Route 29: mods (
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route_292013-10-25 09:43 pm
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We're A-Moving On Up...
So you survived that harrowing first twenty-four hours in the Nightmare Castle, did you? Well, it seems the castle has seen fit to reward you for your trouble: at 7:00 AM on October 26, a mighty creaking groan will sound throughout the castle, and in the first-floor stairwell (the small red area sandwiched between Areas F, I, and the secret passage), what once was nothing but a stone wall will now be a winding stone staircase leading up to...
NIGHTMARE CASTLE: THE SECOND FLOOR

NEW AREA: UNLOCKED.
KEY:
• RED areas are inaccessible regions of the castle! How they're inaccessible will vary from place to place (and from person to person), so players are encouraged to be creative in making up reasons why their characters can't get in to those areas if they try. For example, they might find the door to be locked or jammed; they might find a section of wall has collapsed and blocked off the corridor; they might just run into an invisible wall or a lingering patch of obscuring fog that ultimately deters them. They might even discover a rather unpleasant-looking monster hanging around and decide they'd rather not take the chance; the sky's the limit here, but the reasons for the same door being blocked can vary from person to person, and we encourage you to use this to add to the IC confusion if you so desire!
• BROWN areas are secret passages! It won't be immediately obvious that these areas exist (naturally, being secret), but with some diligence and careful inspection, characters can find the opening and get inside. Whether it's from lifting a secret latch or just figuring out the wall is hollow and bashing the thing down, of course, is up to player discretion!
• The GREEN area is the set of stairs you used to get up here in the first place! We just figured it'd be handy to have that clearly marked, so you know where your starting point is in relation to everything else. — ROOM CHANGES — 10/28/13
• AREA L — the Indoor Orchard. — ROOM CHANGES — 10/28/13
Evidently, the overgrowth wasn't exclusive to the downstairs rooms; as they make your way up the stairs and onto the second floor proper, characters will be greeted by a fairly haphazard orchard of small trees and plants that have overtaken what was once an otherwise solemn stone hallway. Several of the trees bear fruit; some of them are quite obviously Pokemon berries, but others look a little more palatable for the human side of the visitor spectrum — apples, pears, oranges, and so on. And strangely enough, only the human-consumable fruits can be picked; if you try to remove one of the Pokemon berries from its tree, your hand will simply go right through it. Strange!
The orchard and its growth run the full length of Room L, plus the connecting hallways that lead to Rooms M, N, and the Blue and Yellow Sigil Rooms. Have fun bushwhacking!
• AREA M — the Crystal Study.
Stained cabinets, warped glass, and showcase after showcase of minerals; try not to raise your voice when you first walk into the Crystal Study, lest the loud noises shatter something or you end up like the proverbial Tauros in the china shop. Characters choosing to investigate this room will find that the labels identifying the crystals are written in a language they can't understand; though the letters will seem recognizable and familiar, attempting to read it will produce nothing but confusion and the vague sense that there's a meaning behind it, but one that the reader can't quite put their finger on. Though there doesn't seem to be any obvious way of getting the cases open, curious vandals may break the glass, pry off the panes, or otherwise devise a way of getting at the crystals in the cabinets; they're all about fist-size or smaller, in varying colors, with perhaps the most notable being some rather spectacular bismuth crystals.
• AREA N — the Star Chamber.
Twinkle, twinkle, little star; be very quiet as you enter this room, or you'll ruin the effect! This room on the second story is completely empty save for an odd-looking crystal mounted on a pedestal in the center of the room, which is projecting glowing patterns of light all over the midnight-painted walls. Upon closer inspection, it looks as though they're star charts of some variety; here and there, fine lines connect some of the dots, forming constellations of largely-unrecognizable shape. It's a soothing place to visit, but of course you might not want to stay too long — the one drawback of inner sanctums is that the owners don't generally take kindly to trespassers...
