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sirenspull_logs2012-07-30 05:01 am
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[Closed Log] Newcomer Hunt Round 2 at Spencer's Hunting Grounds
Who: Bigby Wolf, Chane Laforet, Conner Kent, Yosuke Hanamura, Larry Butz, Bruce Banner, Itou Kaiji, Jesse Turner, Bolin, Deadpool
NPC Hunters: Henry D. Spencer III, Beckah Platt, Ivanova Trumpah, Abram Trilt, Sherri Montgomery & Eddie Gumb
When: From 9am July 30th to Tuesday July 31st at dawn.
Where: Spencer's Hunting Grounds
Summary: Natives go "The Most Dangerous Game" on our newcomer heroes.
Warnings: Human Hunting, Sadism, Violence, Death! All that...good stuff.
This time, the hunt was a bit more personal, nasty, the challenge ramped up after the last newcomer hunt hadn't proven successful. But the Hunters knew what they were in for. And they'd signed the liability waivers. They assembled on the field, just beyond the front gates. These natives were allowed their choice of weapons, traps and personal gear, several thousand dollars less richer for the fee of taking this special safari.
As for the ten non-native 'game'? They waited in individual cages in the caverns and tunnels underground for the electronic latch to spring, hungry and hopefully ready to fight for their lives.
At noon, Spencer's lazy drawl crackled over an old PA system. Laconic and drawling with menace.
Load 'em up, boys and girls. Let's send these slugs back to wherever in hell they came from.
...and the hunt started off with the sound of an elephant gun, fired into the brush.
[OOC: Tagging order is totally open, and setting elements are varied. We fully intend there to be damage to the grounds. [ACTION] style logging is perfectly fine, considering how large a group this is, but prose style works too. Split up or group together! Threadhop and run into others if you want as well.
All of the hunted are outfitted with a tracking Microchip, which was embedded under the skin at the base of the neck, while they were still knocked out. The skin may itch slightly, but otherwise there are no visible signs that it is there. This will not completely nullify powers, but it will make the active use of them excruciatingly painful throughout the nervous system. Safe removal will only be successful by surgery, but the microchips will be deactivated by the end of the hunt.
Spencer will leer and gloat over the hunting grounds PA system, to inform all of his targets that they are fresh game to be hunted down and killed, and that this time, they're going to ensure no newcomer survivors with a 'nasty surprise' at evening siren. He will assure his prey that they have no chance of escape, and that even if they somehow manage to cross the high-voltage fences surrounding the grounds, he has a backup plan to ensure that they don't leave alive.
NVs will remain on your character's person, however wifi will be scrambled beyond the perimeter grounds, and they will not be able to access the newcomer network while on the grounds. They may, however contact each other via NV using voice function as a static-y walkie-talkie. NVs can pick up one another's internal signal at a maximum distance of 200 yards
Spencer himself will be overseeing most of the hunt as game warden from his security room at the lodge on property, where viewing screens show multiple cameras planted around the grounds and on a small fleet of cybernetic flying drones the size of a dragonfly.
At 9am, characters will be released by an automatic latch on their cage doors, into an underground labyrinth of tunnels and traps. They'll have to find each other, as well as forage for limited food and some basic weapons and survival gear, which the hunter will have planted near various traps and snares as 'bait'.
As described on the locations page, the grounds are extensive and the terrain is varied, engineered for a hunter's dream of a playground. Man made, it has elements of forest/jungle, sand traps, caves, a small lake, fields and other hiding places. It also has about 4 stories of underground tunnels, caves, bunkers, rooms with strange settings and endless paths one could take. It may take minutes or hours to run into the other hunted, but we encourage you to play paired in groups for an advantage against the odds. Go wild with playing your way through any setting obstacles you'd like your characters to face!
Spencer's voice will announce time remaining on the hour, over the audio system.
At sunset, Itou Kaiji will find and deactivate the timer which will detonate the release of deadly toxins from all microchips. This clock is located in a small locked shed near the southernmost point of the grounds.
The front gates of the property will be unlocked briefly after the first set of evening sirens, so the hunted and any surviving hunters will have exactly 10 minutes to get out and into the city, or be locked in for an additional overnight fight to survive.
If your character outlasts the hunt and is left to survive the night: The Hunting Grounds are haunted by the darkness mutations of all past game killed there. With the souls of great cats, rare exotic beasts gone savage chimera and former slaves with 'exotic' powers? The grounds are extra treacherous after siren.]
NPC Hunters: Henry D. Spencer III, Beckah Platt, Ivanova Trumpah, Abram Trilt, Sherri Montgomery & Eddie Gumb
When: From 9am July 30th to Tuesday July 31st at dawn.
Where: Spencer's Hunting Grounds
Summary: Natives go "The Most Dangerous Game" on our newcomer heroes.
Warnings: Human Hunting, Sadism, Violence, Death! All that...good stuff.
