> BEGIN.

Aug. 9th, 2013 11:25 pm
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[personal profile] modsprite
The votes are in, and the choice is overwhelmingly option two:

selkies. )

When you step through the door you find yourselves in an uncultivated clearing, in a forest. It is afternoon. You can hear a river nearby. The wildlife is not afraid of you, and there are no signs of civilisation. If you travel four days downriver by foot, though, you will reach the sea, and discover you are not alone.

The people you find there will not recognise you at first, but you will recognise yourselves in their gods. You might decide to reveal yourselves to them, or not to. You can work with the shore-settlers to help them expand onto the continent you've found yourself on, or not. You can try to communicate with the people below the water, if you want. Or you can just focus on yourselves, and rebuild, and repopulate. Between the lot of you, you can do all of these things. There's a lot of space.

The wildlife is frequently large and fairly dangerous, but nothing you can't deal with if you're careful. Plenty of it is edible, and so are enough of the plants. There are plenty of both you can learn to cultivate and domesticate, if that's how you roll. This is where we would go into extreme detail about all of this, but, well, this is also where we bring the mod train to a halt. You made this world; you can work out the specifics amongst yourselves.

You also have three alchemiters, with enough grist to last you for a long time, although not forever.

From here you're welcome to use the game communities like a musebox, if you want, and thread anything you want with your characters at a leisurely pace with no mandated plots or activity check or anything – or just move on entirely if you'd prefer. Either way, though, it would be nice if everybody could leave a comment about what their characters are likely to be doing with themselves on this post.

If anybody has any last questions, too, they're welcome.
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[personal profile] modsprite
The decision has been almost unanimous to abandon the chance for some players to go back to their homeworlds. Every canon timeline a character in Jarjammed came from has now been permanently altered from the point in time of the earliest departure from it.

And, with Prospit busy dealing with Derse, the players are free to enter the universe they have created.

However, entering the door to the new universe isn't as simple as just stepping through it. You have one last choice to make.

Perhaps this is normal, or perhaps it's because there are an unusually large number of players in this session, but there are three different points in this universe that are viable destinations. The interface is pretty straightforward. The players, on approaching the door, have to select one of three little translucent holographic planets floating in front of it to determine where in the universe the door opens up on.

All the players get to see is the little picture of the planet from space – all they can really make out is, just about, the geography, and how many moons there are. For your benefit, however, we have provided some more in depth descriptions of the planets and their inhabitants, so you can decide where to send your characters.

PLANETS )

The Choice

Aug. 2nd, 2013 08:50 pm
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[personal profile] modsprite
We got a lot of mixed votes on the last post, so we're going with all three options. This is how it goes down:

After some discussion the conclusion's reached that you need to use what little time you have before Prospit's forces find you. You have enough players who can create illusions that some of you think it might be your best bet to try to sneak back to Skaia undercover, although it would be risky, and there is some dissent.

But! While exploring the Veil to see if there's any more weird technology like the Appearifier up there that could give you a better chance of outfoxing your pursuers some of the players find a still-active communications line to Derse. The surly Dersite general on the other end doesn't want to listen to you, but when the Hapless Derelict, the Dersite who Cassandra rescued from the Battlefield when she reached god tier, vouches for your collective trustworthiness, the general decides to let you make your case, and is eventually convinced that it is worth striking a deal with you.

Derse know they are outmatched, and if they throw everything they have at Prospit they will be annihilated. But they don't want to give up, the general tells you. She knows in her carapace as many of the losing Dersites do that they are not supposed to lose to Prospit. However, she is willing to launch a full scale attack on Prospit's fleet as a distraction, to buy you time to sneak to Skaia – but only if you promise that when you get there, you will combine Skaia's power with Poppy's machine, hack into the Incipisphere, and disable all of Prospit's weaponry.

When questioned as to what Derse will do if they are able to defeat Prospit, the general wearily shrugs her weird shiny ball jointed shoulders. They can't destroy Skaia like they're supposed to now, she says, but she still doesn't want her people to be wiped out.

You don't have much choice but to take advantage of her offer, so all the remaining players cloak your way back to Skaia on a slow, quiet and stressful journey while Derse provides a distraction.

Once you get past the fleets guarding the planet, Skaia itself isn't very heavily guarded. The door to your new universe is right there. There are just a couple of Prospitian guards there who you have to karate chop before they can inform their superiors you've arrived, which shouldn't be too much of a problem for players of your calibre.

