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sirenspull_logs2012-07-30 05:01 am
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Entry tags:
[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.]
Conner Kent - late afternoon
Looking up at the sky told him that night was going to be coming in a not very long amount of time. He hadn't been too worried before, being outside after sirens, but that had been when he'd had all his abilities working.
no subject
Trilt approaches from the east. The lake should hem the boy in if he decides to run that way. If he stands and fights... well, best to give him a handicap from the very start.
When he feels he's close enough to do some significant damage Trilt concentrates sends out an invisible ripple of cold air. When it hits the lake the surface instantly hardens into ice.
no subject
It might have been another person being hunted, but it could also be a hunter too. Everyone in Siren's Pull was supposed to have some sort of ability, right? So he remained wary, looking around for some sort of cover so he wasn't so out in the open, trying to spot anyone around at the same time.
no subject
Slowly he draws his pistol from its holster and aims it with a practised motion. Let's see about his mental fortitude. Trilt fires a shot, kicking up a cloud of dirt in the ground at Conner's feet.
no subject