[ en ] tranceway . m . o . d . s. (
vitaelamorte) wrote2009-12-23 09:37 pm
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Entry tags:
+ bulletin board archive part 11 +
♥ 2006-2008 ♥ 2009 ♥ 2010 ♥ 2011 ♥ 2012 ♥ 2013 ♥ 2014 ♥ 2015 ♥ 2016 ♥ 2017 ♥ 2018 ♥ 2019 ♥
♥ 2018 ♥
[ January 19th - 23rd ] What happens when we're done with dreams?: Are they done with us?
Translation?: When everyone wakes up on the morning of the 19th, they will find themselves somewhere unbelievably bright and colorful, that looks like the 80's, 90's, and Willy Wonka's chocolate factory were thrown into a blender and dumped onto Wonderland. It has rainbows with colors only bees and art students can see. Stuffed animals grow on trees, cats practice law, and anything you could possibly want can happen here.
The only clue as to what this place is is a dilapidated billboard that reads -ELLAND. It seems to be the only thing in disrepair, aside from a boarded up tower. The locals (who sure are...something) will tell you that they used to have a mayor, but that she up and vanished one day. This magical land is under new management! Specifically Wonderland's! And it wants you to have a good time here, forever. This is your new home now! Whatever magical thing your heart desires, no matter how impossible, can appear before you in this magical world. Want to spend time with dead loved ones? Go on a date with the girl you like? Jump in a swimming pool full of jell-o? Forget your troubles and just stay here! If you give into your desires and allow this world to pamper you though, you run the risk of getting acclimated to living in a world where everything you want is real. You might even resist when people try and pull you away - do you really need to be "saved"?
Things may be nice and happy at first, however this world has one important rule - those who question their ways and mention REALITY will be punished by having those fluffy happy desires turn into horrible nightmares. Skies will turn red, imaginary people might fall apart into bugs, and that stuffed animal tree isn't looking so nice and friendly anymore, is it?
For the first two days, this world will be more glitter and neon than nightmares, with reality breaches being isolated incidents to be taken care of. However, as more and more people make the decision that they would rather have reality than fantasy, the world itself will begin to warp into nightmares for everyone. If it can't have you all, then it won't have any of you!
Even the locals, who were once so friendly and welcoming, will become the most worst thing to ever hit Wonderland. That's right - more zombies. Gosh, it's almost like this became a totally different event set in the remains of this world! Weird, right? How did we get zombies out of this one?! All locals will become zombified versions of their radical selves, which is probably even more horrifying than regular zombies.
These zombies are immune to the usual methods - guns and bats won't deter them at all, even if you can find any around. But there are lots of karaoke machines in this 80's-tastic world, and plenty of confetti canons! In order to defeat these zombies and get yourselves to safety, you have to use a three part harmony to shatter their skulls. Get together in a group of three and sing your hearts out to end this zombie infestation! Time for a karaoke party to make some zombies explode!
All deaths in this event are considered mansion deaths, though the world will do its best not to kill your as long as you're playing along with its fantasies. People can also be turned into zombies and have their skulls shattered (or be cured with a mixture containing formaldehyde and cinnamon, if you can find any laying around).
Character: Mabel Pines and Dipper Pines
World: Gravity Falls
+ all the characters from the world ‘Gravity Falls’, upon waking, will feel woozy for a moment. The words ‘karaoke' and 'radical' are missing from their memories.
[ February 9th - 11th ] It might not hurt now, but it will: Or it did.
Translation?: At the start of the event, anyone who has suffered a trauma or tragedy in their lives before Wonderland may, at player discretion, find themselves younger. Possibly much younger. They've de-aged to just after that event occurred and their memories will extend only up to the time shortly either immediately or not long afterward. All memories of Wonderland and the people in it will be forgotten.
What counts as a traumatic event? It will depend on the character. The death of a loved one; the end of an important relationship; breaking a shoelace on an already bad day and that being the last straw. It's all in the character's perception. Have more than one trauma or tragedy to choose from? Select whichever you prefer.