You can't just hop through there, though. You need to hold up your end of the bargain with Derse. The Hapless Derelict will be really upset and disappointed with you if you don't.

Besides, some of you want to see if you can use the machine to send people back home.

The good news: You can. Poppy's machine can affect the portals that have opened up around Skaia and allow those of you who would prefer to go home than to a new world get to places other than Poppy's meteor-devasted home planet.

The bad news: Poppy's original system for breaching dimensions was random, so there are no universe coordinates you can use to reach the right ones, but it's possible to implement a system that will cause any portal to match the DNA of a person who enters it to the universe they come from and deposit them in the universe they originated, at the point in time they left. Once used in this fashion the portal is locked to that universe and remains open. That would be great except that, because predestination has been destroyed, only one point in time can be accessed in each universe – and there might not be as many boundaries between some of the characters' origins as they might have thought.

The worse news: Because the portals remain open, the inhabitants of the Incipisphere can follow you. Which is exactly what ME wanted to use Poppy's machine for in the first place – transuniversal conquering. ME can't win against Derse if you disarm them, but if Derse wins, without Skaia to destroy, they'll sure as heck want something else to destroy. And if you disarm both of them they'll eventually rebuild their arsenals and their armies and see what they can find through the universe-pathways you left behind.

And even worse: the carapace NPCs in every session of Sburb have the same DNA. With these portals they could wreak havoc on any iteration of the Incipisphere they pleased and in doing so completely wreck the process of universe creation and doom everything. And that's not even considering any left over denizens. Or even consorts. This session is glitched. Who knows what those guys will do.

The only way for any characters to return to their home dimensions without risking danger to multiple universes is to use Poppy's machine to delete every NPC in the session (that means every NPC, including any you may have with you).

Or, you could choose not to open any portals. NPCs can't get through the door to the new universe, at least not on their own. If you destroy the machine, or take it with you, the Dersites and Prospitians will have no way to leave this session at all.

You have a choice: Give up the chance to return to your homeworlds, or wipe out all life in the Incipisphere.

What do you do?

Please note that while we want to know what your characters want to do as well, this is an OOC choice over an IC one – it would be easy enough for one rogue player to go against the status quo by nabbing Poppy's machine and either destroying it or using it to delete the Dersites and Prospitians. Ultimately it comes down to what you guys want to happen to your characters.
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[personal profile] modsprite
OKAY GANG you've been lurking up in the Veil long enough by now that you should have been able to recuperate from any serious injuries and maybe alchemise yourself some new weapons and also have a good cry and grab up any items or memories from your home dimension that you wanted to – you have left it long enough, time to get your bums in gear and deal with the Prospit problem so that you can get to Skaia and claim your reward like you were supposed to in the first place.

Prospit's still sort of hanging around with a vast mass of space armies, though. If you fight them, you will lose, and they are not willing to negotiate. So you have a few options for attempting to get around that!

- TRY TO GET DERSE'S HELP. Sure you guys haven't been on the best of terms with Derse so far but you do have a common enemy at the moment, and they could be willing to strike up a deal.

- SEE WHAT YOU CAN FIND IN THE VEIL LABS THAT MIGHT HELP. Who knows what weird doohickeys are up here. Maybe you can find something that will put a dent in their armies.

- SNEAK PAST THEM. There are lots of them and relatively few of you. If you can all get onto one boat and conceal it somehow it could be possible for you to get back to Skaia if you do it before they find out where you're hiding.

WHAT WILL YOU DO
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[personal profile] modsprite
Following the assault by Prospit forces on Cass's planet most players have escaped to the Veil, leaving everybody to mill around retrieving objects from and weeping about their past lives and also trying to work out some kind of plan of action, perhaps; assuming you all had the good sense to cut off the appearifier route that you got there by you've probably thrown ME & co off your trail at least as far as they don't know where in the Veil you are, so you have a bit of time to breathe, especially if the players dealt out a good deal of damage in the battle

HOWEVS

around this time, out a little farther, Derse's moon will swing round to overlap with the tentacley beyond, and the Horrorterrors will take the opportunity to use a Dersite as their clickety clackety keyboard puppet to attempt to communicate with the players, in the hope of some kind of last ditch alliance against Prospit.

Events happening on day three:
- god damn horrorterrors
- sweet, sweet exposition
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[personal profile] modsprite
HERE IS A PLOTTING DOCUMENT.

Because, having been holed up in Cassandra's castle, it will be near the end of the second day that the Prospitian forces narrow down where the bulk of the players are hiding. They're going to focus a strike directly at the castle - the outcome of which is likely going to be it getting essentially nuked off of the planet.