• AREA O — the Armory. — ROOM CHANGES — 10/28/13
A massive room with walls of beige stone, lit with torches in sconces on the walls. A fair assortment of weapons can be found here, mostly of the blunt and edged general melee variety: swords, staffs, daggers, maces, and the like. (You will not find ranged weapons — no bows, crossbows, slingshots, rifles, etc.) There are also suits of armor spaced at intervals along the stone walls, tucked into alcoves. One in particular looks particularly ominous...
ARMORY-SPECIFIC NOTES:
> All weapons found here will be used, rusted, or generally not your standard top-of-the-line weaponry. Characters may, with effort, sharpen blades or otherwise repair the weapons they find to make them more useful, but we expect it to be the product of IC knowledge and effort!
> If you would like to request a weapon, or want to know if you can find a certain weapon in the armory, please don't hesitate to ask us on the Armory Questions Subthread here!
> Beware: the ominous suit of armor is a trap; if your characters make contact with it in any way, they will instantly white out and wake up in the Hidden Dungeon on the first floor!
• AREA P — the Icehouse. — ROOM CHANGES — 10/28/13
Brrr, it's cold in here! And for good reason: this room is nothing but ice. Ice on the walls, icicles dangling from the ceiling, ice coating every surface — and yes, even ice on the floors, in patches, so watch your step! There's not much in here of note, outside of some iced-over crates lining the walls; if your character manages to get them open somehow, they'll discover what appear to be frozen meats inside (...or so we hope). There's also an oddity in one corner — an iced-over hatch with a broken rope dangling from the nearby pulley. Savvy characters might recognize it as a dumbwaiter; and come to think of it, this room is right above the Kitchen, isn't it? Hmm...
• AREA Q — the Master Bedroom.
If this is a castle, it only follows that somebody must've lived here, right? And if somebody must've lived here, then it follows that they must've had a bedroom — and you appear to have just found it. Unlike the other rooms of the castle, this one is strangely devoid of trees and growth; things are dusty and worn, but the invading plants seem to have avoided this particular room for some reason. But all in all, the furnishings are about what you might expect: a four-poster bed with tattered curtains, a writing desk, an armoire, a fireplace. In the drawers of the writing desk, inquisitive characters will find packets of letters written on crumbling parchment in a faded, flowing script; though most of the words are unintelligible by now, there are a few that they'll be able to discern: "for", "time", "little flower", "claws", and "you". However, mess around too long in the desk and you'll attract specters to your location — and the last thing you want is to get mobbed by those, now, isn't it?
• GOLD SIGIL ROOM — the Servant's Quarters.
You know what's classy? Hint: not this place. This set of three interlocking rooms appear to be some kind of servants' quarters — rows of inelegant but sturdy wooden beds (that are really more like cots), minimal furnishings, everything very rustic and threadbare. Poke around and you might find some useful odds and ends, like pitchers and shoehorns and yes, even chamber pots. Look further and you might just notice that one of the sconces is missing its torch, and it appears that there's something else there in its place...
SIGIL ROOM NOTE: The Pokeball location for the Gold Sigil Room is in the empty wall sconce! All characters intending to retrieve a lost Pokemon from this room will find the ball hidden in that sconce. If two or more characters are in the room together, they will still only perceive one ball in the sconce; however, after the first person reaches for it and takes it, the second will immediately discover another ball back again in the same place, waiting for them to take as well.
• BLUE SIGIL ROOM — the Tinker's Toyroom.
There's really only one word to describe this room, and that word is SCIENCE!! Well, for a given value of "science", at least; there are certainly unidentifiable contraptions and tables and shelves filled with stuff scattered about in here, but it's hard to tell what they're intended for or what they could possibly mean. Some of the boxes bear labels reading "S#### C#.", but that's all you can make out no matter how long you stare at them. Alas, most of the machinery is far too rusted to attempt to activate, but it's clear that this was someone's workshop — and presumably, that it's somehow related to the Crystal Study next door, if the chunks of ore and loose crystals scattered about are any indication. There is, however, one drawer that opens without complaint...