But just that would be too simple, wouldn't it? This is Wonderland, right? Yes. And because it's Wonderland, there are dinosaurs roaming around outside the Mansion. They seem peaceful enough...for now.
Character: Arisato Minato and Ray Palmer
World: Persona 3 and Arrowverse
+ all the characters from the worlds 'Persona 3' and 'Arrowverse', upon waking, will feel woozy for a moment. The phrases 'moonlight bridge' and 'time scatter' are missing from their respective memories.
[ April 7th - 10th ] Not all who wander are lost. Some have a powerful voice.
Translation?: At exactly midnight, a shooting star will streak across the skies of Wonderland. When everyone wakes up on the morning of the 7th, they will be compelled to sing about whatever is on their mind. It might start as random songs, but by the end of the second day, the songs will change into those of passion, about whatever may burn with the most intensity inside of them. This does not have to be serious or romantic. If your character is passionate about oral hygiene, then a ballad about the beauty of white enamel isn’t out of the question. Something has to trigger the song, whether an item, a distressing situation, or trying to save someone. Not every conversation through the day must be laced with melodies, and if your character just isn’t all that passionate about anything, maybe the singing doesn’t ever hit them. If your character is super powered, whenever anyone is singing around them their powers will be drastically reduced. IE: if your character can normally lift a car easily with super strength, they’ll barely be able get it off the ground.
At the start of the third day, a malevolence settles over the mansion. It’s a feeling, something that can’t quite be touched but feels thick in the air. Doubt begins to settle in, and anyone susceptible to dwelling on insecurities or their biggest fears can’t help but let those thoughts settle in their mind. It’s obsessive, and the longer these things are dwelled upon, the more positive qualities your character will lose - and the more intense the malevolent feeling over the mansion becomes. Through the sheer power of love and song, friendship and heart, this negativity can be reversed. If reversed, the character has accepted themselves for all that they are and made peace with it - the malevolence can’t consume them again. This can be achieved with the power of friendship or the inner strength within. If not saved, your character will become a Lost Soul until the end of the event. If they lose everything good about them, they’ll be reduced to mumbling (or singing) key phrases from the negative things that consume them whether it’s part of a memory or a single word. Their facial features will also be nothing but static, consuming more of their face as the malevolence taking over increases. If someone tries to shake them out of it, they’ll become violent and fight the positivity, though with enough love and persistence, the effects can be reversed. At the end of the fourth day, they will feel as if waking up from a dream, but be aware of everything that was said and done.
Character: Regina Mills and Frisk
World: Once Upon a Time and Undertale
+ All the characters from the worlds ‘Once Upon a Time’ and ‘Undertale,’ upon waking, will feel woozy for a moment. The phrases ‘Final Battle’ and ‘hyperdeath’ are lost respectively.
[ April 28th – May 2nd] That's not what I think of when I think of a Reaper. Do you?Wonderland's reaped a lot from us already, I suppose.
Translation?: The first day will start loudly, with something crashing into the checkerboard hills – an impossibly large spaceship that looks almost like a creature. Post-crash it does not appear to be active, but the doors can still be opened for anyone who wants to explore this mysterious new ship and learn about alien technology. Some people might even take pieces of the ship with them into the mansion for further study. Anyone looking for an alien crew will not find any.
However, this is not just any ship – this is a Reaper, a synthetic-organic starship, and even laying still in the wake of its crash, anyone who goes near it will be Indoctrinated. Reapers emit an energy field that effectively brainwashes organic life so that they unquestioningly serve the Reapers. Once someone is Indoctrinated they will remain Indoctrinated until the event is over. The pieces of the Reaper that are brought into the mansion by people who have been Indoctrinated can also serve as Indoctrination devices – meaning that any exposure to them will Indoctrinate others, effectively spreading it across Wonderland like a virus.
