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ABRAXAS MODS ([personal profile] abraxasmods) wrote in [community profile] abraxasooc2023-08-17 09:30 am
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EVENT #14: ANOMALIES - OOC POST

Event #14 - OOC Plotting

Mysterious rifts have been opening up all over Abraxas since mid-July, letting loose mostly harmless creatures - some of which are familiar to the Summoned. Called ANOMALIES by the natives and officials, these rift creatures have thus far been largely benign. Soon, that will change.

From AUGUST 20 - SEPTEMBER 2, the Summoned will face the much more dangerous ANOMALOUS BEASTS and must find a way to stop the creatures from wreaking havoc across populated cities and towns.

Characters will face the beasts head-on within their factions. Although each nation is well-equipped to handle most threats, the number of beasts attacking at once means any help the Summoned can provide will help prevent greater destruction or lives lost. Characters can abstain from taking action, but their choices may affect how faction officials view them...and maybe even the locals they live amongst.
Anomalous Beasts
While familiar to the Summoned, many of the Anomalies are foreign to native Abraxans. In particular, the Anomalous Beasts arriving in August are a real threat. Each Anomalous Beast will present a unique challenge and require a team of two or more to tackle.

RNG will determine which character permanently defeats an Anomalous Beast. Although we'll roll per individual character, victorious characters can proceed to partner up or form a team for the fight - so even if a character loses the roll, they still have the option of joining a winner to get a taste of victory!

Defeating can mean killing it or capturing/subduing. While anyone can fight the beasts, wound them, or drive them back, they will not be able to permanently defeat an Anomalous Beast unless the dice are in their favor. See Defeating the Anomalous Beasts for more.
Overview
Each faction will be assigned 7 Anomalous Beasts to begin with. This is to give players context as to what the first sightings will be and how that might impact their characters' actions. For example, if a character recognizes the description of a spirit in Castle Thorne or is drawn to reports of fires in the Tertiary Settlement, that could be a reason why they get involved.

However, the Anomalous Beats are not restricted by borders. They can and will appear across all of Abraxas. As a result, characters may encounter any Anomalous Beast they want.
Beast Behavior
Unlike the benign Anomalies, the Anomalous Beasts will only appear as one of each or a single small pack traveling together. This suggests they are going through one rift and coming out of another.

The Anomalous Beasts can also appear in the Horizon. When they do, characters may notice that the beasts will fall asleep in the real world, allowing characters to run or spring a surprise attack.
Rift Behavior
The rifts will only appear at set locations. While any Anomalous Beast can enter through a rift and come out the other, the locations they appear in will be static. This means characters can predict where the beasts will appear, although they will not be able to predict which ones.

While the beasts can travel on foot, they won't stray very far from the rifts and will intermittently be sucked in against their will and deposited through another rift. This is to allow characters the opportunity to encounter a variety of beasts. Only one Anomalous Beast at a time will be present at a location. Characters will not encounter multiple beasts at once.

Characters cannot go through the rifts. Attempting to do so will give them a painful and severe shock that sends them flying back a distance. Any native Abraxans who make physical contact with the rift will be vaporized, similar to what happens when they get too close to the Singularity.
Arcanum Behavior
Each Anomalous Beast will be assigned an Arcanum. Characters with a matching Arcana sign will see the sign glow like a brand on the beast's body.

Characters with a matching Arcanum who come close to the beast may absorb the beast's instincts such as hunger or aggression. The intensity of this effect will be up to you. It may overwhelm them completely or simply influence their actions.

Characters can snap out of on their own or they may have someone of any other Arcanum help them through physical touch. Touching the affected character will allow the person with a non-matching Arcanum to take on some of those feelings, sharing them and lessening their impact.
List of Anomalous Beasts
Each Anomalous Beast will be assigned a starting location and an Arcana. Characters will hear reports of something matching the initial Anomalous Beast that appears. This might be the form of a sighting, a description from a survivor of an attack, or similar. You can use this to determine how your character will react and which rift location they might investigate. Details of specific reports will be provided on the IC Event Log.
Submitted Beasts by Starting Location
Below is a description of potential Anomalous Beasts, their Arcana, and their starting location to offer context that'll help you plan how your character gets involved. The list is organized by faction and area (1-7). The numbers correspond to this MAP.

