place. There are perhaps five cabins out of the twelve that remain fully intact and may contain useful items such as food, basic medical supplies and tools, and will certainly be excellent shelters for those looking for somewhere to stay.

There is also a Camp Office, situated at the east side of the lake. Used as a kind of main office of maintenance for the cabins, along with an office or tourist centre of sorts. It has a decent stock of hiking and outdoor essentials. The Camp Office does also have a small living space upstairs — presumably used by Lake staff or rangers, with a wood stove and kitchenette, along with a bathroom and several bunk-beds. It appears that the Camp Office wasn't abandoned until a short while ago — no more than a couple of months.

Following the road to the Hydrodam is a trickier one than the one to the Resort. There is a higher volume of predator wildlife here, with wolf howls closer and more frequent. With the current state of wildlife’s behaviours, it is likely to face attacks from wolves on the way there. The Carter Hydrodam has clearly seen better days. It seems to have fallen into disrepair and may have only been run by a small skeleton crew. While the Hydrodam is gated and locked up tight, it’s possible to break in through the gate and gain access.

While the lower dam is currently out of bounds, Interlopers will be able to get into the upper levels of the main building of the Hydrodam, which consists mostly of offices, maintenance rooms, a medical bay, and rooms banked with control panels, plus staff areas. The med bay is relatively well stocked, but might need a little forced entry with certain medical lockers and cabinets. Tools and other useful items can also be found here, along with bunk rooms, a small canteen and bathrooms/showers. It might be possible with some work to get access to hot water here — the showering systems run on a back-up furnace system, and while some of the pipes are broken, it might be possible to fix them to get the hot water system up and running again.

Following the road to the Coast will find a dead end. The bridge that heads over towards that direction has been damaged beyond repair, and there looks to be no way of getting around it. Perhaps, much like with getting out of Milton, there may be an alternate way of getting further south, but time will tell.

But for now, here is an entirely new region, ripe for the picking. While it appears some places have already seen minor scavenging (with the exception to the vandalism and looting of some of the resort cabins), Lakeside is largely untouched. It is full of game to hunt, an expansive lake to take up ice-fishing in, and indoor locations to search through for supplies. Some Interlopers may decide to stay here permanently now that it’s easier to travel between Lakeside and Milton.


THE ECHO


There are roughly no more than ten Aurora nights during the month of March, and everything occurs as usual: the insanely bright colours swirling in the skies before you, the crackles and pops of static in the air providing percussion to the strange, ethereal chorus of almost-electrical sounds. The electrics of the world around coming alive with its usual sputtering and falters. There is much mystery to these strange, almost supernatural phenomena — but they almost feel like a kind of staple in the Northern Territories.

But on these nights something different happens.

If you listen closely, the sound of weeping can be heard on the air. Those with the Aurora Call Feat will be particularly drawn to the sound, and will hear it more clearly compared to their fellow Interlopers. It is the sound of a woman, and those paying attention might be able to recognise the voice it belongs to: it is the same woman heard over the static of radios and televisions in December and early January. The same woman that spoke to Interlopers, telling them to sleep, with the promise of help — thus granting some of them powers. It is the same voice that screamed out the night La’an Noonien-Singh died, and the night of those recently killed in the church.

She is… grief-stricken. Her weeping is a raw and anguished thing, and the more you listen, the more it seems to grip at you. You feel her pain, maybe it echoes within your own. Those you have lost, those you have failed or hurt — a reverb that grows stronger as the night continues. It is an all-consuming pain, its depths endless. It brings tears to your eyes.

You carry this pain, as she does.

You feel it in your very bones, in your flesh and sinew. It’s an exhaustive pain, and as the night progresses, you find yourself incredibly weary. In a strange state of fatigue that won’t even allow you to sleep.

You may find yourself going in search of comfort amongst friends, or loved ones. To hold a hand, to embrace them — to not be alone in this pain you feel.

But it is a pain that is too great.

On these nights, you will find yourselves alone, without the comfort you would otherwise lean on. You will not be soothed by that comfort of others. For as long as the Aurora lasts, reaching out and touching others will bring real physical pain to you. It will hurt to touch others, and physical contact will produce a sharp biting pain, even for those who may not feel pain otherwise. Too much. It’s… too much.

Some of you were told once, in a dream: “Don’t you understand it now? We are all connected. The Aurora connects us.”

Once the lights in the sky fade, that pain will finally ease and the woman’s sobs will go quiet — but it will return once more, when the next Aurora comes.