On the second day, more and more artifacts will appear around the mansion in strategic highly-populated places, placed there by your brainwashed friends. You may think that breaking them from a distance will work, but it's already too late – by day three Indoctrinated characters will be building reaper technology themselves and trying to convert as many people as they can, trying to find pockets of people with the sense to hide. Day four though, the Reaper's signal will be broadcast from any electronic device in Wonderland including network devices. Characters who have any kind of technology in their bodies (people with android parts for example) will be even more suceptible to this signal than the average person. The more you're exposed to Reaper technology, the stronger the power of Indoctrination is. From there, Indoctrination will spread impossibly fast. Due to the prevalence of technology there no spot inside the walls of the mansion will be safe by Day 4.
On the final day, the original Reaper will reactivate. The goal of the Reaper has always been to harvest and process the sentient life of Wonderland – which will kill all the sentient life in Wonderland. The Reaper is massive, the size of a sky scraper, and it is coming for you. Indoctrinated characters will only serve the Reapers, and may even sell out friends and family to the Reaper. They are not themselves anymore and would likely throw you under a bus for the Reaper.
Near the end of the last day, with everything leveled and most of Wonderland either dead or indoctrinated (or safe from hiding), the Reaper would take off into space. Any indoctrinated characters by this point would be unable to function without the Reapers telling them what to do. If this were not an event, they would effectively starve – but thankfully, at the stroke of midnight, all will be restored.
And finally, any deaths in this event will not count towards the death toll, whether they are caused directly by the Reaper or not.
Character: Commander "Jane" Shepard
World: Mass Effect
+ All the characters from the world 'Mass Effect' upon waking, will feel woozy for a moment. The phrase ‘Sovereign’ is missing from their memories.
[ May 19th - 23rd ] We are all stars, we are one. We light up the night like a black sun.
Translation?: When residents wake up on the morning of the 19th some may be in one large prison cell and others will be in isolated cells, separated from the people they know. More cells will become available, no need to worry. All residents are incarcerated for crimes they don’t remember committing. The conditions are terrible, run down, and escape is the only thing on anyone’s mind. It will soon become clear that this isn’t any ordinary prison: the cells aren’t always locked. During the day you’re free to wander because trying to escape is futile, though at night, you’ll be locked back in your cell. The (NPC) guards are corrupt and cruel, using violence and shock batons freely to keep prisoners in line. Welcome to the Kyln. The rumor is everyone is in deep space, so there have to be ships, a way to escape. By working together, you might do just that only to go through a door and find yourself in another place entirely.
By stumbling outside to freedom no sooner than the third day, you find it’s not space but a vast desert awaiting you. The Sierra Madre is an abandoned wasteland of a town, surrounded by a thick, toxic gas. There are pockets of clear air and one large building, a casino, that could be your safe haven. The building is equipped to keep the gas out because going outside and stumbling into a pocket of the large cloud is deadly; even one of the hazmat suits lying around won’t keep you safe for long. A long and winding glass tunnel that lets you observe the wasteland outside will take you from the prison to the large building in the distance; you can still go back if prison seems more suitable.
If you do wander outside and manage to avoid the pockets of fumes, be prepared to come across Ghost People, the only beings able to walk freely in the noxious waste. They move like the undead, shuffling and vacant, but when provoked are fast, agile, and strong, and can build weapons made to kill. They pursue their prey relentlessly but if you’re sneaky and don’t make a sound, you just might be able to get by due to their lack of peripheral vision.
Wandering the halls of the abandoned casino might have you stumbling upon Holograms, remnants of old security that won’t hesitate to attack anyone they see as a threat. Not all are violent, though should you really press your luck?
Hopefully, your character isn’t curious about the collars lying around. If they are, wearing one proves to be unremovable. Getting too close to one of the speakers scattered throughout the casino while wearing one will start a loud ten-second countdown, and when it ends the collar will explode, killing your character instantly unless the speaker is destroyed.
All deaths will count as a Wonderland death for this event.
Character: Rocket and Dan Palmer
World: Guardians of the Galaxy and Fallout: New Vegas
+ All the characters from the worlds of ‘MCU’ and ‘Fallout: New Vegas,’ upon waking, will feel woozy for a moment. The phrases ‘Quarnax’ and ‘hazmat’ are lost respectively.
