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exsiliumooc2013-10-23 05:24 pm
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Necromorphs and the Modern Moon Base | Plot Announcement + Hiatus Page Change
In Space, everyone else on the Moon Base wishes they couldn’t hear you scream…
Edit: Now with 200% more event log!
At 11:59PM, October 31st, the Transport Pad will be activated to bring in new characters, as it is cycled to do each month. Right beforehand, the agriculture wing will have finally been pried open to be fully reclaimed for usage. It marks a continuation of efforts to make the Moon Base liveable while the Transports search for a means to solving the puzzle of the United Earth and Initiative conflict, to prevent the nuclear annihilation of Exsilium.
It also marks the beginning of a three day zombie infestation that originally ended the use of the Moon Base several hundred years ago. Based on similar lifeforms to those found in Dead Space, these zombies are former human beings infested with a parasitic alien species, whose sole driving desire is to spread its own infection. For the idea of variety behind which zombies can be encountered, please turn your attention to the Dead Space Wikia.
↠ What kind of zombies are these?
Inspired by the ones known Dead Space terms as necromorphs, the version seen on the Moon Base will be mutated corpses of really really really former Moon Base workers and employees, reanimated by an alien parasite that acts like and behaves as a sort of bacterial infection. For purposes of our game, it spreads through massive fluid sharing, meaning open wound contact to large amounts of blood or saliva from the infected zombies.
You have to try pretty hard to get infected, which is good, since the infection is terminal (with a caveat below!).
↠ Are new arrivals going to be attacked by zombies?
The agriculture wing and the Observatory, where new arrivals are, aren’t directly connected. There will not be a zombie intrusion into the new arrivals area. In fact, there will be two separate, different logs posted for these two events. They will only intersect by choice -- you must post into the zombie log in order to encounter zombies that first night.
Remember, all tablets will be out of communication until 0800/8:00 AM in the morning. Warnings about the zombies will need to pass by word of mouth before then.
↠ How quickly are the zombies going to spread?
Slowly at first, since they won’t know there is a presence of life to infect elsewhere in the station. At some point during the 8 hours of minimal lighting following the use of the Transport Pad, the zombies will begin to trickle through the opening.
Anyone investigating the agriculture wing at that time has a high chance of running into one, or more, of the zombies. Afterward, they will be found in all parts of the station except the living quarters and restrooms.
↠ How do we avoid zombies?
ICly, characters will be asked to go on missions as a protection and safety measure; those remaining behind will be locked into the housing wings. The housing wings contain the restroom and bathing facilities, but not the cafeteria -- some characters will either need to be in charge of food runs, in order to keep people adequately fed.
↠ I want to kill zombies!
Go for it! As the parasite is controlling the host bodies, nothing less than dissolving in acid, shoving into the vacuum of space, or incineration will ensure the body will stop twitching, but to stop coordinated movement and easy transmission, removal of limbs (and the head) will be effective.
They can be stalled, stopped, confused, or otherwise detained by any means invented by players! There's no reason to limit yourself in how to handle these zombies, should you choose to handle them at all.
↠ Can I get infected?
Yes, but unless you have a healing factor, or very skilled friends, at this time it will be fatal. Your character would not be able to be revived until the power capacity of the Moon Base has been increased without using the abilities of characters in game who can resurrect or transform an infected individual.
What does that mean? Characters with resurrection spells or magic will be able to resurrect a dead character. Holy powers will not function on the zombies or the infected, unless those powers double as curative. They’ll need to push the parasite out of the infected host entirely to save the host -- to save an infected character. It also means that characters who are of non-human species which can transform humans into their species will be able to “save” infected characters. (Think other-zombie transformations, vampires, and werewolves.)
Vampires and werewolves will find they’re resistant to the parasite, but not ultimately immune. Other styles of zombies will have a very different reaction -- if any player of a zombie would like to be infected, please contact a mod!
↠ How are we getting rid of them in three days?
Players may find their characters come up with all sorts of solutions, and all of those will be welcomed and should be played out. The AI also has the ability to close down sections of the Moon Base and activate either airlocks to open, in the warehouse areas. In interior hallways, the AI can close sections while decontaminating each section through use of fire (and a wasted amount of oxygen tied to the decontamination) or through the use of other chemical means.
↠ What about the areas too sensitive for these measures?
Characters will be asked to volunteer to help clean and secure the Transport Pads, the Observatory, the Cafeteria, and the warehouses where the hydroponic gardens are currently located. When these areas are secure, the rest of the base can be systematically cleansed by the AI, unless characters wish to address individual sections.
↠ I want to have my character be part of opening up the Agriculture wing, and/or running into the zombies early on! Where do I sign up?
Please sign up in the thread labeled OPENING THE AGRICULTURE WING below. As of now, there is no limit on how many people may participate. Most will be conscripted to help carry equipment and plants into the Agriculture wing along with carrying debris out, unless they're technologically intelligent enough to be helping in the hardwiring and restoration of the hydroponic troughs.
↠ But wait! I have other questions!
Please ask in the separate thread for questions below!
Other Announcements:
By the end of the month we should have a summation of changes or votes to happen in relation to the State of the Game. Mid-November we will have a vote up for ideas related to getting back down full-time to Exsilium.
Update on Hiatuses:
We will no longer be accepting semi-hiatus comments on the hiatus page. As a semi-hiatus does not excuse a player from AC, we are requesting that anyone going on less than a full hiatus inform fellow players via the OOC community, or through other private means of communication. The Hiatus and Drop page is meant to be used for AC and list maintenance purposes, so we’re doing what we can to cut down on the unnecessary clutter.