Over the day, there has been a lot of damage done to just about everybody's planet. Consorts are probably some combination of hiding or running scared almost universally. If this keeps up for too long, there's a good chance that many of the planets will be demolished all together.

Alinka and Vladik have been launching a guerilla assault against the Prospitian ships which has managed to cause a fair degree of damage back. However, whole confusing the enemy, their hit and run tactics have failed to cause enough concentrated loss to demoralize the opposing army.

This plotting log is going to be the standard "talk about what your character is doing." There is still a portal open to the Veil inside the castle, which is an obvious avenue of escape. Besides that, it is up to you.

There isn't going to be a log put up for this by the mods, since we figure there is only so much explodey battles people will actually want to play out. But if any of you guys want to make one, you may feel free to do so.
spokethetruth: (PUMP IT.)
[personal profile] spokethetruth
THE APPEARIFIER LOG IS NOW OPEN.

Signless is going to be hanging out in the Veil and will show people how to use the computer for this purpose if they happen to stumble upon him. Feel free to make threads for him or anyone else!

The Appearifier can:
- Show the players anything from their present or future timeline back home.
- Teleport objects to and from that timeline into the laboratory.
- Sadly ectobiology with people from them will not be possible! Nor teleporting. The whole timeloops thing doesn't seem to be working as it should.
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[personal profile] modsprite
CONGRATS EVERYBODY you got the dream selves out of their shiny gold prison cubicles, but unfortunately stopping to do that has given the Prospitians a bit of a head start on catching up with you. The boat the players were using, while not totally shot out of the air, has been damaged by enemy fire enough that the landing was messy and the ship isn't going to get airborne again (characters can be horribly wounded, or just gently wounded, from the pursuit or the landing if they want!). Probably a good idea to hide the wreck as fast as you can, because as Day Two starts to around the Prospitian armada is going to be sweeping the planet circle trying to blast the players out, and something like that is going to be pretty noticeable.

Events happening on day two:
- Before shit starts to seriously hit the fan, Signless will be fucking around with Poppy's machine in combination with the ectobiology equipment in the Veil (via a transportaliser) and discover that using the machine's interdimensional capacities with the appearifier up in there allows scenes from players' timelines to be viewed, and objects (but nothing alive) to be appearified. This will probably continue to be a thing while the serious blowing shit up stuff is going down and into day three, so after the log for that goes up you can get your characters in on it at your leisure, if you desire.
- The Prospitians will be starting their assault by shooting down people's house towers and generally razing places on random planets that look like they might have people hiding out there, so if anyone who's gathering anywhere that's not their own planet has anything – or anyone – they want to save from being destroyed, they might want to use the first half of this week to have characters make last-minute trips to retrieve (or fail to retrieve) possessions, consorts, sprites, etc. (You could just warn consorts. You don't have to put the entire population of your planet into your Sylladex.)
- Later in the day (week) the Prospitians will work out where people are actually hiding for reals and begin a large scale assault on the planet(s) with heaps of monstrous chess clones and bombs and lasers and so on. We'll have up a post and planning document for that later this week but we know everything's been kind of heavy on the fight threads so really we'd just like to get it OOCly hashed out how things will work for that and then pop up a post for anyone who wants to thread out any specific scenes to do so if they wish!

At the moment it's looking like most people are going to be at Cass's castle on the Land of Arches and Bluebells but check the comments to this post for more of an idea of what's going on with that! Please let us know if there are any other locations that a significant cluster of people will be gathered at.
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[personal profile] modsprite
Just barely managing to escape the battlefield by boat, the players have escaped the Prospitian army - for now. While the combination of talents in their team has enabled this brief reprieve, they are faced with a choice: to head back to their planets at full speed ahead, or to attempt to get to Prospit in an attempt to collect the remaining dreamselves.

Sollux’s code for awakening the dreamselves is complete, and so any resident computer person can get that going. For anyone who chooses to wait, there will be another plot post about the dreamself jail break. For now, please post in this specific thread in this post to give an idea of the atmosphere regarding going or staying. Lingering, of course, is going to put everyone in further danger.

Once they are done with that, though, we will be entering into day one of the final countdown sequence of Jarjammed - a four day war between the players and the armies of Prospit, lead by the Military Estimator - or perhaps the Meticulous Extremist.

The IC : OOC ratio is now going to be 7 OOC days to 1 IC day. So that means the game is going to last the next four weeks and then a little bit.