This time, the hunt was a bit more personal, nasty, the challenge ramped up after the last newcomer hunt hadn't proven successful. But the Hunters knew what they were in for. And they'd signed the liability waivers. They assembled on the field, just beyond the front gates. These natives were allowed their choice of weapons, traps and personal gear, several thousand dollars less richer for the fee of taking this special safari.
As for the ten non-native 'game'? They waited in individual cages in the caverns and tunnels underground for the electronic latch to spring, hungry and hopefully ready to fight for their lives.
At noon, Spencer's lazy drawl crackled over an old PA system. Laconic and drawling with menace.
Load 'em up, boys and girls. Let's send these slugs back to wherever in hell they came from.
...and the hunt started off with the sound of an elephant gun, fired into the brush.
[OOC: Tagging order is totally open, and setting elements are varied. We fully intend there to be damage to the grounds. [ACTION] style logging is perfectly fine, considering how large a group this is, but prose style works too. Split up or group together! Threadhop and run into others if you want as well.
All of the hunted are outfitted with a tracking Microchip, which was embedded under the skin at the base of the neck, while they were still knocked out. The skin may itch slightly, but otherwise there are no visible signs that it is there. This will not completely nullify powers, but it will make the active use of them excruciatingly painful throughout the nervous system. Safe removal will only be successful by surgery, but the microchips will be deactivated by the end of the hunt.
Spencer will leer and gloat over the hunting grounds PA system, to inform all of his targets that they are fresh game to be hunted down and killed, and that this time, they're going to ensure no newcomer survivors with a 'nasty surprise' at evening siren. He will assure his prey that they have no chance of escape, and that even if they somehow manage to cross the high-voltage fences surrounding the grounds, he has a backup plan to ensure that they don't leave alive.
NVs will remain on your character's person, however wifi will be scrambled beyond the perimeter grounds, and they will not be able to access the newcomer network while on the grounds. They may, however contact each other via NV using voice function as a static-y walkie-talkie. NVs can pick up one another's internal signal at a maximum distance of 200 yards
Spencer himself will be overseeing most of the hunt as game warden from his security room at the lodge on property, where viewing screens show multiple cameras planted around the grounds and on a small fleet of cybernetic flying drones the size of a dragonfly.
At 9am, characters will be released by an automatic latch on their cage doors, into an underground labyrinth of tunnels and traps. They'll have to find each other, as well as forage for limited food and some basic weapons and survival gear, which the hunter will have planted near various traps and snares as 'bait'.
As described on the locations page, the grounds are extensive and the terrain is varied, engineered for a hunter's dream of a playground. Man made, it has elements of forest/jungle, sand traps, caves, a small lake, fields and other hiding places. It also has about 4 stories of underground tunnels, caves, bunkers, rooms with strange settings and endless paths one could take. It may take minutes or hours to run into the other hunted, but we encourage you to play paired in groups for an advantage against the odds. Go wild with playing your way through any setting obstacles you'd like your characters to face!
Spencer's voice will announce time remaining on the hour, over the audio system.
At sunset, Itou Kaiji will find and deactivate the timer which will detonate the release of deadly toxins from all microchips. This clock is located in a small locked shed near the southernmost point of the grounds.
The front gates of the property will be unlocked briefly after the first set of evening sirens, so the hunted and any surviving hunters will have exactly 10 minutes to get out and into the city, or be locked in for an additional overnight fight to survive.
If your character outlasts the hunt and is left to survive the night: The Hunting Grounds are haunted by the darkness mutations of all past game killed there. With the souls of great cats, rare exotic beasts gone savage chimera and former slaves with 'exotic' powers? The grounds are extra treacherous after siren.]
no subject
"Jesse." He knew Jesse; it wasn't too strange that the boy would answer his call. He refused to countenance the idea that Jesse might be in similar straits, but he had to ask anyway. "I don't know. In a cage, there's bamboo outside. My NV isn't picking up the network, can you call someone?"
no subject
If anything, the sound of Bruce's voice gave Jesse the strangth to pick up his pace, even if he's clinging to the stone wall beside him.
no subject
He dug his fingers into the ground under his knees and took a deep breath before he spoke, using the soothing tone he had practiced working in India. "Jesse. Jesse, I need you to listen to me. Can you listen to me? I know you're scared, but I need you to be brave too."
A child!
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"Okay."
Soon as he said that, there's a sound of him stumbling and a surprised yelp. A gasp and there's the sounds of someone rummaging.
"I found a bag! It has, um . . . " More rustling. "A flashlight!" Jesse's relief was audible. "And a bag of peanuts. A bottle of water and a knife."
Then something occured to Jesse. "Mr. Banner? Does your neck itches?"
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"Just a little itch, but it sounds like you found a good stash. Can you see an exit where you are? A door, an opening? Don't forget to look up too."
Jesse's find spurred him to inch out of the cage into the bamboo, crouching down to ground level to see if he could find anything that didn't fit in the greenery.
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"It's just that . . . promise not to tell anyone else this, okay? I have powers. I go to place to place in a second - " he looks up at the stone ceiling like Bruce told him to, " - and that's how I get around. I tried to get out of the cage, go back to my room and my neck hurt so much."
