How Deities say Happy New Year City!

Jan 01, 2008 19:44

1/2: At high noon, the winter clouds part as a teal beam strikes down from the abyss of the City skies. The light radiates through the Deity Office Building, shattering metal and glass, incinerating everything within. Whoever has fired upon the City has raised a force field around the structure, containing the destruction in a gesture of peace towards the citizens. Everything beyond the Office Building perimeter remains unharmed. However, those behind this act of liberation dare not show their faces... yet. The beam dissipates and the sky returns to normal. The Deities are nowhere to be found.

1/3: And again at noon, those shadows darkening the clouds finally descend. Vast ships of a completely foreign technology take five smaller cruisers containing ten individuals each to street level, unveiling the faces of those who have destroyed the office building. They aren't very pretty. Perhaps that's why they haven't revealed themselves until now, fearing their ugliness might lead to distrust. But they come bearing good news for citizens. They're offering to take you back to your homeworld. They have no price, no catch, they've been wanting to oust the Deities for years, to right their wrongs. Those who choose to go with them have a day to prepare themselves for the journey. Return trips start the following morning (1/4). Unfortunately they haven't come alone, but what lurks in their shadows won't show its face till later.

Welcome to the big January plot.

That's noon EST.

No they can't really send your characters home. Fancy that catch? Of course our invaders do a really good job of trying to be benevolent and charitable. They're an elegant and sophisticated race, terse but true... to a point. These pretties can be NPCed doing typical ambassador outreach work but revealing very little about their technology and origins. Can they be killed? Yes, and by typical means too (headshots work best)... if your character can break through their sophisticated armor. We're talking near impenetrable material and swift fighting skills. But why would anyone want to hurt them when all they're doing is delivering a message of freedom and peace? The basic rule of thumb for these foreign forces is this - no matter how many your characters kill, there will always be more to replace them. Thus, characters will only ever annihilate roughly 50% of their foes.

There are two ways for players to avoid getting too deeply involved in this plot:

A) A character chooses to 'go home' with these liberators. Means that will be revealed later inevitably lead to this scenario in the motherships. Yes they will only think they've gone home for the duration of the plot. This option is open from 1/3 to 1/6. Of course characters under the influence of this simulator will be released at the end of the plot (1/11).

B) Characters flee to the Underground. For reasons unknown, they can't or won't penetrate the Underground levels of the City. This option is open from 1/2 to 1/11. Don't want characters to be involved in the political refugee activities above? Seek sanctuary in the dark depths of the City where little light leaks through. But remember one thing: Mind the Monsters. On the plus side, they seem to hate the idea of these alien ousters just as much (or do they fear them?) and have become less likely to attack citizens.

Details for the next day's event will always be posted at least the day before! Players can check poly_extra or the calendar for updates.
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