Events happening on day one:
- The Prospitian armies are heading straight after the players, back to the planetary ring. This will either be at a safe distance behind or right on your tails depending on player’s choices in regards to the dreamers.
- The military seems to have developed much more potent artillery than they’ve boasted previously. Meaning giant laser beams, bullets, and bombs.
- Once they get to the planet ring they are immediately going to start tearing shit up on everyone’s planets. Their weapons are definitely potent enough to scorch earth.
-Players will have to decide where or if they are going to hide. Anywhere is an option - players will have to sort out their survival strategies themselves.

This is going to be all out war. Actions from the Prospitians can mostly be narrated by players without mod intervention for the sake of random combat stuff. Just assume they are on the player’s asses by every means at their disposal.

Questions go in this post.
promisingbluerose: (Default)
[personal profile] promisingbluerose
 I've been a little busy getting the house clean for an inspection, so I may not be here Thursday or Friday, but I'll certainly be aiming to get the thread up for facing Garry's Denizen on Tuesday (which is tomorrow for me), whether I'll be busy or not! Basically, to sum it up, you'll be facing a denizen named after a being of death and that basically looks like the Giant Doll from Ib.

Yes, THAT one. Joy! *is smacked for obvious sarcasm*

And it's one who can try to sap the life from players as well as the land itself fun fun so is you plan on helping Garry obtain the Grist leave what you're ok with here for me to see before I get the thread up - or before the fight actually happens, up to you! I do plan on the Grist being obtained no matter what though, but Garry'll get pretty much his butt kicked until he starts trying to actually 'defend' other players like his title is, in exchange for that.
spokethetruth: (Sup sup.)
[personal profile] spokethetruth
ON THE SUBJECT OF DENIZENS Signless's Denizen log has just gone up! Anyone can be there - Signless was willing to take a crew along just to get some experience with Denizen fights. He's basically got things handled but you may come along to get dicked around a bit by a huge snake if you so desire.

Behold.

SUCCESS.

Apr. 2nd, 2013 08:57 am
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[personal profile] modsprite
The vote was narrowly in favour of success, so success it will be! We are going to aim to have the characters meet the Horrorterrors' requirements by the deadline. HOWEVER, that does not mean you can just sit back and success will come. Everybody is going to have to work for it! If the success criteria aren't met we will to default to Plan B, Failure.

In order to qualify for Success, the players will need to achieve the following:

• The perfect frog will need to be bred.

• The grist caches of 30 Denizens will need to be obtained. (More than 30 will just result in the universe created from the cache being cooler. Like Kickstarter bonuses).

• The players will need to have begun to venture onto the Battlefield.


The characters will not know that 30 is the number of Denizens they'll need to have defeated until they have cloned the frog – once they have the frog it will become clear how much grist is required to perform with it the Ultimate Alchemy.

SO, we are going to need to step up our game with Denizen confrontations! If you want to have your character confront their Denizen you do not need to make it into a big multi-participant log (although you are welcome to do that if you want), but you can't just handwave it or say it happened offscreen – you will need to at least write a solo log describing the confrontation. Also, although we're going to need have like 30 people doing Denizen logs in the next month if this is going to work, remember it shouldn't be a minor thing, especially if your character is further down their Echeladder. It's going to be a tough fight or a tough choice, unless your character has already made a lot of progress in the game, and even then that's no guarantee it'll be easy.
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[personal profile] modsprite
So, we have reached a crossroad.

It's a few days short of a month until the Horrorterror's presented deadline. Regardless of what your character's personal stance on that is, at least some of the players will be attempting to complete the game on schedule. And that's where things are about to get sort of uncertain.

Because, realistically, all the success that has to be accomplished in order to meet that deadline is more or less in the hands of the players. Meaning the writers. Meaning you. Because while we will be throwing in some complications to make the end of the session as interesting as possible, whether or not these complications are your characters' doing is up to you. Since really, you're the one that decides whether they get their shit done or not, in most cases.

So, in the end, it comes down to which path you find more narratively interesting.

As the deadline ticks down to the end, the choice is yours: do you want your characters to succeed at gathering the resources and finishing the quests required to start a proper Sburb Reckoning? Or would you rather that, in the chaos of the events to come, they will be simply unable to complete things as intended?

We're going to be deciding this by popular opinion. We'll make two subsections below for voting, and then you can post your thoughts/make your appeals beneath that. We'd like to hear from as many people as possible, as well as potential concerns.