He paused as he reached a fork in the tunnel, uncertain with direction to turn to.
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"I know someone else who can do that," he said as quietly as possible. "You're not alone, but if you can't use that, we'll get you home another way. Do you see anything, Jesse?"
He crept forward through the bamboo, trying not to rustle it too much, but it was thick and he felt as though he had to be sending up a rattling, rustling, bamboo waving call of Here! Right here! Come get me!
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"Nothing yet." And for a while nothing happened. The tunnel twists and turns and sometimes he had to stop and make a choice where to change direction.
But then, there's something. Jesse paused, uncertain what it was. Then, he knew.
"I feel a breeze."
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He heard Jesse's words and turned his head as though he might hear the boy somewhere nearby - a futile hope, but he listened anyway.
"Okay, you need to be careful now. There might be someone guarding the exit, so move slowly, and once you see light, turn off your flashlight and follow it. Be as quiet as you can and if you can see anything that we can use as a landmark, tell me."
Speaking of guards, he felt like a gazelle at a water hole wondering if there was a lion in wait or a crocodile just under the surface.
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Jesse did as he was told, trying to find the breeze. It was hard, as it apparently kept changing direction or stopp or something.
He did't spoke until je felt he can't withold it any longer.
"Why is this happening?"
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"I don't know, but we're going to get through it."
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Air ruffled his bangs, a stronger breeze. "I think I'm getting closer to an entrance," Jesse whispered, remembering what Bruce said about guards at the entrances. And soon enough, the cave's shadows were starting to fade away, spilling a very faint light. At first, Jesse didn't see it, as he was using the flashlight. But when the light of the flashlight seemed to wash out, he turned it off. He slowed his step, ears straining to hear anything - being half demon didn't come with heightened sense, unfortunately.
Jesse was silent for a while, occasionally looking up at the ceiling like Bruce told him to, realizing that the ceiling was sloping downward, making the tunnel smaller and smaller. Eventually so that when there was an entrance right in front of him, Jesse would have to crouch down to get out.
Ever so slowly, he crawled out of the tunnel, the summer heat hitting him in the face like a hot wet towel. He looks around, finding something that stands out. Something bright takes his notice and he realized that he was seeing light reflecting on a water's surface.
"I'm out. I think I see a lake."
no subject
"I'm by a pond. It might be what you're seeing. I'm going to come out to the water's edge and you can tell me if you see me."
He stood up and left the dubious shelter of the bamboo to walk to the edge of the pond, shading his eyes and turning a slow circle to look for any sign of Jesse or his tunnel's entrance.
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What he got was a jumping, waving kid.
He let out the breath he had sucked in and waved back before patting the air in a gesture he hoped conveyed settle down to Jesse now that they had found each other. He moved away from the water's edge and broke into a jog, closing the distance between them quickly after the nervous wait to find each other.
"Good job," he said when he got close enough for Jesse to hear his quiet words.
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Jesse was never an emotional child, even as a baby. Quiet and unassuming, it sometimes took a little something else to make him show a smile or a frown, to make him cry, or even give hugs on his own. But the past five hours were awful, worse than the discovery of his heritage.
The hug wasn't that brief however, and he let Bruce go soon enough. "Do you think there are more people? I thought I heard voices back in the caves, but I didn't hear any more."
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"I think we need to assume there are people looking for us, but now that you've found me, we can work on getting out of here." He smiled just a little. "Walls aren't going to be enough to keep us trapped, so let's head toward the city. Either we'll get there, or we'll find a wall, go through it, and then we'll get there."
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He scratched at his forearm nervously. "It's like . . . I don't think that guy wants us to use any powers. He did something. I heard some screams too, but they were really really faint and I couldn't make anything out."
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Not a line he'd usually use, but if it reassured Jesse, it was worth it.
"Pain isn't going to slow him down, it's going to make him madder. We'll get out and if we can help anyone along the way, we will."
no subject
But, since they were too busy having a moment, they probably didn't hear anything until it was blasting through foliage and hitting Bruce hard in the ribs- a huge, cartoonish boxing glove curled hard into a fist, knocking Bruce the hell over just in time for a laugh to sound out of nowhere.
"Hey, now I got the Hulk on his side!" Truth be told, Eddie didn't really know who the Hulk was, but the nerdy one sure made it sound like himself, definitely a powers thing. Fucking newcomer weirdos.
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The realization ricochet around Jesse's skull as he stood there, unable to do anything else. He didn't even realize he was taking in deep breaths. The bag slipped from his fingers, sinking into the mud.
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[He's not out but the change interacting with the chip can keep him out of the scene as long as you need. Poke me on plurk when you're ready for him to come back in.]
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Then a chest pain made itself known and he groaned, like a cornered animal would. He tried to get himself up, but the mud was slippery and was quick to take hold of his feet and pull him deeper as he struggled to stand. Looking up he saw something shiny just barely within arm's reach - his knife that flew from his grip.