http://moons-storm.livejournal.com/ (
moons-storm.livejournal.com) wrote in
ways_back_room2006-08-19 10:52 pm
Armageddon Details
Due to some... OOC discussion... it has come to light that this is something we need to put up here. If you have questions or comments, you need to leave a comment or email us or IM us. If you have plots happening in the bar during these times, please IM or email us so we can talk if you think this will impact your plotting.
We also need Gareth and Aria and Shati to please ping one of us since your puppets are... in charge? I suppose... of areas where events will happen. You're the only ones we haven't talked to! If you guys read under the cut, you'll see why we're trying to track you down. XD
All quakes are to be millitimed to sunset EST each day.
August 20th: By this point, we hope to have the Research Team discovering that there is no way to disable the Clock and that the only person (Urza) who might has fled. This is when the Worldwalker Team get together and discuss the possibility of tracking Urza through the planes.
Quake Effects: Felt quite noticeably, especially on the upper floors of buildings. Vibration similar to the close passing of a truck.
August 21st: As the Clock creeps from 3 to 4, Námo will make a statement regarding something he holds dear about himself. Not something he would seriously give up, but he says it all the same. The Clock will accept the offering: the intensity meter will reverse and Námo (or Mary Anne since she will be with him) will realize he is without what it is he offered. If any further offerings are attempted, they will have no effect.
Quake Effects: Felt quite noticeably, especially on the upper floors of buildings, but slightly less intense than August 19th.
August 22nd: The Clock, having been "fed", appears almost to be "hungry", and begins to spin faster. Reasoning that perhaps only one offering per quake is allowed, Aravis makes an offer and finds it accepted, and the intensity meter moves back some. The Worldwalkers decide they can wait no longer and head out to find Urza.
Quake Effects: Felt by anyone indoors, and many outdoors. Dishes rattle. Those close to the edge of a table may rattle off and break.
Bar Effects: Behind the Bar, some of the glasses and bottles fall to the floor, shattering and creating a mess, disrupting bartending threads and possibly limiting availability of certain drinks. (Yes, this was approved by Karen.)
August 23rd:
Research Team: Research in the magical library reveals more about the nature of the Clock. The more dear the sacrifice, the greater the effect on the intensity. But, left unchecked, the Clock will always return to what the next level would have been if nothing had been offered. The intent of the Phyrexians was to force an enemy to give up greater and greater power, so that when the Clock ultimately destroyed the surroundings, they could return and siphon off that power for themselves.
Sacrifice Team: Patrick Bateman will make an offering of something he actually *wants* to be rid of, and the Clock will tick back only a little.
Quake Effects: Felt by nearly everyone. Dishes, mirrors, and windows (not "The Window") may break. Unstable objects overturned.
Bar Effects: Various pots in the greenhouse shatter, spilling their contents, making a general mess. A couple of the glass panes are damaged/broken and must be repaired.
August 24th:
Research Team: Cross-referencing turns up a mention of the Armageddeon Key: a magical artifact that may have the power to shut down the Clock. However, its existence is only theoretical.
Sacrifice Team: Molly Prewett and Sally Stitch both approach the clock with sacrifices and must decide who will make their offering. (Molly wins.)
Quake Effects: Felt by all. Walking is unsteady. Some furniture moved or overturned. Walls make cracking sounds.
Bar Effects: Water pipes burst and cause minor flooding of rooms muns agree to allow be flooded as well as the kitchen; when the kitchen floods, the waitrats swarm out into the bar, thus cutting off Bar's kitchen supplyline and Bar begins to serve only beer and hard liquor. (Yes, this was approved by Karen. Hell, the beer and hard liquor were her idea, as if you needed me to say that. It was also approved by Sal.)
August 25th:
Research Team: Continued searching turns up more anecdotal evidence of the Armageddeon Key, along with some evidence that it was originally created by Mishra, Urza's brother. Details on the Brothers' War can be found as well, which can bring out the possibility that the Key was stolen by the Phyrexians from Mishra.
Sacrifice Team: Without Molly's intervention, Sally is free to make her own sacrifice to the clock.