But ideally, this is something we'll have decide in about a week, so that we can begin building in that direction.

Thanks guys!
spoiledbat: (scouting)
[personal profile] spoiledbat
Let's get this show on the road! (Finally. Sorry about the wait.)

What is this Prospitian Sisterhood thing anyway? The first we heard of the Prospitian Sisterhood was last July, when they kidnapped and interrogated some players. They stayed under the radar for a while after that, so while some investigation was done the playerbase was largely distracted by attacks and masquerades and other more immediate concerns. Recently, however, they've been back in action, set off bySollux putting the dreamselves to sleep, among other things. They searched the Veil for Sollux's computer and imprisoned all the Dreamselves. And that's just what we know about. Steph's organizing a mission to find out anything they can and to rescue the sleeping Dreamselves.

How's this going to work? In order for this to progress as fast as possible, the mods have suggested using small group chats for the investigations. (If you can't use AIM for whatever reason, I'm sure we can find a work around.) They expedition will divide into groups of two or three to find out what they can, and then once everyone's done with that we'll have a big unwieldy log for everyone to get together and follow up on their leads.

Who's going? I know that Nephel, Vriska, Jaime, Gentaro, Mary and Cassandra have all expressed interest in going to Steph, and I think Kairi, Madame and Riku might also be interested? I'm pretty open to anyone (Steph might object to GHB) as long as this doesn't take forever or totally overwhelm the mods. For the groups, I'd thought to have four, with Vriska, Nephel, Gentaro and Cassandra each in a separate group, since they've got relevant skills (mind-reading, friendship, words), but I'm not married to that idea. Cassandra's going to be picky about who gets to go with her, but the other groups can be formed in whatever combination of IC and OOC reasons you'd like. (I do recommend taking the times you are available into account at least a little bit, since you'll all need to be online at the same time.)

This shouldn't overlap with the science party (It's the Doctor's party anyway, timey-wimeyness should be expected), so don't worry about doing both.
npcipisphere: (horbl terbl)
[personal profile] npcipisphere
For those attempting to make the trade for Sollux, the log is up here.

As we well know, a trade that not everyone has actually agreed to.

THIS SHOULD BE INTERESTING.
sugardoom: (AND WE'LL GIVE IT A GO)
[personal profile] sugardoom
So! As many of you know, I've had a plot in the works for quite some time involving Theo's denizen and the Land of Silk and Canopy. Now that denizens are active, this plot can finally happen!

A big immediate thing to get out of the way: This plot is not going to start immediately. I know that the powerswap plot was huge and intense and people want a break; I'm simply putting up the info now so people can plot and ask questions if they want to. I'm projecting a start date for this plot as after Valentines (February 16th, at the earliest), which should give everyone a chance to unwind and do their own thing and deal with the fallout from this big plot we just had. If mods or anyone has input on dates, that can go on this post too!

On to the actual plot.

Theo's denizen is Anansi, the trickster spider storyteller who steals stories and memories and keeps them in pots. He did this with Theo's consorts, though with Theo's help they've regained much of it through his translations of old weavings. Now that Theo's been largely absent from Silk and Canopy for an extended period of time, Anansi is getting kind of antsy with no Hero to annoy and consorts that are a lot less terrified of him than they were before.

What does this mean for the rest of you? Anansi is going to steal the stories and memories of your consorts as well! If his Hero won't pay attention to him, perhaps others might. This will result in some, if not all, of the following symptoms among your consort societies:

*Extreme disorientation. Consorts will lose their trains of thoughts often, misplace items, and in some cases forget where they are, what they're doing, and in extreme cases who they are.
*Loss of knowledge. Consorts who could read and write may forget how to do so or do so with less skill than before. They will also forget key details of the lore of their land, the history of their people, festivals and important events (sorry, Castlecon), and anything relating to planet quests. When questioned, answers on these topics will be disconnected at best.
*Skittishness. Consorts will display unusual levels of fright and uncertainty towards just about everything, including their Hero.
*General unhelpfulness. Consorts will often work at cross-purposes and display a lack of coordination or communication with each other and their Hero.
*Any questions about their new state of mind will be met with garbled explanations about Anansi and the Gent of Charm and 'the tallest tree', though making those explanations make sense will take a lot of careful listening.

You can pick and choose among these as you like, and play them out however you wish once the event starts! I wanted to make a plot that anyone (with a planet, sorry deleted planet bros) could get in on, as well as a plot centering on consorts, which often get overlooked in plots but in this game are pretty dang awesome.