NPC INTERACTION: YOUNG BILL


This month, with the world opening up and access gained into Lakeside, Interlopers will be able to meet one of the other NPCs of Singillatim! A diversion off the tracks towards the north will lead Interlopers to a clearing deep into the woods. Here, they will find Young Bill, a trapper and woodsman native to the Northern Territories, who lives in a cabin with his dog, Scout.

Whilst initially hostile with Interlopers, he will end up relenting once they explain who they are, where they've come from and also by mentioning Methuselah. Still a little stand-offish, he will however spare some time to speak with Interlopers and their situation.

This opens up another NPC interaction mechanic! Interlopers will be free to question Young Bill about what's going on, the situation within the Northern Territories, etc. As he's been in a different region this whole time, he'll have a different perspective to offer compared to Methuselah.

This is a one-off interaction, but it is not to say that Young Bill won't be around in the future! While a small group of Interlopers of any amount may break off from the group exploring the new region to go and meet Young Bill, the opportunity of speaking with him is limited.

Up to five characters may speak with Young Bill, so feel to plot amongst yourselves and choose wisely. While the post on the community is now up for players to read, it will be unlocked to comments from the 10th.

Players can fill out the following form as a sign up for the meeting.



FAQs

EXIT STRATEGY


1. It is entirely possible for NPC Interlopers to die in the mines due to electrocution, and players are free to use NPCs — we ask that players give mods a heads up so that the masterlist can be updated accordingly.


BRAVE NEW WORLD


1. The lower dam is currently completely physically impossible to access. The door that leads there is jammed shut. Characters will notice half-frozen water leaking on the floor around the door.

2. It is possible to find bodies in Lakeside, however there is a... suspiciously low amount of them, and the rare ones found by characters will have been there for some time. They will have appeared to have died of exposure.

3. Wolves can be found in Lakeside, and their tracks are incredibly common. Interactions with wolves can happen in the exploration of this region, and they will behave much like they did during the September event and be incredibly hostile to players.

4. Bears are also common in Lakeside, and their tracks can also be found. They technically should be still hibernating, and much like wolves — they will be aggressive towards Interlopers. Keep your distance!

5. The areas section for Lakeside can be found here.

THE ECHO


1. Essentially: physical touch with others will bring Interlopers physical pain. Sorry about that.

2. It is possible for Interlopers with Aurora Call to attempt to reach out to the woman. Those interested can inquire into what that interaction may be like!

PLOTTING FORM


bestsir: ($ well fuck)

Harry Goodsir | The Terror

[personal profile] bestsir 2024-03-06 05:45 pm (UTC)(link)

Player Name: Karin
Player Contact: Discord
Pacing: Moderate; I'm away for a week of vacation in March and just ... life stuff. You know. (waves hands wildly)
OOC Limits: None really.

Character Name: Harry Goodsir
Canon: The Terror

Wanted CR: All the things. Friends, not-friends, people who need help with things medical, fellow science nerds ... literally anything.
Unwanted CR: He already comes pre-packaged with a mortal enemy, but otherwise no preferences or dislikes.

Event Ideas:

  • Exit Strategy: Now that there's another medic in Milton, Harry might actually be persuaded to accompany anyone who wishes to explore the mines. (He no longer needs to be worried that the town will be SOL in the event that something happens to him, so.) He can be on hand to provide medical assistance to anyone who gets hurt along the way, and might need some minor rescuing at some point.
  • Brave New World: Boy oh boy he is going to be SO EXCITED to get his hands on more supplies and things. Once a path to the new area is established, he will gather as much as he can, and recruit volunteers to help with that, once again consolidating supplies at his clinic. He may also recruit volunteers to help build an add-on to his house, giving Sveta an area to work in as well, and allowing for more storage, more space for patients if needed, etc.
  • The Echo: Harry is affected by the Aurora Call, so he'll definitely be getting hit in the face by this one. Anyone who wants to play out stuff with him, let me know. He will also try and reach out the the woman and communicate with her.

Anything Else?:

maintiensledroit: (KMP-DVD2603)

[personal profile] maintiensledroit 2024-03-06 05:46 pm (UTC)(link)
Can Dief woo Scout

asking for a friend
maintiensledroit: (KMP-DVD2456)

[personal profile] maintiensledroit 2024-03-06 05:50 pm (UTC)(link)
Young Bill: not happy
everyone who gets a puppy: very happy
salamanca: (Default)

[personal profile] salamanca 2024-03-06 06:04 pm (UTC)(link)
Player Name: Amber
Character Name: Lalo Salamanca

Speaking to Young Bill?: Yes
Topic/Questions: The Darkwalker!!! He wants to see if Young Bill says anything different than Methuselah does.