[ June 29th - July 1st ] With great power comes great responsibility Where so much as been given, much is required.
Translation?: Everything is perfectly normal upon waking up on the 29th, the mansion is the same, the closets work. But if you look at someone very closely you may see something off about their face. Specifically, their forehead. It looks like, maybe, there’s a slot beneath the skin? When touched, a tray (like when inserting a CD into a desktop computer) pops out and there is a removable CD. When the slot is pushed back in, it disappears, requiring another touch to the forehead to draw it out again. Each disc contains all of that person’s ability. All of Steve Rogers (for example) abilities? On that disc. And if you put someone else’s disc into your forehead slot, you will gain all of their powers. Magic, sweet martial arts moves, breathing underwater - whatever the ability, you will have it for as long as you keep that disc in.
Maybe there isn’t a power you necessarily want to swap with an individual. Never fear! There are now discs scattered around the mansion with different labels. 'Fire magic,' 'super strength,' 'flying.' All manner of special abilities can be found in various locations.
BE CAREFUL!
If you do not know how to control an ability and no one is there to coach you through it, you might just set your curtains on fire. Or fly into a wall. If you die, it will count as a Wonderland death. At the end of the event, no marks will be left behind on the skin and all powers will be restored to normal regardless of who you’d swapped with. Anyone who doesn’t have powers normally but had a disc in at the end of the event will be de-powered immediately.
Character: Jolyne Kujo
World: Jojo's Bizarre Adventure
+ All the characters from the worlds 'Jojo's Bizarre Adventure,' upon waking, will feel woozy for a moment. The phrase 'Ruins street' is lost.
[ July 21st - 23rd ] Some will know better than others: And not knowing can kill you.
Translation?: For the duration of this event Wonderland will turn into
"Among the Orlesian nobility, status and appearance are set above all things. Orlesian culture is renowned for its infighting, with every family engaging on some level in what’s known as the Grand Game. The Game's purpose is one-upmanship of rival aristocrats [...]. In order to rise in the decadent Orlesian society and among the bloated upper class, much is permitted. The rule of the Game is simply this: all is accepted as long as the player is not caught, up to and including murder.
Paradoxically, however, though direct culpability is undesirable, credit and recognition are demanded. Indeed, an individual known as a skilled player is granted discreet respect among his or her peers. Due to this tension the Game is a losing proposition for the uninitiated, and it is said that more blood is spilled in the Game than in any war in Orlais."
Cue the event's true premise: Orlais' current ruler, Lacie, has invited anyone of name, fame, and influence to The Winter Palace for three days of extravagant festivities surrounding the peace talks between her and Tillie, whose grasp for the throne has plunged beautiful Orlais into a dreadful civil war. Unbeknownst to both a third player, Elsie, has worked tirelessly behind the scenes to obtain her own share of power over the land.
Get ready for three days of fancy food, fine drink, good music, good entertainment, and just a little bit of murder, maybe? Your character - who in this AU event believes themselves part of this world with no recollection of their true identity or Wonderland - has secured an invitation, and will join the illustrious crowd, become privy to the latest scandals and gossip, and observe as the struggle for Orlais' throne reaches its final chapter. And, of course, they will likely not wish to remain idle for these developments themselves:
► They may be a supporter of the current ruler, Lacie, because they endorse the rule she has maintained for the last several years. Perhaps they admire her masterful ability to play the game, or perhaps they appreciate her dedication to academia and art. Or perhaps your character's noble family line is merely obligated to hers, an allegiance they personally would have no qualms changing if the right opportunity came along.
► Or does your character believe in the rightfulness of Tillie's claim to the throne instead? Do they value her military mind, her almost open distaste for the game, no matter how skillfully she plays it at times? Do they long for the promises of glory and military expansion a new rule will bring to Orlais? Is it merely their honor as chevalier that binds them to Tillie, the leader of their knightly order? Or is it the fear of what will happen to them if they withdraw their support?