Starting locations are only where reports will first surface. The beasts can and will move from rift area to rift area throughout the event. Location descriptions will be provided on the IC Event Log.

We know the list of creatures is long, so don't feel as though you need to read over each description. Just focus on the ones you'd like your character to engage with!
Thorne
Shuma-Gorath | Image 1, Image 2
Arcana: Death
First Seen: Castle Thorne (1)

Description: A cephalopod with eight tentacles and one big eye. Some of its abilities include superhuman strength, agility, and stamina. It is relentless when chasing a target. It has a moderate regenerative healing factor, can crawl on anything using its tentacles, and can become invisible for limited periods. A revealing spell can expose its hidden form.
Dragon | Image
Arcana: The Emperor
First Seen: Frostwurm Tunnel (2)

Description: A typical dragon, though possessing only 2 hind legs similar to a wyvern. While not inherently malicious, a dragon will behave as any predator. It can be vicious and aggressive and possesses the ability to breathe fire. The dragon is attracted to magic and can also cause an increase in the potency and effectiveness of magic while someone is in its vicinity. Although some dragons have a bonded rider, this one is wild and cannot be bonded.
Darkhounds | Image
Arcana: The Wheel of Fortune
First Seen: Whitehill Village (3)

Description: Black, monstrous dogs the size of a pony with glowing silver eyes. They smell like sulfur and have venomous and corrosive saliva that will burn on contact. If not treated within 2 hours, the wound becomes lethal. They're fast and difficult to outrun. Getting wet causes them to freeze on the spot. In Abraxas, they appear in a pack of three.
Faust | Image
Arcana: The Chariot
First Seen: Dukewood Lumber Mills (4)

Description: A demon appearing as a shadowy cloaked figure with a jaunty hat and giant, vibrant pink claws. The claws can grow several times their length to cut down prey and can detach to attack on their own. Hidden underneath the "cloak" is a giant bladed tail that can split prey in two. Extremely agile, the Faust can rain down bladed attacks from the air. Attacks to their "cloak" seemingly do not damage it, but repetitive strikes will destroy its shroud and stun it, revealing the creature is an earwig-like insect. Its "face" resembles a human skull. The creature is vulnerable when the cloak has been dispersed.
Metal King Slime | Image
Arcana: Judgment
First Seen: Southern Farmlands (5)

Description: A pudgy creature resembling a sphere of viscous mercury. Although largely impervious to physical and magical damage, it's not impossible to slay with key strikes. It prefers to flee but can inflate its body to crush its enemies. It may unleash powerful fire magic as a distraction before running away.
Myriapod | Image 1, Image 2, Image 3
Arcana: The Devil
First Seen: Southern Mountains (6)

Description: A giant insectoid creature with steel-like pincers that can deflect a sword and vicious teeth. It has an array of human hands up the length of its thorax. If it sees you, it will try to eat you and will hunt you down by scent. Removing its head will kill it.
The Watcher In The Water | Image 1, Image 2
Arcana: Temperance
First Seen: Fishing Docks (7)

Description: A horrifying and mysterious creature with many tentacles that lurks within dark stagnant pools or lakes. The full shape of the creature is unknown, but its visible parts are its tentacles, which are long, sinuous, pale green, and luminous, with a fingered end.
Free Cities
Thunderjaw | Image
Arcana: The Hermit
First Seen: Fomalhaut (1)

Description: A huge bipedal machine with features akin to those of a Tyrannosaurus Rex: powerful and bulky legs, a long body, and a heavy tail. Its body features symmetrical weaponry: a laser weapon in its mouth, cannons on its jaws, a radar array on its back, and Disc Launchers on its hips. They are also aggressive, programmed to be "hunter-killers" and will engage with anything it perceives to be a threat, human and machine.
Dokkaebi | Image
Arcana: The Star
First Seen: Northeastern Mountains (2)