SIGIL ROOM NOTE: The Pokeball location for the Blue Sigil Room is inside the working desk drawer! All characters intending to retrieve a lost Pokemon from this room will find the ball hidden in that drawer. If two or more characters are in the room together, they will still only perceive one ball in the drawer; however, after the first person reaches for it and takes it, the second will immediately discover another ball back again in the same place, waiting for them to take as well.
• PINK SIGIL ROOM — the Fairy Bedroom.
If the Master Bedroom was devoid of overgrowth, then this bedroom is clearly picking up the slack; it's really rather beautiful, albeit in an eerie sort of way, how the climbing vines and flowering plants have overtaken what once must've been a rather lovely little room. There are no torches lit, but luckily, some of the plants have seen fit to pick up the slack, their blooms glowing with a faint and ethereal light in the shadows. The colors of the room's trappings are faded, but upon inspection, one could probably deduce that they were once shades of purple, cream, and pink. But of course, what really stands out about the whole business is the size of the furnishings: they're all constructed on a miniature scale, and clearly not intended for a full-grown adult. On shelves on the walls lie dusty crystals, flowers preserved beneath glass, and small bits of gold and silver wire; on the end table near the bed, surrounded by a shower of petals, there sits a palm-sized rocking horse toy carved out of wood. And of course, with the way the bedding is caught on a thorny shrub, one might just notice something spherical glinting underneath the bed...
SIGIL ROOM NOTE: The Pokeball location for the Pink Sigil Room is underneath the bed! All characters intending to retrieve a lost Pokemon from this room will find the ball resting on a pile of flower petals beneath the bed. If two or more characters are in the room together, they will still only perceive one ball under the bed; however, after the first person reaches for it and takes it, the second will immediately discover another ball back again in the same place, waiting for them to take as well.
NOTE ALSO: As indicated on the map, the PINK SIGIL ROOM and the MASTER BEDROOM are accessible only via the secret passage marked in brown! Good luck!
~
Of course, by now you're probably wondering what your sigil colors are, right? And probably what colors your CR got, too! Well, the wait is over: following a whole lot of applied RNGing, the sigil color assignments are as follows:
FURTHER SIGIL INFORMATION
SO WHAT DO THESE SIGILS LOOK LIKE, ANYWAY?
Good question! Fortunately, we have an answer. The sigils will appear on the back of the character's dominant hand, and they will look like this:
• Blue Sigil
• Pink Sigil
• Yellow Sigil
To open a sigil door, a character with the corresponding sigil need only press their hand against the door (which will be highly recognizable as a sigil door because it will be glowing its corresponding color); when they do, the sigil on their hand will temporarily change colors, but then fade back to its normal shade. If a character with a non-corresponding sigil color attempts to open the door, nothing will happen; it will simply stay locked. Once activated, the door will simply open with a click!
CAN MORE THAN ONE PERSON PASS THROUGH A SIGIL DOOR AT A TIME?
Sure! The only catch is, the person with the corresponding color must hold the door for them. When they let go of the door, it'll swing shut and lock again, and thus require someone with the properly-colored sigil to open it again.
CAN THE SAME PERSON OPEN A SIGIL DOOR MORE THAN ONCE?
Yes, they can.
WHAT IF I WANT MY POKEMON BACK, BUT I CAN'T FIND A WAY TO GET A COLORED SIGIL DOOR OPEN?
If you absolutely cannot find a way to get a door open, and you've made a good faith effort to work it out with your fellow players, then come talk to us and we'll contrive a means by which they can get it open. All participating characters are guaranteed to get all their Pokemon back if they so desire. We absolutely will not force you to lose them, though you may if you so desire.
~
OTHER GENERAL NOTES
SO WHAT HAPPENS FROM HERE ON OUT?
Save for the Final Boss Battle™, which will have its own log, we will not be supplying any more mod-created logs for this plot. Characters are welcome to create their own private logs and to make journal posts set within the castle's areas!
Also, for the rest of the time in nightmare castle, days and nights will mirror the conditions of Day/Night One: during the daytime, things will be generally peaceful and quiet, albeit with the occasional spooky happenings, but at night there will be an increased ghostly presence. On the second floor, the Fairy Bedroom is the designated safe area during the nighttime periods, while the Armory is where you are obligated to run into a malevolent specter if you visit it during the nighttime hours.