Quake Effects: Difficult to stand. Some chairs fall and break. Furniture in the rooms upstairs may be broken.
Bar Effects: Power is lost for three-four hours
August 26th:
Research Team: After spending the night in the infirmary to recover, Urza feels he owes these people for saving him. He joins the researchers and confirms their suspicions regarding the Armageddeon Key. It is likely to be in Yawgmoth's stronghold in Phyrexia, and it will require a concentrated strike to retrieve it.
Worldwalkers Team: They find and drag Urza bodily back to Milliways.
Sacrifice Team: Illyria's sacrifice rolls back the intensity significantly. The reprieve is appreciated.
Quake Effects: Felt by nearly everyone. Dishes, mirrors, and windows (not "The Window") may break. Unstable objects overturned.
Bar Effects: Some of the books and shelves in the magical library fall over. Some sort of magical mayhem ensues when some of the books touch, and must be dealt with. (This was approved by our co-ST, Maru.)
August 27th:
Research Team: Working with Urza, the team works out how the Armageddeon Key can be fitted into the Clock once it's returned.
Battle and Thieves Teams: Battle teams assemble and prepare to move out. Thieves team is found and assigned the mission to sneak into the stronghold and recover the Key. Urza opens the portal after the day's quake.
Sacrifice Team: Billy Batson offers his sacrifice to the Clock
Quake Effects: Heavy furniture moved or broken. Columns shift, walls crack.
Bar Effects: The stables are damaged, releasing the horses into the woods.
August 28th:
Sacrifice Team: The offering barely makes a dent in the intensity meter; there's a sense of futility about the place.
Quake Effects: Major damage to unreinforced structures, damage to rafters.
August 29th: Resolution of plot.
Bar Issues: Straight from the horse's mouth (Karen's mouth, that is) -- Loompas won't be cleaning from about August 22nd until the end of the plot on the 29th. If you have pups using the Loompas' services, you'll notice that those services will stop. There will also be a post in
ways_staff about bartending and waitstaff issues during this plot. Roger will write up a post and Karen will post it ASAP in the community.
So, there you have it. Some things have been left out because we firmly believe there should be some surprises, but you can see the major impacts each day will have on the bar and its patrons. This is, as we said, a bar-wide plot. We want everyone involved. We don't want you ignoring it. It's supposed to create an atmosphere where people work together, panic together, get to know each other, save the world together.
This was created for all of you. We're running this for everyone, not just us. It isn't fun if you guys don't participate.
ETA: This line seems to have been misread -- I will rephrase a little: we created this bar-wide plot not for our little circle of friends, but for everyone. It's a great opportunity. It's a chance to play something with plot and direction and interaction. This was mod approved -- this was not railroading, this was not us taking it into our heads to do whatever we wanted and screw everyone else. This was a carefully developed plot, one that was approved. Please understand that. There is no need to reply to this post with your comments about why you won't participate. We respect that you don't want to. This post was an informative post made by the urging of a mod thinking that the lack of response might have been that we hadn't been as open as we could have been. It was to see if anyone would sign up for the sacrifice team. Nothing more. Please stop with the stressful comments, because really, there are two people behind the screen names who are getting quite upset over something that wasn't meant to be upsetting. Please?
Also -- to reiterate Roger's statement in his post about what this plot was: How Not To Be Seen During This Plot: On the other hand, not everyone is going to want to be involved even peripherally, so there are plenty of options there as well. The simplest option is simply not to be there for the earthquakes. Unbound pups can leave the bar before the day's quake or not enter until after it's occurred. Bound pups will be able to seek refuge in a number of places outside the bar as well (House of Arch and the planet Antar have been suggested as possibilities). Finally, there's the option to simply not react to those happenings that are plot-related. The bottom line is that there is enough leeway to be as involved or not as you, the mun, choose to be.
Bound puppets may need to get creative with how they avoid the plot, but that's part of the fun of RP. Seriously guys, the quakes are only ten to fifteen seconds in duration. The subplots only affect one specific area of the bar/bar surroundings. The only two things I think you'll have difficulty millitiming around are the black out and the disruption to the food serives. But even those will only last three to four hours in the evenings.