Also he will ask to pet/play with Scout. He loves dogs.

EDIT: OH, AND... if somebody else thinks their character would ask Young Bill about The Darkwalker, I'd be happy to give up Lalo's slot!
Edited 2024-03-06 18:52 (UTC)
castitas: (010)

[personal profile] castitas 2024-03-06 06:25 pm (UTC)(link)
Harry we gotta go get all the medical supplies from the hydrodam! Kate would be down for coming with him to help gather/transport those back to Milton!
solitarysoul: commisioned art (Default)

[personal profile] solitarysoul 2024-03-06 06:31 pm (UTC)(link)
Levi is good with being a pack mule for supplies. He'll be going on the trip to, so if Goodsir'd rather stay behind or just wants aid he can help with medical stuff too
castitas: (Default)

cheryl | zombie boy + angel girl

[personal profile] castitas 2024-03-06 07:47 pm (UTC)(link)
Player Name: Cheryl
Player Contact: [plurk.com profile] heolstor / _heolstor
Pacing: I'm pretty free this month, on account of being in between jobs — my new job not starting until April 1st. That being said, I'm going to try not to take on too much this month as I have said new job starting and then surgery coming up in May.
OOC Limits: Character death/character maiming for Kieren, in particular.

Character Name: Kieren Walker.
Canon: In The Flesh.
Aurora Feat: Free Runner! He is... still grappling with the fact he's having to consume animal brains in order to sustain himself — but people have been super nice about it....

Wanted CR: Anything and everything. Friends would be great. Kieren's a sarcastic little shit when he wants to be and is still just a teen, but also just having people to hang with. Anyone who's Not Quite Human would be dope, given Kieren's... whole deal. Kieren's also one of the Modern Kids (he's from 2013) so he's pretty good at explaining modern living, tbh.
Unwanted CR: I prefer not to have negative CR for the sake of it, that being said — people finding out Kieren's a zombie and initially not being okay with it is 100% something I'm down for. I'm also not actively looking for romance. Kieren's not really in the right head-space for it, considering he's not long after losing the love of his life. But it's not completely off the table. It will require a whole lot of slowburn, considering how much baggage Kieren comes with.

Event Ideas:

— BRAVE NEW WORLD I don't have any specific plans, here. He can be around? He'd be here for carrying shit back to Milton. He'd definitely be getting coal back to the town because that shit is like GOLD. But idk, I'm open to things here for him!

— THE ECHO Kieren doesn't... really feel. However, I would be down for Kieren feeling pain during the Auroras if he touches anyone — and he'd be getting really weird about it.... So I'd be very interested in doing something with this with him.

Anything Else?:




Character Name: Kate Marsh.
Canon: Life is Strange.
Aurora Feat: Aurora Call. If you've heard prayers/bible readings/hymns in your head in the last month or so, 100% chance that's been Kate. Sorry, guys.

Wanted CR: Pretty much everything! Friends!!! People around her own age to befriend!!! Mentors/people to help her with this absolute hell of a world with survival skills — she's not worldly at all. I could see her going down a kind of Support Role route with things after she did her rosehip stuff, via foraging, cooking, perhaps medical/first aid. Fellow religious folks or folks who fell out of their faiths for some Interesting Talks, since she's still riding through a bit of crisis of faith.
Unwanted CR: I prefer not to have negative CR for the sake of it. I like my negative CR to be interesting, or to develop eventually. Again, not actively looking for romance but it's not off the table. She is however currently infatuated with Benton Fraser and crushing on him pretty hard so there's that....


Event Ideas:

— EXIT STRATEGY If she's likely heading with the first group, Kate would help with navigating/logistics of finding fuses to help unlock the electronic gates. She could warn others about electrified waters to stop folk stepping into water and ending up fried. Additionally, she'll be very sad about having to walk through frigid water... someone take pity and throw her over ur shoulder LMAO

— BRAVE NEW WORLD Here for help with scavenging! She'll also be foraging for things about in the natural world, which could lead into all sorts of mischief. ALSO crossing over the Ravine is hella gonna fuck with her — she'd be petrified of that. Maybe someone helping her walk across it would be good?

— THE ECHO Kate has Aurora Call so she'll really be getting effected by this prompt in terms of hearing the woman. She may try to reach out to her too, considering she'll be pretty struck by that grief/loss. Also here for PAIN TIMES 👀

— YOUNG BILL I think I'll have Kate being in the party of those going to meet Young Bill. She won't be speaking to him but she'll Be There, depending on CR, and will also want to pet Scout...