DIDN'T YOU MENTION SOMETHING ABOUT WEEKLY UPDATES?
We did! As your time in the castle progresses, certain rooms will start to experience...changes. We'll be keeping you updated on what those changes are in realtime — they're what will ultimately lead to characters discovering the Final Boss and arriving at the battle! Stay tuned!
I STILL HAVE QUESTIONS!
We still have answers. Ask us here!
CAN I USE THIS POST TO PLOT WITH PEOPLE, TOO?
You sure can.
SOME OF THIS STUFF SEEMS SUSPICIOUSLY FAMILIAR...
We have no idea what you could possibly be getting at here.
QUICK LINKS
QUESTIONS FOR MODS | ARMORY-SPECIFIC QUESTIONS

NEW AREA: UNLOCKED.
KEY:
• BROWN areas are secret passages! It won't be immediately obvious that these areas exist (naturally, being secret), but with some diligence and careful inspection, characters can find the opening and get inside. Whether it's from lifting a secret latch or just figuring out the wall is hollow and bashing the thing down, of course, is up to player discretion!
• The GREEN area is the set of stairs you used to get up here in the first place! We just figured it'd be handy to have that clearly marked, so you know where your starting point is in relation to everything else. — ROOM CHANGES — 10/28/13
• AREA L — the Indoor Orchard. — ROOM CHANGES — 10/28/13
Evidently, the overgrowth wasn't exclusive to the downstairs rooms; as they make your way up the stairs and onto the second floor proper, characters will be greeted by a fairly haphazard orchard of small trees and plants that have overtaken what was once an otherwise solemn stone hallway. Several of the trees bear fruit; some of them are quite obviously Pokemon berries, but others look a little more palatable for the human side of the visitor spectrum — apples, pears, oranges, and so on. And strangely enough, only the human-consumable fruits can be picked; if you try to remove one of the Pokemon berries from its tree, your hand will simply go right through it. Strange!
The orchard and its growth run the full length of Room L, plus the connecting hallways that lead to Rooms M, N, and the Blue and Yellow Sigil Rooms. Have fun bushwhacking!
• AREA M — the Crystal Study.
Stained cabinets, warped glass, and showcase after showcase of minerals; try not to raise your voice when you first walk into the Crystal Study, lest the loud noises shatter something or you end up like the proverbial Tauros in the china shop. Characters choosing to investigate this room will find that the labels identifying the crystals are written in a language they can't understand; though the letters will seem recognizable and familiar, attempting to read it will produce nothing but confusion and the vague sense that there's a meaning behind it, but one that the reader can't quite put their finger on. Though there doesn't seem to be any obvious way of getting the cases open, curious vandals may break the glass, pry off the panes, or otherwise devise a way of getting at the crystals in the cabinets; they're all about fist-size or smaller, in varying colors, with perhaps the most notable being some rather spectacular bismuth crystals.
• AREA N — the Star Chamber.
Twinkle, twinkle, little star; be very quiet as you enter this room, or you'll ruin the effect! This room on the second story is completely empty save for an odd-looking crystal mounted on a pedestal in the center of the room, which is projecting glowing patterns of light all over the midnight-painted walls. Upon closer inspection, it looks as though they're star charts of some variety; here and there, fine lines connect some of the dots, forming constellations of largely-unrecognizable shape. It's a soothing place to visit, but of course you might not want to stay too long — the one drawback of inner sanctums is that the owners don't generally take kindly to trespassers...
• AREA O — the Armory. — ROOM CHANGES — 10/28/13
A massive room with walls of beige stone, lit with torches in sconces on the walls. A fair assortment of weapons can be found here, mostly of the blunt and edged general melee variety: swords, staffs, daggers, maces, and the like. (You will not find ranged weapons — no bows, crossbows, slingshots, rifles, etc.) There are also suits of armor spaced at intervals along the stone walls, tucked into alcoves. One in particular looks particularly ominous...