Also! We need more sacrificers. Again, what the puppet loses is not permenantly lost unless you choose to have it so. (ETA: Sacrifices should be non-material items: memories, special abilities, emotions, etc.) We need about one more person. Come on, be part of the plot! Got em! Thanks!
We also need Gareth and Aria and Shati to please ping one of us since your puppets are... in charge? I suppose... of areas where events will happen. You're the only ones we haven't talked to! If you guys read under the cut, you'll see why we're trying to track you down. XD
All quakes are to be millitimed to sunset EST each day.
August 20th: By this point, we hope to have the Research Team discovering that there is no way to disable the Clock and that the only person (Urza) who might has fled. This is when the Worldwalker Team get together and discuss the possibility of tracking Urza through the planes.
Quake Effects: Felt quite noticeably, especially on the upper floors of buildings. Vibration similar to the close passing of a truck.
August 21st: As the Clock creeps from 3 to 4, Námo will make a statement regarding something he holds dear about himself. Not something he would seriously give up, but he says it all the same. The Clock will accept the offering: the intensity meter will reverse and Námo (or Mary Anne since she will be with him) will realize he is without what it is he offered. If any further offerings are attempted, they will have no effect.
Quake Effects: Felt quite noticeably, especially on the upper floors of buildings, but slightly less intense than August 19th.
August 22nd: The Clock, having been "fed", appears almost to be "hungry", and begins to spin faster. Reasoning that perhaps only one offering per quake is allowed, Aravis makes an offer and finds it accepted, and the intensity meter moves back some. The Worldwalkers decide they can wait no longer and head out to find Urza.
Quake Effects: Felt by anyone indoors, and many outdoors. Dishes rattle. Those close to the edge of a table may rattle off and break.
Bar Effects: Behind the Bar, some of the glasses and bottles fall to the floor, shattering and creating a mess, disrupting bartending threads and possibly limiting availability of certain drinks. (Yes, this was approved by Karen.)
August 23rd:
Research Team: Research in the magical library reveals more about the nature of the Clock. The more dear the sacrifice, the greater the effect on the intensity. But, left unchecked, the Clock will always return to what the next level would have been if nothing had been offered. The intent of the Phyrexians was to force an enemy to give up greater and greater power, so that when the Clock ultimately destroyed the surroundings, they could return and siphon off that power for themselves.
Sacrifice Team: Patrick Bateman will make an offering of something he actually *wants* to be rid of, and the Clock will tick back only a little.
Quake Effects: Felt by nearly everyone. Dishes, mirrors, and windows (not "The Window") may break. Unstable objects overturned.
Bar Effects: Various pots in the greenhouse shatter, spilling their contents, making a general mess. A couple of the glass panes are damaged/broken and must be repaired.
August 24th:
Research Team: Cross-referencing turns up a mention of the Armageddeon Key: a magical artifact that may have the power to shut down the Clock. However, its existence is only theoretical.
Sacrifice Team: Molly Prewett and Sally Stitch both approach the clock with sacrifices and must decide who will make their offering. (Molly wins.)
Quake Effects: Felt by all. Walking is unsteady. Some furniture moved or overturned. Walls make cracking sounds.
Bar Effects: Water pipes burst and cause minor flooding of rooms muns agree to allow be flooded as well as the kitchen; when the kitchen floods, the waitrats swarm out into the bar, thus cutting off Bar's kitchen supplyline and Bar begins to serve only beer and hard liquor. (Yes, this was approved by Karen. Hell, the beer and hard liquor were her idea, as if you needed me to say that. It was also approved by Sal.)
August 25th:
Research Team: Continued searching turns up more anecdotal evidence of the Armageddeon Key, along with some evidence that it was originally created by Mishra, Urza's brother. Details on the Brothers' War can be found as well, which can bring out the possibility that the Key was stolen by the Phyrexians from Mishra.
Sacrifice Team: Without Molly's intervention, Sally is free to make her own sacrifice to the clock.