► Or maybe it isn't the highest of high society that your character belongs to. Maybe they are only a servant to some noble lord or lady, a minor squire, a person barred from the top by race or rank. Then they could very well be a secret agent of Elsie, a voice for the unheard, the hand tugging strings in the shadows to right the wrongs nobility and their game has inflicted on the country for too long. Support for Elsie is rarely open and voiced, but all the more ferocious for it... provided the fear of discovery and consequence does not make your character's loyalties sway.
Most characters will be Orlesian nobility, or be in their employ in some fashion. Very few will have arrived from other countries of Thedas, perhaps merchants or diplomats eager to discover what the potential change in Orlesian rulership might mean for their own affairs.
And yes, of course the occasional guest might be here for the food and drink and dance, but more likely than not your character will be eager to make sure the peace talks end in their chosen ruler's favour: Be it through vocal support of their favourite, or through efforts to undermine and weaken the other sides - whether they do as little as spread a nasty rumour about one of the rulers, or as much as having one of the queen's most influential supporters assassinated. Your character's goal, for the most part, will be to support (and perhaps increase the number of) their allies, while sabotaging and undermining their enemies. Remember, the Grand Game is in play: Open violence is criminal and frowned upon, but a dead body found in a dark corner is excellent court entertainment (and would count as mansion death, though no revival will take place until the end of the event).
► Finally, with so much gossip, intrigue and danger, it should only be right for somebody to try and keep order and peace. Introducing the fourth and most unexpected faction of them all: The Inquisition. Invited as a courteous nod towards its rising influence this group of ragtag guests can be spotted easily by their standard uniforms. The Inquisition was founded to restore order across Thedas during difficult and dangerous times, but other guests might look upon them warily, knowing neither their true purpose nor which candidate for the throne they intend to support throughout their appearance.
Characters cast as members of the Inquisition have more in common than their uniform though: Inquisition characters retain their regular memories and do not experience Orlais as an AU event. They know who they are, they know who everyone else is supposed to be (though good luck convincing anyone of that), and they know that this is nothing more than one of Wonderland's events. If an Inquisition character really does try to mitigate the damage this event might cause, if they use their unique knowledge to their advantage, or if they simply kick back with a plate of fine cheeses, well, that is entirely up to them (and their players, of course).
Just one word of warning: While the occasional oddity and some peculiarities make for excellent court gossip and entertainment, excessive and disruptive strangeness will not be tolerated by the multitude of NPCs present. Should your Inquisition character openly, repeatedly, and/or in all too public view disrupt this gathering (by, say, jumping into one of the caprice fountains and yelling "THIS IS AN EVENT NONE OF YOUR MEMORIES ARE REAL!!!" while waving about two haunches of cured meat) they will receive one single warning by the palace guards, before being escorted from the Winter Palace - and losing a mansion life in the process.
And really, why would you want to make such a fuss? The network (and its devices) may not exist here, but food, drink, and rooms are provided for all guests at the palace - lavishly so, if you do not happen to be a servant or some other member of the common rabble. No character will keep their canonical powers, but a small handful may instead take the powers of a mage. Non-human characters may either keep their form (and be gawked at accordingly as some oddity from a distant land) or take the form of any of the races of Thedas, be it human, elf, dwarf, or Qunari. Mind you, fantasy discrimination is real! The further you are from a non-magical human noble, the worse any gossip and prejudice directed towards you will be at this charming gathering.
And finally? Do not forget to don your masks.
Character: Cullen Rutherford
World: Dragon Age
+ all the characters from the world ‘Dragon Age’, upon waking, will feel woozy for a moment. The word 'Halamshiral' is missing from their memories.
[ August 3rd - 6th ] Hm...would've thought it'd be a bit...quieter...: with no humans left in the world...
Translation?: For four days, Wonderland will become the prestigious St. Pigeonnation's Institute! It's a world renowned high school where everybirdie can get a good and meaningful education.
Everybirdie? Yes, everybirdie! After all, most of the human race was wiped out by the bird flu H5N1 more than 40 years ago! They foolishly attempted to mutate the virus to kill off the bird carriers of the virus, but this only backfired and caused common birds to mutate and become intelligent, which led to that thirty year war between humans and birds. Now the remaining humans live out in the wild away from society and birds have become the dominant species on earth! You know, basic history class stuff.