We thank you for your understanding and continued patience!
Edit: Now with 200% more event log!
At 11:59PM, October 31st, the Transport Pad will be activated to bring in new characters, as it is cycled to do each month. Right beforehand, the agriculture wing will have finally been pried open to be fully reclaimed for usage. It marks a continuation of efforts to make the Moon Base liveable while the Transports search for a means to solving the puzzle of the United Earth and Initiative conflict, to prevent the nuclear annihilation of Exsilium.
It also marks the beginning of a three day zombie infestation that originally ended the use of the Moon Base several hundred years ago. Based on similar lifeforms to those found in Dead Space, these zombies are former human beings infested with a parasitic alien species, whose sole driving desire is to spread its own infection. For the idea of variety behind which zombies can be encountered, please turn your attention to the Dead Space Wikia.
↠ What kind of zombies are these?
Inspired by the ones known Dead Space terms as necromorphs, the version seen on the Moon Base will be mutated corpses of really really really former Moon Base workers and employees, reanimated by an alien parasite that acts like and behaves as a sort of bacterial infection. For purposes of our game, it spreads through massive fluid sharing, meaning open wound contact to large amounts of blood or saliva from the infected zombies.
You have to try pretty hard to get infected, which is good, since the infection is terminal (with a caveat below!).
↠ Are new arrivals going to be attacked by zombies?
The agriculture wing and the Observatory, where new arrivals are, aren’t directly connected. There will not be a zombie intrusion into the new arrivals area. In fact, there will be two separate, different logs posted for these two events. They will only intersect by choice -- you must post into the zombie log in order to encounter zombies that first night.
Remember, all tablets will be out of communication until 0800/8:00 AM in the morning. Warnings about the zombies will need to pass by word of mouth before then.
↠ How quickly are the zombies going to spread?
Slowly at first, since they won’t know there is a presence of life to infect elsewhere in the station. At some point during the 8 hours of minimal lighting following the use of the Transport Pad, the zombies will begin to trickle through the opening.
Anyone investigating the agriculture wing at that time has a high chance of running into one, or more, of the zombies. Afterward, they will be found in all parts of the station except the living quarters and restrooms.
↠ How do we avoid zombies?
ICly, characters will be asked to go on missions as a protection and safety measure; those remaining behind will be locked into the housing wings. The housing wings contain the restroom and bathing facilities, but not the cafeteria -- some characters will either need to be in charge of food runs, in order to keep people adequately fed.
↠ I want to kill zombies!
Go for it! As the parasite is controlling the host bodies, nothing less than dissolving in acid, shoving into the vacuum of space, or incineration will ensure the body will stop twitching, but to stop coordinated movement and easy transmission, removal of limbs (and the head) will be effective.
They can be stalled, stopped, confused, or otherwise detained by any means invented by players! There's no reason to limit yourself in how to handle these zombies, should you choose to handle them at all.
↠ Can I get infected?
Yes, but unless you have a healing factor, or very skilled friends, at this time it will be fatal. Your character would not be able to be revived until the power capacity of the Moon Base has been increased without using the abilities of characters in game who can resurrect or transform an infected individual.
What does that mean? Characters with resurrection spells or magic will be able to resurrect a dead character. Holy powers will not function on the zombies or the infected, unless those powers double as curative. They’ll need to push the parasite out of the infected host entirely to save the host -- to save an infected character. It also means that characters who are of non-human species which can transform humans into their species will be able to “save” infected characters. (Think other-zombie transformations, vampires, and werewolves.)
Vampires and werewolves will find they’re resistant to the parasite, but not ultimately immune. Other styles of zombies will have a very different reaction -- if any player of a zombie would like to be infected, please contact a mod!
↠ How are we getting rid of them in three days?
Players may find their characters come up with all sorts of solutions, and all of those will be welcomed and should be played out. The AI also has the ability to close down sections of the Moon Base and activate either airlocks to open, in the warehouse areas. In interior hallways, the AI can close sections while decontaminating each section through use of fire (and a wasted amount of oxygen tied to the decontamination) or through the use of other chemical means.
↠ What about the areas too sensitive for these measures?
Characters will be asked to volunteer to help clean and secure the Transport Pads, the Observatory, the Cafeteria, and the warehouses where the hydroponic gardens are currently located. When these areas are secure, the rest of the base can be systematically cleansed by the AI, unless characters wish to address individual sections.
↠ I want to have my character be part of opening up the Agriculture wing, and/or running into the zombies early on! Where do I sign up?
Please sign up in the thread labeled OPENING THE AGRICULTURE WING below. As of now, there is no limit on how many people may participate. Most will be conscripted to help carry equipment and plants into the Agriculture wing along with carrying debris out, unless they're technologically intelligent enough to be helping in the hardwiring and restoration of the hydroponic troughs.
↠ But wait! I have other questions!
Please ask in the separate thread for questions below!
Other Announcements:
By the end of the month we should have a summation of changes or votes to happen in relation to the State of the Game. Mid-November we will have a vote up for ideas related to getting back down full-time to Exsilium.
Update on Hiatuses:
We will no longer be accepting semi-hiatus comments on the hiatus page. As a semi-hiatus does not excuse a player from AC, we are requesting that anyone going on less than a full hiatus inform fellow players via the OOC community, or through other private means of communication. The Hiatus and Drop page is meant to be used for AC and list maintenance purposes, so we’re doing what we can to cut down on the unnecessary clutter.
We thank you for your understanding and continued patience!
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