Anything Else?:

[personal profile] load_aim_shoot 2024-03-06 07:50 pm (UTC)(link)
Camp Office was abandoned no more than a couple months ago - what do the interlopers find that tells them that? A calendar or a note or something?

[personal profile] load_aim_shoot 2024-03-06 08:07 pm (UTC)(link)
Absolutely, that would be great!
maintiensledroit: (solpadeine82)

[personal profile] maintiensledroit 2024-03-06 08:09 pm (UTC)(link)
Sounds to me like someone is signing up to be princess carried by a Mountie!

Some thoughts, with the caveat that I think we're both keeping it kind of simple this time around:

- Fraser helping Kate through the trip to Lakeside (mines, bridge, etc.)
- potential Wynonna-Kate post-The Echo stuff
- Wynonna realizes Kieran is a zomboy (maybe while they're going back and forth from Milton to Lakeside?), reacts poorly
Edited 2024-03-06 20:16 (UTC)

[personal profile] load_aim_shoot 2024-03-06 08:32 pm (UTC)(link)
Player Name: Xil
Player Contact: pm this account or find me on discord @ anustornadus. I’m xiilnek at plurk but I haven’t used that one in a while.
Pacing: I try to reply at least once a day, but if I have more than a couple tags at once it could be a little slower, depending on my schedule/energy levels
OOC Limits: n/a

Character Name: A. Rama Raju
Canon: RRR
Aurora Feat: Lightbringer, and he hasn’t figured out wtf to do with it yet. He’s clued in that it’s tied to strong emotion, and that’s about it. He’s probably stopped sleeping at the Community Hall because of it, doesn’t want to set somewhere with other people in it on fire by accident during a nightmare. In keeping with his canon’s action sequences being built entirely on Rule of Cool logic I sort of want him to shoot fire arrows or something eventually, but he’s got to work out how to control it first. (Not sure how to get him there- we’ll see if something comes up. Let me know if you have an idea in that direction?)

Wanted CR: Still intending to work on deepening his CR with characters he’s already met, and I’d like him to connect with anyone who’s working on some kind of project to improve things for the town. Beyond that, everything is good!
Unwanted CR: Probably not romance, other than that I’m up for anything.

Event Ideas: Honestly I don’t have many? I might just tag out for this event and see what Raju’s going to be up to that way. He’ll for sure be looking for a distraction during the aurora nights, the echo thing is going to hit him pretty hard. He’s already not sure he likes whoever that woman’s voice belongs to, after this he’s going to haaaaaate her. (Like, ma’am, thanks for probably being on his side, but please stop fucking with his shit. He would love that.)

Anything Else?:
Raju once he finally gets the fire superpowers under control
castitas: (Default)

[personal profile] castitas 2024-03-06 08:41 pm (UTC)(link)
THIS IS IT, THIS IS HOW KATE DIES. What a way to go....

We could keep that a very short dumb thread if you want. Poor Fraser just "I think Kate might have a fever...?" oh buddy....

Also YES. I am so for all of this to be honest. And Kieren would be noping out hard on Wynonna with her reacting poorly dfjkghdfkg just gonna run awaaaaaay.... She could find out maybe when he goes away for a lil brain snack to replenish, or maybe Kieren gets into bother in the mines and some of his mousse washes away or he loses a contact lens?
maintiensledroit: (28)

Lorna's Canadians

[personal profile] maintiensledroit 2024-03-06 08:47 pm (UTC)(link)
Player Name: Lorna
Player Contact: [plurk.com profile] repeatandfade / blueofthebay @ disco / pm
Pacing: Usually fairly steady, with bouts of boomeranging and occasional slowness (I'm climbing out of work hell, friends... wait for me). I have an office job and can usually tag throughout the day (GMT+5)
OOC Limits: Please don't kill either of them.
pacificator: (WE_648)

Wynonna Earp | Wynonna Earp

[personal profile] pacificator 2024-03-06 08:49 pm (UTC)(link)
Character Name: Wynonna Earp
Canon: Syfy's Wynonna Earp
Aurora Feat: N/A

Wanted CR: Friends, enemies, people she can make bad decisions about/with. Exploration buddies for the new location. CR of her CR who she hasn't met yet.
Unwanted CR: I'm pretty down with whatever! All I ask is please no murdering.

Event Ideas: Your event plotting here!
Exit Strategy: I think Wynonna will be heading out with the first group, after being cooped up in Milton for so long. She needs to do some adventuring in order to keep living up to Louis' expectations!