Anyway, for the duration of this event all characters are birds and all characters are AU'd to believe they have always been birds. There are two different options for this event. Many characters will be deaged (or remain the same age) to be bird students at this high school! Others will be teachers and faculty at St. Pigeonation's, teaching a wide variety of subjects. There are also a number of after school clubs students can join and teachers can supervise (eg. astronomy club, library club, student council, medical club). Historically St. Pigeonnation's used to be an all-boy's school, but now all genders of birds are welcome!
All four days of this event will be school days, despite the fact that it's oocly taking place on the weekend. The first three days will be regular school days, and the fourth day's schedule will include your elective class (either math, music, or physical education). Just an average everyday week at St. Pigeonnation's!
It should be noted, if it hasn't become apparently obvious, that this canon is absolutely ridiculous. Weirdness in your AUs is encouraged. Most things can be encorporated into this canon. One character is canonically a speedster (he runs on the swimming pool rather than swims). Another character releases hallucinogenic pheromones that can cause mass hallucinations. Those pheromones have also been used by a magazine editor to create a laser weapon powered by the imagination of otaku. The supernatural and magic can also be worked into the Hatoful Boyfriend setting.
Character: Nageki Fujishiro
World: Hatoful Boyfriend
+ all the characters from the world ‘Hatoful Boyfriend’, upon waking, will feel woozy for a moment. The word 'St. Pigeonnation's' is missing from their memories.
[ August 24th - 27th ] I’ve always wanted to get into someone’s head and muck about: Wouldn’t it be fun to see just what they think of themselves?
Translation?: When characters wake up the morning of the event, it will seem like just another ordinary day... except some people will experience a sudden passing bout of lightheadedness. Huh, that was weird. Low blood sugar? The beginnings of a headache? Either way, it passes as quickly as it came on and characters may not think twice about it as they start their day.
It's only at noon, once people have settled into their routines, that the event will begin in earnest. Whichever characters experienced the strange sensation in the morning will, wherever they are, end up transforming that location into a Palace.
Palaces are cognitive environments that reflect a person's inner self. For instance, a person who thought of themselves as the king of the castle in life might have a Palace that is literally a castle, with them as the king in it. Someone with an obsession for fainting goats might have a Palace that takes the form of a fainting goat farm. Stepping into a character's Palace means stepping into their inner world. The appearance the Palace takes is up to a character's traits and psychological state.
Any character will be capable of manifesting a palace so long as it ties into some aspect of their personality. Palaces are entirely subjective of the person they reflect, and the sky's the limit insofar as what they look like or what goes on in them! The one commonality is that the ruler of a Palace (i.e. the person whose Palace it is) has complete imaginative control over what happens within, like lucid dreaming.
During this event, you can choose to either 1. have you character be affected and have a Palace, or 2. have you character unaffected and be a visitor to someone else's Palace!
Palaces are tied to locations that characters frequent or find special meaning in. They do not outwardly change the appearance of the mansion--the clinic will still look like the clinic on the outside, but crossing inside takes you into the mental landscape of that affected character, and it may look however that player chooses it to.
What does this mean for you? Well...
Palace rulers: These are the characters who experience the bout of lightheadedness and spontaneously manifest a Palace starting at noon. As soon as the palace forms, the character is essentially sucked into their Palace and made to play the part of the ruler.
These characters will forget they were ever in Wonderland or indeed had any other life outside of their Palace. If Character A's Palace took the form of her living her dream as a world famous surfer where the oceans are made of cotton candy, she would always believe she'd been a surfer and that oceans have always been made of cotton candy. Any characters who entered her Palace would merely seem like visitors or intruders to the beach. Maybe they're surf fans, too?
It is possible to "wake" a Person from their Palace if one were to kill them (easy mode... if a bit violent) or make them see it's merely a mental construct (hard mode). If a person were to die inside their Palace, however, it would count as a mansion death. There are no real ways to "unmake" these Palaces other than to snap the person out of it or wait for them to run their course.