Quake Effects: Difficult to stand. Some chairs fall and break. Furniture in the rooms upstairs may be broken.
Bar Effects: Power is lost for three-four hours
August 26th:
Research Team: After spending the night in the infirmary to recover, Urza feels he owes these people for saving him. He joins the researchers and confirms their suspicions regarding the Armageddeon Key. It is likely to be in Yawgmoth's stronghold in Phyrexia, and it will require a concentrated strike to retrieve it.
Worldwalkers Team: They find and drag Urza bodily back to Milliways.
Sacrifice Team: Illyria's sacrifice rolls back the intensity significantly. The reprieve is appreciated.
Quake Effects: Felt by nearly everyone. Dishes, mirrors, and windows (not "The Window") may break. Unstable objects overturned.
Bar Effects: Some of the books and shelves in the magical library fall over. Some sort of magical mayhem ensues when some of the books touch, and must be dealt with. (This was approved by our co-ST, Maru.)
August 27th:
Research Team: Working with Urza, the team works out how the Armageddeon Key can be fitted into the Clock once it's returned.
Battle and Thieves Teams: Battle teams assemble and prepare to move out. Thieves team is found and assigned the mission to sneak into the stronghold and recover the Key. Urza opens the portal after the day's quake.
Sacrifice Team: Billy Batson offers his sacrifice to the Clock
Quake Effects: Heavy furniture moved or broken. Columns shift, walls crack.
Bar Effects: The stables are damaged, releasing the horses into the woods.
August 28th:
Sacrifice Team: The offering barely makes a dent in the intensity meter; there's a sense of futility about the place.
Quake Effects: Major damage to unreinforced structures, damage to rafters.
August 29th: Resolution of plot.
Bar Issues: Straight from the horse's mouth (Karen's mouth, that is) -- Loompas won't be cleaning from about August 22nd until the end of the plot on the 29th. If you have pups using the Loompas' services, you'll notice that those services will stop. There will also be a post in
So, there you have it. Some things have been left out because we firmly believe there should be some surprises, but you can see the major impacts each day will have on the bar and its patrons. This is, as we said, a bar-wide plot. We want everyone involved. We don't want you ignoring it. It's supposed to create an atmosphere where people work together, panic together, get to know each other, save the world together.
This was created for all of you. We're running this for everyone, not just us. It isn't fun if you guys don't participate.
ETA: This line seems to have been misread -- I will rephrase a little: we created this bar-wide plot not for our little circle of friends, but for everyone. It's a great opportunity. It's a chance to play something with plot and direction and interaction. This was mod approved -- this was not railroading, this was not us taking it into our heads to do whatever we wanted and screw everyone else. This was a carefully developed plot, one that was approved. Please understand that. There is no need to reply to this post with your comments about why you won't participate. We respect that you don't want to. This post was an informative post made by the urging of a mod thinking that the lack of response might have been that we hadn't been as open as we could have been. It was to see if anyone would sign up for the sacrifice team. Nothing more. Please stop with the stressful comments, because really, there are two people behind the screen names who are getting quite upset over something that wasn't meant to be upsetting. Please?
Also -- to reiterate Roger's statement in his post about what this plot was: How Not To Be Seen During This Plot: On the other hand, not everyone is going to want to be involved even peripherally, so there are plenty of options there as well. The simplest option is simply not to be there for the earthquakes. Unbound pups can leave the bar before the day's quake or not enter until after it's occurred. Bound pups will be able to seek refuge in a number of places outside the bar as well (House of Arch and the planet Antar have been suggested as possibilities). Finally, there's the option to simply not react to those happenings that are plot-related. The bottom line is that there is enough leeway to be as involved or not as you, the mun, choose to be.
Bound puppets may need to get creative with how they avoid the plot, but that's part of the fun of RP. Seriously guys, the quakes are only ten to fifteen seconds in duration. The subplots only affect one specific area of the bar/bar surroundings. The only two things I think you'll have difficulty millitiming around are the black out and the disruption to the food serives. But even those will only last three to four hours in the evenings.

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