Brave New World: She might hang around Lakeside for a while to give herself a break from all the close contact she had in the last couple of months, but I think that'll backfire and she'll realize she misses people come April. But this is a good place for her to meet new CR!

The Echo: This one is mostly going to be for her current CR, I think, unless anyone really wants to meet her this way! Reserving a spot here for Holland March, but open to any of her current CR who wants to do something. I also would love for post-Echo stuff where she gives/receives physical affection (touching hands, hugs, cuddles, other stuff depending on CR) once the Echo effect is gone.

Anything Else?: Who's gonna hug this girl post-Echo???



Edited 2024-03-07 16:05 (UTC)
maintiensledroit: (vlcsnap-2023-11-25-18h35m45s691)

Benton Fraser | Due South

[personal profile] maintiensledroit 2024-03-06 09:02 pm (UTC)(link)
Character Name: Benton Fraser
Canon: Due South
Aurora Feat: N/A

Wanted CR: This man needs friends! He needs people who will tell him to his face that he's a weird nerd who needs help in social situations. Mentees: Fraser has a lot of knowledge about how to survive in this kind of environment. Let him share with you! Ner'er-do-wells hoping to dupe him is always fun. Romance is on the table, with either ladies or fellas! But he is super duper awkward and it would be a massively slow burn. He has a tendency to hold himself apart, so I'd love for him to get down in the dirt with someone.

Also wanted: people to do stuff with Dief!

Unwanted CR: Pretty happy to roll with whatever! I would just prefer you not murder him, please. Negative CR may be unsatisfying with Fraser, because if someone doesn't like him he thinks they have their reasons and would politely leave them alone.

Event Ideas: Your event plotting here!
Exit Strategy: Fraser is 100% going on this initial trip. This is exactly his jam! The Mountie will be available for helping people across the water, checking for live wires, and keeping people safe on the bridge. I think it'll be a great option for him to meet some new CR, as will:

Brave New World: Fraser is likely to spend most of the month in Lakeside, especially with so much game. He might organize hunting parties to go after bear, then cure and smoke the meat and store it in the town so they have a cache of food for both Lakeside and Milton. He will also continue going out onto frozen lakes to play hockey, and will be among the group going to meet Young Bill.

The Echo: Might sit this one out for Fraser. He's not especially prone to physical contact anyway, and he doesn't have any super close CR where it would be a problem. On the other hand, if you're interested in developing close CR with him, let me know, I am totally down for it!

Anything Else?: "I thought they sent you back up to the Yukon."



Edited 2024-03-06 21:04 (UTC)
heckofashot: (Default)

[personal profile] heckofashot 2024-03-06 09:06 pm (UTC)(link)
i don't have any solid ideas for the event yet, but i would love to have mac meet kieren at some point, maybe they can both be carrying supplies and the like. maccready has... many complicated thoughts on the zombie-adjacent people in fallout — most people don't like ferals, but maccready especially doesn't (on account of the wife-murdering), that said he has good relationships with the ones who aren't feral.

tl;dr: i watched the first four episodes of in the flesh, and the parallels between rabids/pds sufferers and ferals/non-feral ghouls in fallout has me making big eyes. i need this sad boy in my life.
powersuited: (pic#14004221)

carly's brunette babes

[personal profile] powersuited 2024-03-06 09:18 pm (UTC)(link)
Player Name: Carly
Player Contact: [plurk.com profile] favoritings, Discord by the same name, or DW PM.
Pacing: Medium speed tagger for the most part (provided RL doesn't wallop me), though I'm more than happy to backtag into infinity, and I can certainly boomerang for short intervals if the stars align.
OOC Limits: No character death at the moment, anything else is fair game with prior discussion.
castitas: (Default)

[personal profile] castitas 2024-03-06 09:24 pm (UTC)(link)
NYOOMS HERE OMG YESSSS YOU WATCHED IT 👀👀👀👀👀 i must have ur thoughts...........

BUT HELL YEAH I am so down for Kieren meeting MacCready!!! I always like the possibility of complicated CR considering Kieren's position. Like he's a very nice but sad boy who deeply regrets his actions as a rabid but he can't take back those actions and he can't escape what he is!!! And cross-cr is such a good way of getting to explore it!!!
castitas: (Default)

[personal profile] castitas 2024-03-06 09:34 pm (UTC)(link)
Player Name: Cheryl
Character Name: Kate Marsh

Speaking to Young Bill?: No

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