ARMORY-SPECIFIC NOTES:
> All weapons found here will be used, rusted, or generally not your standard top-of-the-line weaponry. Characters may, with effort, sharpen blades or otherwise repair the weapons they find to make them more useful, but we expect it to be the product of IC knowledge and effort!
> If you would like to request a weapon, or want to know if you can find a certain weapon in the armory, please don't hesitate to ask us on the Armory Questions Subthread here!
> Beware: the ominous suit of armor is a trap; if your characters make contact with it in any way, they will instantly white out and wake up in the Hidden Dungeon on the first floor!
• AREA P — the Icehouse. — ROOM CHANGES — 10/28/13
Brrr, it's cold in here! And for good reason: this room is nothing but ice. Ice on the walls, icicles dangling from the ceiling, ice coating every surface — and yes, even ice on the floors, in patches, so watch your step! There's not much in here of note, outside of some iced-over crates lining the walls; if your character manages to get them open somehow, they'll discover what appear to be frozen meats inside (...or so we hope). There's also an oddity in one corner — an iced-over hatch with a broken rope dangling from the nearby pulley. Savvy characters might recognize it as a dumbwaiter; and come to think of it, this room is right above the Kitchen, isn't it? Hmm...
• AREA Q — the Master Bedroom.
If this is a castle, it only follows that somebody must've lived here, right? And if somebody must've lived here, then it follows that they must've had a bedroom — and you appear to have just found it. Unlike the other rooms of the castle, this one is strangely devoid of trees and growth; things are dusty and worn, but the invading plants seem to have avoided this particular room for some reason. But all in all, the furnishings are about what you might expect: a four-poster bed with tattered curtains, a writing desk, an armoire, a fireplace. In the drawers of the writing desk, inquisitive characters will find packets of letters written on crumbling parchment in a faded, flowing script; though most of the words are unintelligible by now, there are a few that they'll be able to discern: "for", "time", "little flower", "claws", and "you". However, mess around too long in the desk and you'll attract specters to your location — and the last thing you want is to get mobbed by those, now, isn't it?
• GOLD SIGIL ROOM — the Servant's Quarters.
You know what's classy? Hint: not this place. This set of three interlocking rooms appear to be some kind of servants' quarters — rows of inelegant but sturdy wooden beds (that are really more like cots), minimal furnishings, everything very rustic and threadbare. Poke around and you might find some useful odds and ends, like pitchers and shoehorns and yes, even chamber pots. Look further and you might just notice that one of the sconces is missing its torch, and it appears that there's something else there in its place...
SIGIL ROOM NOTE: The Pokeball location for the Gold Sigil Room is in the empty wall sconce! All characters intending to retrieve a lost Pokemon from this room will find the ball hidden in that sconce. If two or more characters are in the room together, they will still only perceive one ball in the sconce; however, after the first person reaches for it and takes it, the second will immediately discover another ball back again in the same place, waiting for them to take as well.
• BLUE SIGIL ROOM — the Tinker's Toyroom.
There's really only one word to describe this room, and that word is SCIENCE!! Well, for a given value of "science", at least; there are certainly unidentifiable contraptions and tables and shelves filled with stuff scattered about in here, but it's hard to tell what they're intended for or what they could possibly mean. Some of the boxes bear labels reading "S#### C#.", but that's all you can make out no matter how long you stare at them. Alas, most of the machinery is far too rusted to attempt to activate, but it's clear that this was someone's workshop — and presumably, that it's somehow related to the Crystal Study next door, if the chunks of ore and loose crystals scattered about are any indication. There is, however, one drawer that opens without complaint...
SIGIL ROOM NOTE: The Pokeball location for the Blue Sigil Room is inside the working desk drawer! All characters intending to retrieve a lost Pokemon from this room will find the ball hidden in that drawer. If two or more characters are in the room together, they will still only perceive one ball in the drawer; however, after the first person reaches for it and takes it, the second will immediately discover another ball back again in the same place, waiting for them to take as well.
• PINK SIGIL ROOM — the Fairy Bedroom.