Description: Magical spirits synonymous to goblins. They are commonly used as mercenaries by Korean shamans (Mudang) and are created with ancient magic, and brought to life using old, abandoned things and menstrual blood. Since they're naturally invisible, not much is known about their appearance. They are also capable of flight and are incredibly strong and tough. They can be killed by force or powerful offensive magic. When a Dokkaebi dies, it dissipates into smoke before disappearing.
Morbol | Image
Arcana: Judgement
First Seen: Andromeda Bay (3)

Description: A giant plant creature with a gaping maw, many tentacles, and a bad attitude and even badder breath. It can fling itself around with ease or bury under the ground, then spring up somewhere else. Its giant mouth is lined with numerous teeth. The worst thing about a morbol is its breath: it paralyzes, blinds, poisons, and otherwise weakens anyone caught in it. Some may recognize this morbol from home as a particular one named Carrot.
Hellhounds | Image
Arcana: The Devil
First Seen: Cadens Barracks (4)

Description: Hounds that are invisible to the naked eye. Only by wearing glasses treated with holy fire can you see them, whereupon they resemble ferocious black dogs with red eyes. Once a hound has the scent of its target, it has it for life. They can be clever, almost impossible to trick or distract, and are willing to improvise to get to their prey. Hellhounds will physically rip their victims to shreds to collect their souls, but sometimes the mere presence of one can drive a victim to suicide or scare them to death. They can also cause hallucinations. Basic weapons can't kill them, but holy or demonic weapons, magic, and unique abilities may. In Abraxas, they appear in a pack of three.
Thresher Maw | Image
Arcana: Justice
First Seen: The Badlands (5)

Description: A wormlike, subterranean carnivore that spends its entire life eating. It can burst up from the ground without warning when disturbed and is roughly 90 meters in length, though the full body of a Thresher rarely exits the ground. Its primary method of locomotion is rapid subterranean burrowing. It possesses powerful whip-like sensory tentacles, razor-sharp mandible appendages, and a powerful acidic spray that can reach hundreds of meters with remarkable accuracy.
Grand Worm | Image
Arcana: Death
First Seen: Mining Camp (6)

Description: This creature's four-pronged jaws are capable of swallowing people, wagons, and even small cabins. Its insides are cavernous. It's whale-like, and will "swim" through sand. Although Grand Worms can reach massive sizes, this one is a juvenile and thus is roughly the size of a small house. Grand Worms are interconnected with all other Worms, so the previously submitted benign Worms will flock to its side.
Night Creature | Image
Arcana: The Hierophant
First Seen: The Red Path (7)

Description: This night creature, which looks like an especially sad T-Rex, can shoot giant beams of light that result in fire, causing damage to structures and terrain, and burning victims. Its massive white bulk and ghoulish red mouth are enough to send civilians fleeing.
Solvunn
Prehistoric Hippopotamus | Image
Arcana: The Fool
First Seen: Tertiary Settlement (1)

Description: Also called Hippopotamus Gorgops, this prehistoric creature is very similar to modern-day hippos, with the same disposition and defense strategies. The main differences are it is larger, with a wider mouth full of sharp teeth, and more pronounced eyestalks and nostrils. They are territorial and easy to agitate.
Rancor | Image
Arcana: Strength
First Seen: Shrine of the Maw (2)

Description: Rancors are large, semi-sentient reptilian carnivores with long arms, immense jaws, and armored hides that can withstand blaster fire. On average, they stand around 4.2 meters (14 feet) tall and weigh 1,650kg (3,638 lbs). Despite their intimidating appearance, rancors are inherently benign and even capable of being domesticated. However, this Rancor is easily provoked and can get aggressive due to the confusion of being displaced. Rumor has it that a rancor can be staggered by jamming a bone between its jaws.
Pooka | Image 1, Image 2
Arcana: The Tower
First Seen: The Offering Grove (3)

Description: Adorable and almost doglike, the distinctive feature of pookas is the large, singular glowing pink eye. They can walk on two legs, and their sideways-jointed forelegs let them cling to sheer surfaces or hang upside down. When opening their mouths, side-jointed mandibles emerge from between sharp fangs. They hunt in packs and have razor-sharp teeth, and can be scared off by anything larger than them. In Abraxas, they appear as a pack of three.
Demonic Beast | Image
Arcana: The High Priestess
First Seen: Mountain Ritual Site (4)

