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Occams Razor • View topic - Morbid Curiosity

Morbid Curiosity

Re: Morbid Curiosity

Postby John! » Wed Aug 14, 2013 10:39 pm

Something about black tentacles and omnomnomnomnom...

Jacob, who told them about my Omnomnomicon plot line?
O.R. Plot Staff: Now with 50% more hawaiian shirts!

Guys I have an idea for a mod.
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Re: Morbid Curiosity

Postby Henry Gondorf » Wed Aug 14, 2013 11:05 pm

I predict the 50-25-15-6-3-1 scenario.

50% of the players will hunt down everything in the immediate area with a research tag or clue then hold up in a corner until they are needed.

25% of the players will spend their time toeing the line with the nearest police officer until the first one is carted away for threatening an office and carrying a concealed weapon. The remainder or this faction will then scramble to see which skill set is best used to spring a fellow from custody before any weird facts come to light.

15% of the players will use this event to better understand their character as they interact with those within this world in efforts of personal or altruistic gain. Some will see this as a chance to find their role in the town structure. Others will use this to make a place for themselves. The ground work of their personal story will be evaluated. Those found wanting will be torn down to the salvageable bits and remade in time for the next one day.

6% will do everything they can in game to ensure enough people survive until the the weekends finally come. They will take it upon themselves to utilize the knowledge amassed by the first 50%, they will crystallize the lessons learned by the daring 25% who put themselves in harms way so everyone else will be just a little bit wiser. With the help of the 15% they will sow the seeds of a township held together by the tenuous bonds only made when paranoia and survival strike a delicate balance. The 6% will become the cohesive node that help push through whatever man made barbarism or mad man's vision unleashed against them.

3% will do all they can to subvert everything above.


1% will find in the pursuit of following the 6% percents example a obscure text in a back shelve of a library. Upon reading it they are set upon by shadowy figures out to destroy the book and PC. After a madcap escape where no props or property is damaged (To the amazement of all who witnessed it) the 1% will try to convince the 6% of the calamity about to befall them that evening. The 50% will examine the book and become convinced a simple word usage foretells of another calamity set to happen no where near where and when the 1% said it would. The 25% will then rush into action to secure the location and obfuscate any authorities who might interfere as they prepare for battle. By this time the 1% starts to realize that the 3% are invest in obtaining the book for their own ends and silencing the only witness to such an act. The 6% will assess the fighting and medical personal available. The 15% will be found to have a needed combination of fighter and medic and will be a welcome compliment to 25%. This will serve as a chance for the 15% to develop a brothers in arms bond with many in town. The 1% will watch as 96% of the town will make their way to the hypothetical spot of combat via inconspicuous means. The 1%, after calling upon of hidden skills brought out in times of pressure, confound the 3% and arrives at the specified site in the book and faces the nightmare alone. Upon reading the correct passage, the 1% is swept away to a twisted representation of this world centered upon a pit erupting elderic lights and nauseating sounds of movement. They then descend into the pit where they soon exhaust all their skills and even find their weapons destroyed. By the time they make to the bottom using only the jagged broken handle of a toilet plunger and a spatula duct taped together engraved with the forgotten battle chant of "Live free or Fry Hard". At the bottom the final battle begins with great to do. After a epic struggle (interspersed with frequent breaks for water) the multiple limb paradox lies dead with only the strange instrument used to bring about its arrival laying on the ground. The 1% staggers to reach it....

When the game is called and everyone is gathering to wrap things and wondering why that one player in the corner is sobbing.

Occam's Razor: Breaking Souls, One Player at a time. *Bows*
People come to me looking for the truth as it suits them. They look for a happy ending to their troubles. Too bad for them. I don't do happy. As to putting an end to things, The Truth often does a fine job with out me.
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Re: Morbid Curiosity

Postby gaelicwolf » Wed Aug 14, 2013 11:22 pm

"There are more things in heaven and earth, Horatio,
Than are dreamt of in your philosophy."

- Hamlet (1.5.166-7)

Dr. Conner Lachlann - University of Cambridge

~Greg (IRL), Leander Warrick & Charles Ryker (LE), Alaric Slayde (CS)~
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Re: Morbid Curiosity

Postby Madrigus » Wed Aug 14, 2013 11:34 pm

Bravo, Henry.

I feel that a hazardous material spill will necessitate an evacuation of the entire Whisper Hill area, giving an in-game reason as to why we aren't playing at the campsite intended for the full-weekend events.

The corporation in charge of handling the hazard spill will begin to investigate the townsfolk, and players working with these authorities will attempt to work with them (gee, starting to sound a bit like Henry's prediction).

The hazard spill will mutate local flora and fauna, all of which will develop a taste for human blood, and come to the evac site in order to sate heir hunger. This will necessitate the town to work together to both defend the townsfolk as well as figure out a way to counteract the mutation.

By the end of the event a good portion of townsfolk will be revealed as Utter Nuisances and prove that they can't be trusted with anything. Another portion will be awarded Outstanding Citizen awards for stepping up to the line of "doodie" (as poop jokes will be made) in a time of need. Other townsfolk will also begon to prove how far and for what they can and shouldn't be trusted with or not with. Overall things will be a moderate success, and only two people shall die, no perms.
"Desperation will turn any mortal to the darkest secrets hidden in the darkest vaults."
-Madrigus (Brendan)
[*Deadbolt from Lost Eidolons]

Point Total: 2,650
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Re: Morbid Curiosity

Postby Jaccob_Morris » Wed Aug 14, 2013 11:47 pm

Aaron Mannion

Npc- Requiem
Pc- fables of fenorra as Grian Cloch
Occams Razor as Jaccob Morris
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Re: Morbid Curiosity

Postby personsmichael » Thu Aug 15, 2013 12:16 am

All the characters will start to interact, and then suddenly out of no where 4-5 of the strain 117s will start killing each other, with the survivor being sent to jail.
shortly after some minor uprising will occur, such as rowdy hoodlums causing mischief, and then someone is going to unleash some not-so-natural-power (it won't be me.....ok it might) and every normal player is going to go crazy and there will be a lynching. Then about half of the rest of the character base will reveal they themselves are not human. Several people will be in a fetal position questioning what they know about the world, when a crazy monster will come out. it'll eat a couple players before its defeated (one of the players will come back as a ghost) then all the thankful npcs will invite us to stay!
"The best way to predict the future, is to invent it."
Tobias Paddock
Bring me your curiosity, and I will show you who you are.
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Re: Morbid Curiosity

Postby redraverfae » Thu Aug 15, 2013 1:03 am



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