If the Master Bedroom was devoid of overgrowth, then this bedroom is clearly picking up the slack; it's really rather beautiful, albeit in an eerie sort of way, how the climbing vines and flowering plants have overtaken what once must've been a rather lovely little room. There are no torches lit, but luckily, some of the plants have seen fit to pick up the slack, their blooms glowing with a faint and ethereal light in the shadows. The colors of the room's trappings are faded, but upon inspection, one could probably deduce that they were once shades of purple, cream, and pink. But of course, what really stands out about the whole business is the size of the furnishings: they're all constructed on a miniature scale, and clearly not intended for a full-grown adult. On shelves on the walls lie dusty crystals, flowers preserved beneath glass, and small bits of gold and silver wire; on the end table near the bed, surrounded by a shower of petals, there sits a palm-sized rocking horse toy carved out of wood. And of course, with the way the bedding is caught on a thorny shrub, one might just notice something spherical glinting underneath the bed...
SIGIL ROOM NOTE: The Pokeball location for the Pink Sigil Room is underneath the bed! All characters intending to retrieve a lost Pokemon from this room will find the ball resting on a pile of flower petals beneath the bed. If two or more characters are in the room together, they will still only perceive one ball under the bed; however, after the first person reaches for it and takes it, the second will immediately discover another ball back again in the same place, waiting for them to take as well.
NOTE ALSO: As indicated on the map, the PINK SIGIL ROOM and the MASTER BEDROOM are accessible only via the secret passage marked in brown! Good luck!
Of course, by now you're probably wondering what your sigil colors are, right? And probably what colors your CR got, too! Well, the wait is over: following a whole lot of applied RNGing, the sigil color assignments are as follows:
NIGHTMARE CASTLE: SIGIL COLORS | ||
BLAKE CELES DANTE DICK GRAYSON FRANCE GLADOS GON HAGAKURE HEATHER MASON ILYASVIEL IRONHIDE JEAN KIRSCHTEIN JOHN EGBERT KIRIGIRI KUSHINA LANCER LATVIA LUKE TRITON MASATO OBITO RAMZA RIKU ROSE SHAUN MARS TALIM TENTEN YUSUKE |
ALFRED ARADIA ASH ATSURO BERTHOLDT CARMEN CAROL CASSIE CROW DIST DOMRI ENVY FAIZE HARRY MASON HOPE ISHIMARU KATO KEIKO KUWABARA LEON RAINBOW DASH ROXY SAYAKA SERAH STEVE ROGERS TIMMY TURNER WALTER WINRY |
AKIRA ARCHER BRO CECIL CROCKER DAVE STRIDER GEDDOE JAYDEN KATARA KAYNETH KIMBLEE LIGHTNING MADOKA MINATO MONDO NAEGI NEJI PARKER PHI RUDE RYNER RYUUNOSUKE SION TONY STARK TSUBASA VANILLE XEHANORT XION |
SO WHAT DO THESE SIGILS LOOK LIKE, ANYWAY?
• Blue Sigil
• Pink Sigil
• Yellow Sigil
To open a sigil door, a character with the corresponding sigil need only press their hand against the door (which will be highly recognizable as a sigil door because it will be glowing its corresponding color); when they do, the sigil on their hand will temporarily change colors, but then fade back to its normal shade. If a character with a non-corresponding sigil color attempts to open the door, nothing will happen; it will simply stay locked. Once activated, the door will simply open with a click!
CAN MORE THAN ONE PERSON PASS THROUGH A SIGIL DOOR AT A TIME?
CAN THE SAME PERSON OPEN A SIGIL DOOR MORE THAN ONCE?
WHAT IF I WANT MY POKEMON BACK, BUT I CAN'T FIND A WAY TO GET A COLORED SIGIL DOOR OPEN?
OTHER GENERAL NOTES
SO WHAT HAPPENS FROM HERE ON OUT?
Also, for the rest of the time in nightmare castle, days and nights will mirror the conditions of Day/Night One: during the daytime, things will be generally peaceful and quiet, albeit with the occasional spooky happenings, but at night there will be an increased ghostly presence. On the second floor, the Fairy Bedroom is the designated safe area during the nighttime periods, while the Armory is where you are obligated to run into a malevolent specter if you visit it during the nighttime hours.