Description: A monstrosity caused by mutations due to using Crests or a Heroes' Relics's true power in the hands of an incompatible user. It's tough to kill, even for seasoned warriors. Many have lost their lives due to its immense power and ability to cause widespread destruction with magic and otherwise powerful physical blows. While they come in different shapes and sizes, the one that appears in Abraxas resembles a massive reptile wearing an eerie mask covered in tassels.
Hungry Bones | Image
Arcana: The Hanged Man
First Seen: Forest Shrines (5)

Description: A magical construct, partially an unintended consequence of a ritual attempt. These bones are possessed by the mindless, raging spirits of the humans and other creatures used to make them. Some individual bones may appear to have runes carved into them by an unsteady hand or are held together by copper wire. Its singular desire is to feed on living blood, which the individual bones absorb from the wounds of victims. It can be destroyed either by removing the spirits from the physical bones they occupy or by smashing the entire construct into too many broken pieces for it to reform.
Nichevo'ya | Image
Arcana: The Fool
First Seen: Feintak Ritual Site (6)

Description: Creatures created from shadow. Their faces are blank and featureless. Their bodies are indistinct, seeming to move and blur constantly. They have arms, legs, long claws, and wings at their backs, along with lamprey-like teeth. Their shadow bodies can disperse and reform as needed in response to attacks from gunfire and swords. They are 2-3 times the size of an average man. In Abraxas, they will appear as a pair.
Demogorgon | Image 1, Image 2
Arcana: The Lovers
First Seen: Abandoned Settlement (7)

Description: A tall, humanoid monster with long limbs and glistening, slimy skin. Its head can unfurl like a flower, revealing fleshy "petals" lined with sharp teeth. It possesses exceptional speed and strength and can heal from grievous wounds with enough time. Driven by hunger, it tracks its prey relentlessly and can scent blood from long distances.

Addressing the Threat
Non-combat oriented characters can reinforce wards, create weapons, traps, or tools for others to use, shelter frightened citizens whose homes may have been destroyed, provide medical aid or healing for the wounded, and resolve environmental threats such as fires or collapsed buildings.

Characters can also request aid or resources from named NPCs. Players can assume that basic supplies such as food, medicine, or mounts are approved. For anything greater, a submission comment will be available on the Coordination Post.

NPCs and officials can be directly involved in some of the fights, as well soldiers, Elders, and mages. NPCs will not appear in player threads. Instead, we'll outline the basic behavior and actions of the NPCs on the IC Event Log for players to incorporate into their threads.
Impact in the Factions
Officials will allow the Summoned to portal to the known rift locations. They cannot leave faction borders. Cross-faction interactions will occur in the Horizon only.

As a preview, we've highlighted 3 of the 7 rift locations in each faction characters can visit. Some of these areas are new and might reveal interesting lore. Descriptions for all locations will be revealed on the IC Event Log.
Thorne
Dukewood Lumber Mill, a critical part of Castle Thorne's economy and the livelihood of many workers
Frostwurm Tunnel, a familiar area in the Hayle mountains for some of the earliest Summoned
Whitehill Village, where a precious flower must be protected
Free Cities
Fomalhaut, a port city whose strict quarantine is now at great risk of being broken
Cadens Mining Camp, the nation's largest mining operation...that employs very young miners
Cadens Barracks, the main training facility for the Free Cities army and temporary quarters for the newly Summoned
Solvunn
Shrine Forest, places of power devoted to the Gods that must be protected
Abandoned Settlement, a village that's been reclaimed by nature and is home to precious forest guardians
Feintak Ritual Site, a primary ritual area that the Council believes is restraining dark and ancient magicks

Defeating the Anomalous Beasts
Characters can approach a threat with weapons, traps, inventions, magic, or even clever usage of the natural environment. They can also consult with one another to determine weaknesses based on the beast's canon origins or use the Horizon to identify them in a lower-risk environment.
◎ There are no restrictions on basic encounters. Characters are free to fight as many threats as they want. However, only one character or team can permanently kill or subdue an Anomalous Beast.

◎ To allow players to plan ahead, you can submit for a dice roll during the OOC plotting period rather than waiting until the IC Event Log. Submissions will be open through to AUGUST 23.