Unaffected characters: Congratulations, you get to explore other characters’ inner world by visiting their Palaces! There is also a chance of danger should a character enter into a Palace whose ruler is likely to see them as a threat. Should Character A as described above not want a person there, sharks on legs might rise from the ocean and attempt to chase them off. (Sorry about that.)
However, there will always be a way to escape a Palace should you need to. There will always be a door leading back to the normal mansion, though no one else in the Palace will be able to see it aside from the unaffected character. If you entered the clinic and it's a barren hellscape, the clinic door will take you back out. Yay!
It is also possible for characters to see cognitive clones of themselves inside someone else's Palace if that person has a mental image of them. How these cognitive versions behave is, however, entirely up to the Palace ruler, whether realistic or not.
Those who avoid visiting hot spots will suffer no ill effects until the event ends.
Character: Ryuji Sakamoto
World: Persona 5
+ all the characters from the world ‘Persona 5’, upon waking, will feel woozy for a moment. The word ‘psience' is missing from their memories.
[ September 14th-17th ] might get a bit loud... : bit of ratt-a-tat, this'n'that...
Translation?:It starts with some scratching sounds in the walls. Maybe some droppings here and there, maybe chewed up furniture – all the classic signs of a rat infestation.
But these are not ordinary rats. These rats are hungry for FLESH, and soon they are everywhere.
They also have a special and very horrifying ability (a Stand, for the canon familiar) called Ratt, that allows them to shoot barbed bullets that will instantly melt anything they hit into something that can be molded like gelatin or clay. These do not instantly kill their targets (unless they manage to get a headshot somehow), and it would take 5-6 bullets to turn someone into a large, living blob for them to eat. Content warning for gore, but here is an extremely gross example. You don't want that to happen to you, so try not to get hit! For whatever reason, the barbs cannot melt any kind of metal. For example, it would melt through a rock easily, but someone defending themselves with a frying pan would do surprisingly okay.
The rats are more intelligent than normal rats, and are capable of hiding their own tracks and hunting people, as well as predicting their movements. They might be smart enough to avoid traps, but on the upside they are physically only strong as ordinary rats, so they are very easy to kill. There's just a lot of them.
Character: Josuke Higashikata
World: Jojo's Bizarre Adventure
+ all the characters from the world ‘Jojo's Bizarre Adventure’, upon waking, will feel woozy for a moment. The word ‘rhinoceros beetle' is missing from their memories.
[ October 6th - 9th ] I Know That I’ve Got Issues But you’re pretty messed up, too.
Translation?: When your character wakes up on the morning of the 6th, they will no longer be in their own room, and they’ll have (randomized) roommates. They’ve been transported to a Chambre de Chasse, or a magically constructed location on the astral plane. The trick is, only your consciousness is there. Your body has dropped wherever you were.
Each room is thematically designed to represent all of you. Maybe it's a tea parlor with tea that fits a specific trait for each character's personality (cinnamon for hot and spicy, chamomile for chill, etc.). Whatever it is - it does not look like anything within the mansion and it's reasonable for your character to believe they've gone somewhere else entirely.
In each room is a hidden totem, something that represents your character and binds you to the Chambre de Chasse. In order to escape the room (and each other), you must find your specific totem and destroy it. This could include confronting a physical manifestation of your worst quality and destroying it, or an actual monster or demon. It could also be something simple, such as finding a key that fits the lock of a door with your worst character trait displayed. You will only be successful in finding your totem if you are open and honest with those stuck in the room with you, which will, of course, mean others getting a glimpse of what you're most ashamed of or afraid to confront. The rooms can be as dangerous or mundane as you’d like, and as you accomplish the task of working together and finding your totems to destroy, you will be released and wake up in your own body wherever you fell.
Be warned: anything that happens to your bodies in the Chambre de Chasse will also happen to your sleeping body. IE: if you die in the Chambre, your character will die as well and it will count as a mansion death.