DIDN'T YOU MENTION SOMETHING ABOUT WEEKLY UPDATES?
I STILL HAVE QUESTIONS!
CAN I USE THIS POST TO PLOT WITH PEOPLE, TOO?
SOME OF THIS STUFF SEEMS SUSPICIOUSLY FAMILIAR...
QUESTIONS FOR MODS | ARMORY-SPECIFIC QUESTIONS
ASK QUESTIONS HERE!
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First re: the sigils... Geddoe actually already HAS a significant marking of canon significance on his dominant hand, is it alright in this case to assume the sigil appeared on his off hand?
Second, so I was wondering.... say a character who's most definitely of legal age decides to get into the booze, and then out of the generosity of his heart (or utter lack of moral compulsion NOT to do it) decides to pour an extra glass and hand it off to a minor. Would it still turn into plain old water or would underage drinking be a go? >_>
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Second: Yes, it will still turn to plain old water!
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considering the last time his rune was taken someone almost destroyed the continentbut good to know! |DbOH ALSO I forgot to ask but both of my characters ended up in the same color group. I have no issue with this and there's enough OTHER characters there that chances are good they won't need to directly interact, but I thought I'd mention in case it's an issue! o7
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would there be any information on red chains in a particular set of rambly journals about how emotions are terrible and we should all just recreate the world so they don't exist by any chance
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ran what the hell do you take me for
of course there would be
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THAT
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What kinds of details would there be? Any construction specs/materials/etc.?
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because certain team rocket members would have a field day with those machines and you know it if we gave them specs, but it would be really hard to miss the connotations that it involves things that Aren't Very Nice To Say The Least; it wouldn't be flat-out stated as a sort of blood sacrifice but it wouldn't be very hard to get that impression.no subject
i hope you're happy
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...if it makes you feel any better, it would come across as the most holy Bidoof in the history of ever, because our demented madman who is totally not Cyrus no sir would definitely be implying that there are divine powers at work?
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And I Can't Believe It's Not Cyrus killed it. Truly he is among history's greatest monsters.
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did someone say emotions suck because i'm here for that
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and lo and behold
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No really. Engineering in Hope's world makes use of crystals (and a lot of other weird things) aside from wires and metal and such, so he'd see those things as potential components he could use and not just really pretty rocks.
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He won't be able to keep them after the plot is over, for reasons that will be explained on our wrap-up post, but for the time he's in Nightmare Castle he's more than welcome to take whatever ones he likes!
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ARMORY-SPECIFIC QUESTIONS
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Is the room haunted by angry soul-stealing Honedges?Would the weapons found in there look generic, or more like unique and expensive pieces? And would there be any consequences if someone took more than one (beyond leaving less for everyone else, of course)?
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No comment.More on the side of generic, really. There are certainly decorative pieces in there, which would be a little more elaborate, but it's also a functional armory as opposed to a showroom or museum, so the emphasis is going to be more on generic weaponry as opposed to unique pieces. Also, bear in mind that stuff's rusted and old, so even a nice piece is going to be kind of worn down.
As for taking more than one, one obvious consequence is that you'll have to carry them all! There's no hard limit on what people can take from the armory, but in the interest of not going overboard with it, the more stuff you take, the more you're going to have to account for — a character might be slower, louder, less dexterous, etc. as a result.
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You're welcome!
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now that I've finally read all the deetsI'm looking at my merc here and have no question that he has the KNOWHOW to clean up a weapon or two, but am wondering if it'd be possible for one character to do so with multiple weapons to distribute to OTHER characters. If they ask him very nicely.and possibly offer monetary compensationno subject
And he is welcome to distribute, but doing so will take up a considerable chunk of his time, and he'll basically be a sitting duck for the periods when he's focusing on getting the weapons cleaned up. So he may be able to make a couple of extras, but he won't be able to become a weapon-distributing dealer or factory, no.
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So, how you want to go about this?