◎ Defeating a beast does not mean you have to kill it. Characters can capture and contain an Anomalous Beast if they wouldn't make a killing blow. However, by choosing to spare it, you're agreeing to let the mod team decide the beast's fate. While a few may be allowed to persist in Abraxas, not all of them can. We'll announce this formally in the Wrap-Up post.

◎ Don't worry if submissions weigh heavily towards one while another has none. NPCs will confront any beasts that have no assigned character victory, so submit for the encounters you think you'll most enjoy.
The mod team will roll per character to determine a victory outcome as well as the 2 locations for you to choose from where the beast will be defeated. If a character is part of a group or chooses to team up, all characters on the team can contribute to the defeat.

Submit for your victory roll HERE under the corresponding Anomalous Beast. Please read the criteria in the comment before submitting.
Beasts in the Horizon
The Anomalous Beasts are capable of entering the Horizon. The beasts will appear confused or angry, suggesting they themselves don't know how they got to this strange place...nor do they know how to leave. They might destroy portions of domains or cause odd effects to manifest.
Unwanted Guests
Anomalous Beasts will appear in the Horizon without rhyme or reason. Unlike the rifts that open in the outside world, there are no rifts that open when the beasts arrive here. They appear much like the Summoned do, manifesting their form into the Horizon while their physical bodies "sleep."

Their behavior and abilities will be the same as in the real world. The only difference is that, like the Summoned, they cannot be permanently killed. Killing them will instead wake the Anomalous Beast up in the real world. Characters can decide how to use this to their advantage...or they may accidentally wake up a beast by killing it and causing further havoc.
Domain Impact
Characters may encounter any Anomalous Beasts they like - or none at all. The presence of Anomalous Beasts can impact a domain in the following ways:
Environmental. Though the beast might never appear physically, its presence may alter the nature of a domain. For example, an Anomalous Beast associated with fire might cause a character's domain to become very hot or spout lava.

Destruction in Absence. Characters might enter their domain to find that a chunk of their roof is smashed or one of their Horizon pets has been attacked.

Direct Impact. The Anomalous Beasts can also come charging in and attack.
No damage is permanent. Since it's the Horizon, characters can use their minds to repair and rebuild, although anyone with a stronger connection to the Horizon will have an easier time doing so. They can also assist each other with the task. That said, lasting effects can manifest due to subconscious desires or trauma. Players are encouraged to explore this option as they wish!
Notes & Details
Ability or Transformation Gain
Characters will receive a gain of either one physical alteration or one new magical spell/ability. While this gain can be anything, we encourage people to consider a gain that suits their experiences throughout the event. Gains should be minor and not overly powerful. See Reward Gains to learn more.

To request your gain, submit it as usual on the upcoming Activity Check form.
Event Organization
Similar to the Invocation event, we'll provide a Coordination Post. You can use the Coordination Post to do IC Exchanges, contact the mods for requests, and alert each other of notable occurrences.

The key feature of a Coordination Post is a section for network-style in-person threads (IC Exchanges) for anyone who wants to play out scenes that may not be logistically feasible to do as a log thread. This can include large group meetings, interviews involving several characters, multi-person fights, or anything of that nature.

If you weren't there for the Invocation event, you can take a look at an example of how the Coordination Post functions. The one for this event will be a simplified version since there are no investigations.
Event Schedule
To allow for a bit of room for players to get things started, the event post will be going up a little before the actual in-game date the event occurs.
The IN-GAME EVENT will ICly take place August 20 - September 2
The EVENT POST will go up August 19 for players to participate in.
The WRAP-UP POST will go up August 30 for players to view.
Plotting Form
A plotting form is available below for your convenience.

Questions and Answers

If after reading these you're still unsure about anything, or your question wasn't covered, please feel free to hit up our Questions thread below!