This will be the first phase of the event and will last probably several days if not more (it's flexible depending on how quickly people figure out what's going on) .

The second phase will start whenever a substantial number of players put together that Anansi is the jerk behind their consorts suddenly being really, really annoying (more than usual). Theo will likely take charge of this once it's clear that this is his Denizen's fault, and lead an expedition to get the stolen cultural memories and knowledge back. How this happens exactly in game is up to people involved (though Theo will suggest that he keep Anansi busy while the others smash the pots containing what they're after). But I want to stress that this is not a combat mission. Characters of all levels can participate without fear of getting hurt -- I have nothing planned that would put anyone other than Theo in danger. This is also a plot where opting out is okay. You don't have to participate if you don't want to for any reason! Your consorts getting messed with is solely up to you and I won't dictate at all what Anansi has or has not done to anyone's planets.

Any questions, comments, concerns, whatever go here! Again, this isn't starting for a bit, so I'm open to suggestions and plotting beforehand.
modsprite: (Default)
[personal profile] modsprite
Oh right and I totally forgot to mention this but it's kind of important.

Everyone who had the horrorterror voices lurking in their heads or anything like that will feel them suddenly go quiet about fifteen minutes to a half hour after Sollux's messages end.

=> This means that people dreaming of the horrorterrors will no longer dream of them in any form.
=> Players that had sleeper agent tendencies from horrorterror infections will now be free of those impulses.
=> No one will hear the horrorterrors singing from Derse anymore.

Basically any psychic effects that the horrorterrors have been having over players are no longer active.
modsprite: (Default)
[personal profile] modsprite
This doesn't need to take effect until the end of the day, but the powerswap ends with Sollux regaining control of himself long enough to rewrite several pieces of the game code as seen here. So it's clear what's been done here's a list of game changes:

Glitches fixed:
=> Powers have been restored to normal.
=> The underling population has been reduced to normal, and while they are somewhat more challenging than before they are back to being tolerable without hiding in caves and the like.
=> Visual glitching and item malfunctions have been fixed. There is no longer falling through walls and the like. Objects and solid and work as they should.
=> The shadow planets have been removed - the session is reduced to its normal size.
=> Much of the random broken fuckery going on in the game code has been smoothed out.
=> Sburb will no longer be bringing new people in. (This does not effect the app cycle because things will change before then but just so you know, right now that glitch has been fixed.)

Glitches remaining:
=> Denizens are still active as they were before.
=> Dreamselves still aren't waking up when players sleep.
=> Deleted planets are still gone.

Sollux has suggested that he left a backup of the code required to restore the Land of Brass and Frogs somewhere outside of the Horrorterror's reach. If the players can find it, hope is not lost. Otherwise, the session has mostly been repaired.

Sollux is out of play as if dead.

IT'S A MYSTERY CHARLIE BROWN.
modsprite: (Default)
[personal profile] modsprite
Okay guys so as anyone following this memo knows, a number of the session's planets have been destroyed along with the frog breeding planet, the Land of Brass and Frogs.

What I'm taking a moment to tell you is DON'T FREAK OUT. Not yet. Things in the plot will probably be wrapping up tomorrow and the things your character said and did in the memo WILL have an effect on the outcome, just not one that was obvious in the memo.

Hope is not completely lost. But feel free to have your characters think it is for the time being.
modsprite: (Default)
[personal profile] modsprite
Just making a tally of damage Sollux does in this memo for anybody that doesn't read it. These effects will be felt all over the medium:

=> Here is sudden the sense of something shifting, just like there was when the shadow planets appeared. Anyone near the top of the planet chain or the very bottom will have the chance to hear bother iterations of the Land of Swash and Buckle collapse in on themselves and disappear.

=> Throughout the planet change there will be another ground shaking shift as the planets realign and compensate for the lost planet. Those near the planet chain to Tomes and Tides will hear it collapse and disappear.

=> There is another chain-wide shift. Anyone near the Land of Fens and Fortresses will hear it crumble and vanish.

=> There's another shift. The Land of Noise and Spires collapses and dissolves into code, a sound that drifts past all nearby planets

=> There's another shift. Those near the Land of Wax and Mirrors will hear it crumple and collapse

=> A short after that there's another, more violent shift. Those near will hear the Land of Decay and Growth meet its end.

=> The planets shift. Those nearby will hear the Land of Triads and Crystals collapse and die.

=> The planets make one final shift. Those near the top of the chain will feel the Land of Brass and Frogs collapse from existence.