gatonina: (Default)
🐍 ([personal profile] gatonina) wrote2020-04-16 09:00 pm
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Camp Report

CAMP REPORT

▽ FULL NAVIGATION
▽ LOCATIONS
▽ STATUSES
▽ IC PROFILES
▽ IC RULEBOOK
▽ MURDER PROPOSALS
▽ PCS
▽ CURFEW
▽ AUDIENCES
▽ CAMP STORE
▽ REPORTING
THE LISTS...?

As mentioned in our locations page, there are a few things pinned inside the enclosed bulletin board in the Mess Hall. Among these things, there are three strange lists with no apparent meaning behind them.

The information found on these lists is the following:





Carmilla: Make it so the target is unable to sleep for the rest of the week. While they may be knocked out through force or concoctions, they will wake up feeling even more sleep deprived than before.
Clytemnestra: Implant the idea that a person of the user's choice has decided to betray them, in the target's mind.
The Evil Queen: Modify the properties of one drink or food item, so it will act as a poison of the user's choice.
Goneril: Modify another person's speech patterns however you wish.
Irene Adler: The ability to charm one individual into dropping one suspicion they have of you.
Lady Macbeth: The ability to transfer any injuries or curses you may have to another, randomly selected person.
Morgan le Fay: The ability to temporarily nullify all powers or effects acting upon a specific person, for up to 24 hours. The target will be shielded from further effects for this period of time. However, this includes both the detrimental and the beneficial.
Princess Medea: The ability to tie two people's lives together, so they share the same fate until the end of the week.
Salome: The ability to make 2-3 individuals of your choice fall madly in love with each other.
The Snow Queen: Rob one person of their ability to see the good in others, causing them to be inherently mistrustful of those around them.
The White Witch: Allows the user to grant themselves superhuman strength and resilience for up to an hour, thus permitting them to temporarily ignore the limits of their own body to accomplish great feats.
Wicked Fairy Godmother: Enchant one common item for up to 24 hours, making it several times tougher than it would ordinarily be.
Wicked Stepmother: Lock someone out of one location. They will be unable to enter this area for the rest of the week.










The Babadook: The ability to form a creature made of your own negative emotions to either fight for you, or defend you from harm. The stronger the emotion, the stronger the creature. Attack creatures can be up to the user's size; defense can be twice the user's size. It can deal 3 attacks or take 3 hits of damage.
Bird Box: The ability to trade the use of one sense to create an enchanted item of the user's choice; its effectiveness depends on how much of that sense is given up, and the item can only benefit the power's user. It disappears at the end of the week.
Dracula: The ability to emotionally drain someone, leaving their emotions muted for the rest of the week; the user can choose to fully drain them and leave them emotionless, or partially drain them of emotion.
The Exorcist: The ability to completely dispel one other effect placed on one other person for the rest of the week; the user must touch the target for this to take effect. The target will suffer a secondary exorcism related to the effect removed (for example, removing a painful one removes their ability to feel pain.)
Hellraiser: The ability to automatically teleport one object within the user's sight from its location to a new location of the user's choice; the target location has to be one they can picture, but does not have to be within line of sight.
The Howling: The ability to transform into an animal of the user's choice, for up to 24 hours. While transformed, the user can communicate with or command other animals nearby. The user will have residual animal traits that linger after communicating with or transforming into that animal.
Nightmare on Elm Street: The ability to invade and alter one person's dream, affecting them in the real world the next day (make them exhausted, inflict one nonfatal injury, be unable to stop seeing an image from it, smell something from it constantly, etc). User must describe how the dream creates this effect.
Oculus: The ability to adopt someone else's appearance temporarily; this can be any existing person whose appearance the user has seen, not limited to other participants.
The Omen: The ability to give one person a mark of the user's choice, which will last for the rest of the week. This can be a single injury, a single image, or another type of mark.
Open Water: The ability to flood one enclosed space with water; the summoned water includes a single shark of the user's preference. Shark not optional.
Poltergeist: The ability to make oneself invisible for up to 24 hours; the user is still physically present while invisible and can be touched or harmed. They must move at least once an hour to maintain their invisibility.
The Ring: The ability to curse an item for one week, making anyone carrying it highly unlucky while it's in their possession. This effect transfers with ownership of the cursed object.
Slither: The ability to distend your own body to fit into otherwise impossible spaces, such as holes or even under doors; however, the smaller the space, the more the user must warp their own body to fit. It is not going to be pleasant to watch.
Tremors: The ability to disrupt a target's sense of balance for up to 24 hours, as if the ground were constantly moving underneath them; the target is the only one who will feel the tremors.










A Jab Well Done: The ability to land one direct hit whenever needed, with any item used. So long as the item is thrown at its target, it will hit its mark regardless of the size of the item. This ability may be used once per week.
A Waste of Thyme: The ability to plant false evidence at the scene of a crime prior to the crime's creation. The user may not be aware of what the crime scene is, but this ability will allow them to think up any damning evidence to try and pin a different culprit.
Draw The Line: The ability to create an illusion for one person that they will perceive as reality. This ability may be used once per week, though there is no size limit to the illusion itself. Any illusion will be executed perfectly.
The Eyes Have It: The ability to see one mundane skill performed and be able to replicate it/perform it for a whole week.
Get a Rume: The ability to plant a rumor in someone's head and compel them to start sharing it. This rumor may have some shreds of truth to it or may be completely made up, but the victim will not know where the source came from.
Grave Mistake: The ability to force someone other than the user to enter a temporarily dead state/a death trance.
Great Response Ability: The ability to temporarily switch the user's power for the week, but they won't know what they're getting.
Long Time No Sea: The ability to erase the memory of a certain event from one person's mind. The erasure will last until the victim's time in the game has finished.
Medium at Large: The ability to check the outcome of any action executed by the user or another person, though this will not work during trials.
No-Good Cheetah: The ability to allow the user to pick one statement a week and check if it's a lie.
Non Sense: The ability to numb or temporarily remove a sense from yourself or from another person. Emotional senses will not be impacted, but any physical sense may be altered.
Pun and Games: The ability to influence a small group of people (no more than 3) to perform an action. This group may be selected individually to perform together, or they may be selected all at once.
Resisting a Rest: The ability to have a 50/50 chance of staying awake on Thursday night.
Tear-able Twos: The ability to duplicate one item once per week. This item may be something found in the camp itself, or it may be a personal belonging of the user or another camper.






REPORTING

Due to the mechanics of this game, we ask that players use this post to report tasks they have completed as well as any use of the abilities or special items bestowed upon them by their team leader. Additionally, the mod team may use this page to inform players when their character has been targeted by an ability or effect.

To this end, we request that all players use the top level they were asked to create upon acceptance to the game. An example TL has been provided below. Please follow this example closely to ensure this is a smooth and easy process for everyone involved. Additionally, because of the way team points are processed, all players must individually report the tasks they have completed. This is unlike Private Conversations, where it is sufficient for only one of the parties involved to report it. Players who fail to report the tasks they have completed before Friday 3PM EST/12PM PST/7AM NZST will not be ICly rewarded, and their tasks will not count towards their team score.

Any questions can be directed to the mod team via a group DM. All comments to this entry are screened.