My character lost a roll, but they're part of a team that has a character who won. Can they still participate?
Of course! There's no restriction on participating in a team with a character that won a roll, even if your character lost. However, the player with the victory roll can determine whether they want their character to have the killing blow or split it among the team.
If my character won a roll, can they still join a second team or fight which also has someone who won a roll?
Yes, this would be fine, but in such cases, we suggest that your character take a secondary role in the fight so that other characters may have their chance to shine.
Can characters who lose a roll still fight the same beast?
Yes, anyone can fight, wound, or drive back an Anomalous Beast, and characters can confront as many beasts as they want. The roll is only to determine who permanently kills or defeats it.
Will the Anomalous Beasts behave as they do in their canon world?
Yes, but keep in mind the mixture of canons means that just because a beast might be impervious to harm in a particular canon doesn't mean that'll be the case in Abraxas. All Anomalous Beasts that arrive through the rifts will be able to be killed or defeated through other abilities, magic, or weapons.
My character is familiar with one of the Anomalous Beasts. Can they share this information?
Certainly! Sharing information regarding weaknesses and so forth is encouraged.
The Anomalous Beast submitted for my canon can only be defeated by a unique weapon or tool. Can characters recreate the item in Abraxas?
This depends on the item! Please ask if you have a specific request in mind. It may be possible to create the item exactly, to make a similar but less potent substitute, or it might not be feasible.
Are there opportunities to fight the Anomalous Beasts cross-faction?
Only in the Horizon! Characters can additionally coordinate with another group in the real world to "distract" a beast in the Horizon without killing it, ensuring it slumbers in the outside world.
Will we have to roll to kill Anomalous Beasts in the Horizon?
No, since death isn't permanent in the Horizon, you can freely kill any beast you like. Doing so will simply cause it to wake up in the real world.
What about Nocwich? Are they encountering the same rifts?
Yes, though to a lesser degree. Nocwich will not request the assistance of the Summoned. Nocwich is not populated with humans and has the advantage of an eternal night, so they'll be capable of protecting themselves.
How much can I damage the locations?
Players are welcome to determine minor or moderate damage to various locations in their threads such as broken doors or injured unnamed NPCs. For more extensive damage or if you're unsure, please ask us on the Coordination Post. We'll determine any permanent damage on the Wrap-Up post based on character actions.

sleepfan: (Side Profile)

Linhardt von Hevring | Thorne | The High Priestess

[personal profile] sleepfan 2023-08-17 08:50 pm (UTC)(link)
Character Name: Linhardt von Hevring
Arcana: The High Priestess
Faction: Thorne

Anomalous Beasts:
Linhardt is familiar with the Demonic Beast from Fodlan, but he's not going to be of much help if/when it shows up in Thorne as he shares the Arcana and will be... very much not There to help out.

He is also really, really interested in the dragon - and is slinging a ton of magic around so it probably notices. Observers will note Linhardt refuses to hurt the creature - he's complimenting it while it tries to set him on fire.

Interested Locations: EVERYWHERE. Portal all the places. (That he's allowed).

Activities:
Generally, how Linhardt responds to the Anomalous Beasts is going to depend on the strength of Thorne's response + how well the other Summoned are coping with the threat. If needed or it would be helpful, Linhardt is available to heal the wounded so they can get up and back at it - he also would be assisting in the logistics of evacuating people if it would be helpful. Most of his attention would be focused on helping get innocent people out of harm's way and making sure everyone lives.

On the other hand, if things are going well and he's not needed, Linhardt wants to study all the monsters. Basically he's lurking in your battlefield and taking notes, but he can take care of himself so at least he's not getting in the way. He'll help you if you need healing, though.

More importantly, the creature from his world (the Demonic Beast) both shares his Arcana and is something that Linhardt is interested in studying. Which means the minute it shows up in Thorne, he is on that like white on rice. And that is not a good thing, because Linhardt has a lot of repressed emotion and Demonic Beasts are basically all aggression all the time. Linhardt is going batshit crazy so somebody will have to deal with that. Either that or a lot of things in Thorne are going to be on fire. Please either try to calm him down or, alternatively, restrain him/knock him out. He'll be pleased when he comes to his senses.

Unique Skills:
Linhardt has several skills that make him useful in a support capacity: He is a very skilled healing mage, having the ability to deal with both injuries and poisons/venoms/status effects. He also has enough understanding of logistics to be very calm and very useful when it comes to evacuating people. He can also teleport objects, which is probably helpful when it comes to moving things out of the way of the people fleeing/hiding.

