Gregory House, MD (
rubikscomplex) wrote2015-09-03 10:13 am
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Entry tags:
Tracker (Snowblind)
Beacon Status: On (unable to turn off)
Exposure Effects: None (next up: end of February)
Last Death: Day 378 (total: 10/11) (11 is counting murder night reset death)
All Deaths:
Exposure Effects: None (next up: end of February)
Last Death: Day 378 (total: 10/11) (11 is counting murder night reset death)
All Deaths:
For Tracking All Threads at Snowblind
Events
If I Die First
Winter returns to discover how she died. Characters are kinder to her, overall, than cruel.
Day 202
You Will Go On
Winter hacks the network and makes all private messages private from the Admin. As a result, there's a firewall breach and errors. Andromeda's voice is heard and she tells characters to move, run, lighting up safe paths for them to follow. For people who stray off the paths or who do not run, there are mild-to-dire consequences as they're attacked by otherworldly creatures.
Day 211-212
Howl
Characters are thrown into an M.C. Escher-type dreamscape where anomalies roam. Characters are designated as one of two groups:
Prophets: Blind to the physical world, but able to see anomalies and "lights" that they contain.
Andromedas: Blind to the anomalies and lights, but able to see the physical world around them.
These two groups must work together to steal lights from the anomalies.
Night 217
Long & Lost
A video surfaces showing Andromeda meeting Sam the Prophet and them spending a scared night together. They're both on the run from the cultists. After watching the video, characters feel compelled to speak their fears to each other.
Day 220-221
Breaking Down
Characters awake to find that lights like the anomalies had are now in their own mouths. Fear fills the air and people find their fears transferring to one another. Some characters are physically transformed into anomalies and attack others, trying to steal their lights.
Day 229-230
Those Left Behind
Personalized anomalies appear and follow characters around. For those who have their lights, the anomalies appear as grotesque warps of people the character knows. For those who had their lights stolen, the anomalies aren't warped with one exception: Their faces are completely smooth, no expression, just unsettling twitching like something is trying to crawl out of them. At first the anomalies do nothing and can only moan. The next day they start to "attack" people with lights and speak. "Why was it you and not me who has it, this isn't fair, give it to me, let me use it for a while..."
Day 242-244
No Light, No Light
Characters who had their lights stolen or previously turned into anomalies slowly begin to turn into them again. Characters who have their lights hear a vague sound of whirring, like an electronic saw far in the distance. This changes the second night. Personalized anomalies appear once more. Those without their lights see anomalies as the people they should be, fully normal, but constantly following and complaining about lights. Those without theirs lights see the anomalies as stitched-together monstrosities of people that sometimes turn into just "regular" anomalies. On the final day, a beam of light shoots into the sky making anomalies fall back. In order to get their lights back, characters without theirs must kill their anomalies.
For characters with their lights, the anomalies say they were brought here. "Brought here like you, but not right. Brought here in pieces: a head or a limb, intestines all arranged wrong, heart ripped out of their chest. The light isn't a thing, it's a concept. It's something like luck. Why were you brought here whole when I wasn't? That's not fair, that's not fair. The whirring of saws and the flicker of surgical lighting, as something tries to fix what's left, as something puts pieces of nothing together to try to make something. These aren't the people you know, but the parts--oh, the parts were them, once. Them and other people, all mixed up and wrong, filled up with left over limbs and static and impossibilities. Errors. Mistakes.
You were brought here whole. You were lucky."
Day 251
Noisy White
The tablets crash. When they come back, only text is available, but Winter returns. She notes that there seems to be a signal of something coming from a building in the southeast corner of the Industrial Zone. Someone is tapped into a video feed there. The Prophet symbol appears, cutting Winter off and the shadowy figures around town turn to static creatures. They gather around characters, disorienting them and making them forget they were ever anywhere except Norfinbury. The static creatures eventually leave, heading for the Industrial Zone and characters are left behind. Those who activated the Eye App during the event have a Prophet Eye symbol carved into their bodies. Additionally, the Admin becomes unreachable after this event.
Day 260-264
Noisy Black
Torture Tower event. Some characters are spirited away to an office building. The majority are put into makeshift cells as Sinners. Others are given nicer accommodations as Converted members of the Prophet Cult. Through the event, the Converted torture the Sinners to try to convert them. Those on the outside are eventually able to help after Andromeda breaks through on the network and they're able to reach the Admin and convince her to reset the network and open a trap door for Sinners to escape from with some help from Converted who are struggling against their programming.
Day 273
Automata
Characters become ill with radiation poisoning symptoms, then some begin to lose all of their emotions, eventually becoming robotic husks that do not react to anything. Some of these "automatons" attack non-automatons at random.
Day 280
Hello World
Characters suffer a variety of ills after the Admin announces that "instabilities have been detected." These include: Speech Loss, Motor Coordination Loss, and Morality Loss.
Day 284
ЗДРАВСТВУЙ МИР
Winter returns to tell everyone that errors are building up in the system.
Day 293-294
Imaginary Time
During the night, characters dream that the worlds they came from have gone on without them and that their world has been destroyed in a way that's important to them. During the day, it feels more and more like they've been trapped in Norfinbury for weeks, months, years, decades, centuries longer than they have been. They take on physical changes that reflect this.
Day 300-301
Decoherence
Characters experience alternate universe versions of events that have happened. This means revisiting old events, TDM prompts, and just alternate CR possibilities that never developed in the main timeline of the game.
Day 314
Break
Characters begin experiencing horrifying, debilitating, and seemingly-fatal symptoms of many different diseases. At the end of it, the Admin has one message: "Warning: nanomachines over 1000 years overdue for maintenance."