Brette (
ofchessycats) wrote in
exsiliumooc2012-10-18 10:37 pm
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UPCOMING PLOT: Here There Be Monsters
WHAT'S HAPPENING
You return to Exsilium, but there is a deep sense of something wrong hanging in the air. The Initiative hold appears deserted. A deep set of claw marks mar one of the walls, and a dark spatter is smeared across the once pristine surface, appearing to have dried a long time ago.
Before you have the chance to explore any further, a loud roar can be heard. A large beast bursts into the room. It looks like it could have been a bear once -- if you tilt your head and squint, that is. But it is far from that now. It looms at fifteen feet tall, and has grotesquely mutated almost beyond recognition. And it's angry. It rushes into the room at an unnatural speed. The Transports are well able to overtake this beast before it has a chance to injure anyone. The transport machine, however, is damaged in the scuffle. It will not work to sent anyone back to the past. It will work to draw new Transports in, and seems to be stuck on that setting.
Once you have the chance to explore the area, two things become apparent: One, that the area is not completely deserted. There are still Initiative survivors holding out, but the population of Exsilium has dwindled to less than 10% of what it was when the Transports were last there. And that is entirely due to the second fact that becomes apparent: The entire island has been completely overrun by mutated beasts like the one that attacked the Transports when they arrived. They come in many shapes and sizes, from some the size of seagulls to others larger than buildings. The one thing they have in common is that they are all dangerous, and all aggressive.
Speaking with the remaining Initiative survivors will make this much clear: The mission was a success, but something still managed to go wrong. Something was left behind in Medieval Russia. An item that would go overlooked for centuries, but when discovered by the United Earth, would somehow reveal that the Initiative had been up to something.
Exsilium was established as a prison colony. It was meant to be a worse punishment than death. And it was abundantly clear to the United Earth that the people of Exsilium were not suffering enough. So they gathered these beasts from throughout the radiated wastelands of the world, capturing them and then setting them loose upon the island of Exsilium.
FOR FIGHTING CHARACTERS:
The Initiative hold and a radius of several blocks around it have been secured as a "safe zone", free of these monsters-- but they still manage to occassionally slip past the defences, as the Transports were able to witness for themselves in their arrival. The presence of more people in the area will only succeed in drawing more and more of the beasts to attack, so those Transports who are willing and able must defend the hold.
FOR SCIENTIST CHARACTERS:
The only way to undo all of this is to send someone back to the mission to Medieval Russia to ensure that nothing gets left behind so that the United Earth is never prompted to attack in this way. However, the transporter must first be repaired. Any and all Transports with scientific expertise that could be relevant are encouraged to help.
FOR EXPLORER/ADVENTURER CHARACTERS:
The scientists will find that two vital components of the machine have been irreparably damaged -- a very specific fuel cell and crystal. Fortunately, replacements for these pieces are known to exist on the island. However, they are in two seperate facilities that lie in the ruins of the outlands. Some of the Transports will have to make their way to these facilities, making their way past the monsters and the remains of whatever security systems the facilities had in place to retrieve these items.
After a week, on November 1, the transporter will be successfully repaired, and Exsilium will return to its normal state from before the mission. There will be fallout within the United Earth from the success of the mission to Medieval Russia, and the specific details of that will be revealed upon the wrap-up of this plot.
SOME THINGS OF NOTE
✕ There are a very wide variety of beasts on the island. The majority of them will range from approximately the size of a seagull to the size of a horse. Though all of the beasts are very tough and very dangerous, many of the smaller ones could very well be fought off by a normal human who is armed with a good weapon. However, there are also numerous beasts that are larger than this, towering over houses. There are two beasts that will begin to approach the city and must be stopped before they do so, as they are easily large enough that they could topple skyscrapers if given the chance
Here are some examples of what some of the beasts could look like, though for log purposes, you are welcome to be creative.✕ ✕ ✕ ✕ ✕ ✕
✕ For characters who do not wish to participate in this, the Initiative hold and several blocks surrounding it will be safe from the beasts, so they can go about their lives in relative peace.
✕ Any characters who participate in the repair of the transporter may be able to uncover some important details about the technology.
✕ From the perspective of the natives of Exsilium, the island has been under siege by these monsters for four months.
TIMELINE OF EVENTS
OCTOBER 24 — Transports return from their mission to medieval Russia; plot begins
OCTOBER 24 — New transports begin to arrive. The new transport log will take place during the plot, but it will be set in a location that is safe from the beasts.
OCTOBER 27 — The characters working on repairing the transporter will discover the pieces that need to be replaced. The characters participating in the retrieval of these pieces will begin their trek to obtain them.
OCTOBER 31 — The transporter is repaired.
NOVEMBER 1 — Exsilium is returned to its normal state. The mission's effect upon the United Earth will be revealed.
If you have any questions you can leave them here [ though please put "QUESTION" or something to that effect in the subject line so we don't accidentally overlook it :) ], and feel free to use this post to begin plotting!
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