And sorry to the other Summoned in Thorne, but while Linhardt doesn't like using his battle magic, it's going to be on full display while the Demonic Beast drives him nuts:

- Lots of fire magic. And lots of wind magic. He both has the ability to directly cast fire/wind magic on others and use it to manipulate his surroundings.

- He can also absorb life energy from other people/creatures and use it to heal himself.

- And he can teleport so restraining him or physical contact might be difficult.

- Linhardt has also fought enough Demonic Beasts that he can coordinate with the creature and will be providing cover for it.

General plans:
Linhardt is also an idiot who is going to yeet himself at some Rifts and get his ass kicked if anybody wants some levity in the midst of this nonsense.
ushiri: (Default)

[personal profile] ushiri 2023-08-18 04:12 pm (UTC)(link)
Kyle will be based in Thorne at the beginning of the event bc of his injuries, he has rank 6 influence so if Linhardt needs an in with officials for anything related to evacuations or moving supplies he'd be happy to help! Or just any threads in general, I enjoy them.
sleepfan: (Hand on Chin)

[personal profile] sleepfan 2023-08-18 04:52 pm (UTC)(link)
We can totally do a thread!

Yeah, Linhardt would help with evacuations...up until Kyle and the officials arrive unless Kyle actually requests he stay and have a reason. There are monsters to look at, Kyle.

He's actually really helpful, though? He knows how castles are built and laid out and has experience evacuating people and keeping them calm, can mend any minor injuries/keep people moving, etc.

Or maybe they're evacuating and run into a monster and Linhardt is like "MONSTER!" and running off to distract it/lead it away from the people?
ushiri: (Default)

[personal profile] ushiri 2023-08-18 04:54 pm (UTC)(link)
Linhardt please... why do you want to be close to the monsters...

We can definitely figure something out tho! I'll be topleveling or I can hit yours up.
sleepfan: (Default)

[personal profile] sleepfan 2023-08-18 05:05 pm (UTC)(link)
Because they are interesting, Kyle. Blame Claude, he could have told you how odd Linhardt was. :P (always blame Claude).

Awesome. I do plan on top leveling as well, but I'll probably hit yours up as Linhardt will see Kyle and be like 'awesome tell me what to do' and observe to see if they've got things taken care of.

(He'll endanger himself for monsters. He will not endanger the townspeople or servants by leaving them unprotected: They didn't ask for this bullshit.)
blackeyedprince: (dont)

[personal profile] blackeyedprince 2023-08-18 08:46 pm (UTC)(link)
Kell will have zero remorse to use all of his elemental magic, blood magic and Pretty Hallucinogenic Smoke Tentacles on Linhardt if he sees him go ballistic setting s**t on fire in Thorne outside of Castle walls. Just Because He Likes Him. Also not above of simply boinking him on the head the Good Old-Fashioned way. He fights extremely dirty, and is pretty sturdy so can field a lot what Linhardt can throw back at him.
sleepfan: (Hand on Chin)

[personal profile] sleepfan 2023-08-19 12:32 pm (UTC)(link)
Yes, please! Linhardt would appreciate it. Kell would get a most profuse thank you - when he comes to his senses Linhardt is going to be mortified and if he had his own room he'd lock himself inside of it for TEN MILLION YEARS.

Honestly, boinking him on the head might not be a bad way to go. He's not going to expect it, especially if Kell fights with magic first.
blackeyedprince: (the mask i wear)

[personal profile] blackeyedprince 2023-08-19 04:33 pm (UTC)(link)
He would start with magic, because that's what he always defaults too, but he's trained with weapons, so if he notices he's not getting results he is going to switch to some blunt object quickly.

Also I have to mention that he has type of magic that lets him control other living beings bodies, but he is VERY VERY reluctant to use it. Using it on people he doesn't mean harm is an absolute last resort. He can't heal with it, but he can crush bones, slow heart rate, control people's muscles etc. Boinking people on heads is always preferable.