Character: Freya Mikaelson
World: The Vampire Diaries/The Originals
+ All the characters from the world ‘The Originals/The Vampire Diaries,’ upon waking, will feel woozy for a moment. The phrase ‘totem’ is lost.
[ October 26th - 29th ] And if you could go back to that moment and do that different thing: Then — poof! — you aren't you any longer.
Translation?: Everyone has some turning point in their lives. A point when they could have made a different choice and things would have turned out differently. During the event, every character is an AU'd version of themselves who made that other choice (Starlight Glimmer never enslaved a village of ponies, Claire Fraser stayed in the 18th century, Frisk killed instead of spared every creature they came across). The choice can be big or small, but it must be one that was presented in the character's canon either explicitly or through backstory (i.e. it can't be from the player's head canon). Appearance, abilities, and even memories of Wonderland are all altered to fit their new lives.
As far as each individual is concerned, this was always the choice they'd made and they've been this way ever since. As far as everyone else is concerned, others are suddenly acting outside of their norm. In other words, the changes only apply to the character. They'll remember everyone else in Wonderland as they always have been. The only exception is characters from the same canon, who will remember their castmates as they would be in their altered memories — and even so, that doesn't mean they'll all have the same alterations.
Character: Souji Seta
World: Persona 4
+ all the characters from the world 'Persona 4,' upon waking, will feel woozy for a moment. The word 'murderer' is missing from their memories.
[ Nov 9th - 13th ] I know there's going to be quite a bit of farming, and even pumpkins! : But...there was also some law-breaking? Maybe murder?
Translation?: When your character wakes up, they will find themselves on the floor of a dark barn with only the clothes on their backs, surrounded by pumpkin-faced on-lookers. They whisper amongst themselves, talking about the strange person who has woken up too early among them. Then one cries out "Enoch! What shall we do with them?"
And Enoch, an ominous fifteen-foot tall pumpkin creature, will lean in close to examine for himself. He will list off a number of crimes your character has supposedly committed – trespassing, destruction of property, disrupting the peace, murder, maybe some other things here and there – and by the order of the Pottsfield Chamber of Commerce, he will sentence you to what he has sentenced everyone to: five days of manual labor.
This is how your character will wind up in a field in a colonial New England town with a ball and chain attached to their ankle, tending to fields, harvesting crops, and digging holes. They might have to contend with some absurdly large turkeys but...the town is strangely peaceful for a place where they just got arrested and charged with crimes they (probably) haven't committed. Sure, there are pumpkin people around who might look at them funny if they slack off, but there is food to eat and water to drink, and Enoch is graciously allowing everyone to sleep in some of the old homes in town. There even seems to be a festival going on for anyone who wants to take a break and dance and bob for apples. There is no way to leave Pottsfield, as trying to leave the town just loops them back around to the town again like it does in Wonderland. It's a little weird, but no one is actively trying to hurt anyone.
However, there's something alarming under the fields.
Your characters, if they're digging holes in the fields as the great pumpkin has told them to, will eventually start to find skeletons – but not just any skeletons. Skeletons belonging to people currently in Wonderland who have died there at some point. Death in Wonderland is terribly unnatural, you see, so Wonderland has taken the liberty of filling Pottsfield's fields with a skeleton for every “death” that has happened in Wonderland. These skeleton versions of characters will be fundamentally the same in personality, but they will talk about finally being able to join the harvest and will want to go and join the pumpkin people's festival. The pumpkin people – presumably also skeletons - will welcome them with open arms. They can be identified by their voice and by what they choose to wear for their vegetable clothing (maybe they will have a vegetable version of that hat they always wear, or maybe they've been given pumpkins that look like their usual armor) – or maybe they'll recognize your character first and come say hi to their old friend!
And so the event goes, digging skeletons, harvesting crops, and celebrating the Harvest of skeleton versions of your characters' friends. If you don't want to join the party now? Well, that's fine. You'll join them someday...
Character: Wirt
World: Over the Garden Wall
+ all the characters from the world 'Over the Garden Wall,' upon waking, will feel woozy for a moment. The word 'Unknown' is missing from their memories.