AHEM: REINFORCING WOLFIE'S POST:

Jul 06, 2009 23:51

To facilitate plotting for the remainder of this month 8):

7; Water Wars
It's so hot. It's too hot. How can you beat the heat? Water fight! Your famous pearl-handled revolver? Your father's sword? Your belt of grenades? Gone! In their place, citizens will find squirt guns, water pistols, and water balloons. Civilians not involved in the crossfire will still find themselves coming across water gone berserk. The water fountain? Expect it going off in someone's face. The fire hydrant? Get ready for a geyser. It's an all-out soaking-wet free-for-all! Get out the buckets and turn on the hoses. Are the winners the ones left hot and dry or the ones left cool and wet?

11-12; Grab Bag Weekend
See this post for a list of curses you can throw at your character. You may use a different curse for each day or one curse for both days. However curses should not overlap, ex. you cannot use gender switch and safari to turn your male character into a female kangaroo for a day. The grab bag list will be updated monthly. The grab bag weekend will remain on the same weekend for three months, then change weekends for the next season.

15; The Office
The urban center of the City has been transformed into one large corporate block, office gossip and all. Citizens find themselves only able to communicate through e-mails, office notices, post-its, and monologues. Whether citizens believe that they are within an office environment or if they've been mistakenly placed in one is up to you. Just please return the pens before midnight. [Characters may keep souvenirs of low monetary, magical, or scientific value after midnight. Example: your stapler in some jello]

18; Dodge Ball Day
Bright red bouncing balls have rolled into the City from who knows where. Citizens who are affected by the curse feel an urge to run around throwing these balls at everyone that moves, turning the City into a battlefield for the day. Remember, no hitting anyone above the shoulders or below the belt! But whoever said the City plays by the ru~les.

20-21; No Rest for the Wicked
Right after midnight, those who are already asleep and those who try to sleep will find themselves plagued by haunting visions and vicious nightmares, enough to wake them from their slumber. For forty-eight hours anytime they close their eyes enough to begin drifting off into dreamland the frightfest begins. Just a one minute doze may feel like an hour of terror. Can your citizen stay awake for the entire day or will they brave horrors for a bit of sleep?

24; Lost Not Found
Take care not to wander alone because the second that happens citizens will find themselves wandering into a completely empty City. That's right, empty, no other people, not even animals, bugs, or plants. Don't forget the network device because that's the only way to communicate with others, either those in the same predicament or those in the normal City. What's the meaning of this emptiness? Maybe the mystery has an answer, maybe it doesn't. [Network devices will allow comments from affected and unaffected characters, but lost characters cannot be found by anyone until midnight. The change from an empty City to the normal City is sudden but fluid. Example: a character wanders into the basement alone and comes out of the basement to an empty house, they remain alone for the rest of the day, by midnight they open a bedroom door only to find a room mate inside, everything is back to normal]

27; Take Your Plants For A Walk Day
Have you ever felt the need to communicate with nature? Well today nature has a need to communicate with you. Plants are coming to life all around the City. Some of them keep silent but their roots take them from the forest into the streets, some of them ask for Seymour to feed them...just about anything. Others are restricted by their pots but you can bet they'll be giving citizens an earful. [NPC sentient plants at will. Characters with abilities to manipulate plant life may find their powers particularly strong today or they may find their powers going completely awry!]

31; Flying Charms
What is it about today that makes brooms and bicycles fly? Well nobody knows, but the curse is affecting everyday objects to provide a mode of airborn transportation. Just sitting on it is enough to make the object start floating upward, ever at the unspoken command of its rider. Take care on steering because not every citizen can take a class in Charms. Wands not required.

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