(I would NEVER use it without consulting first, just signaling there's an option)
sleepfan: (Attentive)

[personal profile] sleepfan 2023-08-20 07:20 pm (UTC)(link)
It might be an option, because approaching Linhardt with a weapon is a bitch: Linhardt can still teleport objects that size if he can see them, so he just yeets the weapon out of your hands. That or the tag team with Rhy works - (See other thread). I'm open to that spell if you want some good drama for Kel since Linhardt wouldn't hold a grudge at all. He'd approve and go about his life/get to know more about the spell. If that wouldn't be fun, we wouldn't do it. I can always tucker him out or just have him fuck up - rage isn't conducive to intelligent planning.
blackeyedprince: (i rock)

[personal profile] blackeyedprince 2023-08-20 07:41 pm (UTC)(link)
I'd love tag team thread idea !! Let Rhy and Linhardt duke it out like healers do (apparently), and then Kell just goes in and does the boink. Or any permutation of how does the fighting and who does the boinking. Though I am partial to Kell doing the boinking. It's such an inelegant and dirty trick to do to a mage. It suits him perfectly.
wiedzminka: (twenty.)

[personal profile] wiedzminka 2023-08-19 09:16 am (UTC)(link)
i'm in the wrong journal but

I am very interested in Rhy trying to calm Linhardt down (and maybe getting his ass kicked, depending on how you want to approach this lol)

Before all that, Rhy would definitely assist with evacuations and protecting civilians as well, and he'll be Noticing Linhardt being very useful and good at it. sorry, Lin, you're being perceived

They could also potentially be on healer duty together. lots of options!
sleepfan: (Looking Down)

[personal profile] sleepfan 2023-08-19 12:30 pm (UTC)(link)
oh no wrong journal~

Yes, we can definitely have an event thread. Oh no, Linhardt is being perceived nooooo. Either could be interesting - Linhardt isn't really proud of his capacity for destruction so he's going to be mortified afterwards and Very Appreciative of all the people who helped corral him and Very Sorry about everybody who might have been hurt. He could probably beat the heck out of Rhy if you want - maybe Rhy actually gets the upper hand but then Linhardt absorbs his life force and Rhy feels exhausted like he's just run an ultramarathon and Linhardt is back up to fighting form. He's a pain in the ass. There's also the Beast running around.

He is going to bail to go play with monsters when the evacuation is managed well, but in the earliest chaos he's very helpful - he knows how to evacuate people, healing injuries so everyone can keep moving, moving anything that might be in the way, etc. He even knows things like 'what route should we take to avoid the infrastructure problems like bridges being out, vulnerable walls collapsing, etc.'
londonbound: (Default)

[personal profile] londonbound 2023-08-19 11:00 pm (UTC)(link)
We can handwave they see each other helping evacuate and protect people throughout!

Actually Rhy also has a power (event gain) that allows him to slurp up others' life force!! what happens if they both do it LMAO

He's not a professional fighter in any capacity, but he knows how to use a sword, some fire magic, and he's unnaturally resilient. I saw you're planning Kell intervening with unhinged Linhardt too, so if you're interested in combining them, Rhy and Linhardt could be at a standoff and Kell comes in and bonks him on the head 😂 just thoughts!!

(I'm also happy to set up a chat for the three of us on plurk if it makes it easier!)
sleepfan: (Leaving Now)

[personal profile] sleepfan 2023-08-20 07:22 pm (UTC)(link)
Yes. :). Rhy is also free to notice that Linhardt leaves when things are well handled but not before.

We can totally chat on Plurk about it. Linhardt just wants to be swallowed into a hole and die.
londonbound: (Default)

[personal profile] londonbound 2023-08-20 09:07 pm (UTC)(link)
Sounds great!

Ran is apparently down for it too, so let's plan on a 3way thread. Are you thinking of doing a TL for unhinged Linhardt? Did you have a location in mind?
sleepfan: (Actual Politeness 2)

[personal profile] sleepfan 2023-08-20 09:11 pm (UTC)(link)
I was going to do one, but it probably won't be until tomorrow. It's really hot and my MS is kicking my ass today. <3 Need my brain to not be mush for detail processing.
londonbound: (forty.)

[personal profile] londonbound 2023-08-20 09:35 pm (UTC)(link)
No hurry at all!