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realmofstories2020-11-01 04:00 pm
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Chapter 06: Act I
FRANKENHYDE: ACT I—
§ instructions.
Frankenhyde Act I is underway! This is the designated log for all Main Scenes. Others are free to create their own toplevels for the Sub Quests, which are detailed below. Each Main Scene has their own unique toplevel and those cast into the roles are to thread their scene under each. All scene instructions are provided in the toplevels.
A few reminders. The city's setting is steampunk themed, so while for the most part it follows ye old Victorian England style, you have a lot of Industrial accents and odd machines about, including small airships. There is a river, so ports and docks are available but although this place may seem large, it's actually a finite space. Sailing down the river will be an endless loop back to the start with fog being the only visible "boundary." Passing through this fog will them back to where they were. There are also numerous research labs and other buildings, but many of them are locked or sealed behind an invisible barrier so no one can enter. The "locals" are all blots, so they are more like living puppets that will have minimum response to anyone who tries to interact with them. Most are neutral, but will attack if provoked. There are also some that are immediately hostile, and are differentiated by the sparks of electricity they generate around their bodies. The "safe zone" for this campaign will be a designated apartment building. Everyone can either bunk together or choose their own room.
Finally, just to be clear, characters who are assigned roles will know beforehand and can either communicate with their partner beforehand or just wait until they're in the scene. To get to their scene, characters must enter a specially marked door in the apartment building to be transported into their scene. They will automatically return upon completion (or if something goes horribly horribly wrong). Threading all of that isn't necessary, but it's to help give a better idea that characters can take a break between scenes or wait a bit to help with other things like the Sub Quests.
Feel free to refer to the Game Notes for more detailed info as well as ask questions or clarifications.
§ sub quests.
Everyone is free to participate in the Sub Quests. There are no specific top levels, so you're free to incorporate them however you wish in your own top level.
¶ I. Help the Scientists. A lot of work needs to be done to help the research experiments be a success, some of it a bit more unsavory than the rest.
¶ II. Help the Locals. Like most damaged stories, the local townspeople are not real but Blots taking the form of the original residents. Most are friendly and continue about their lives without paying much attention to the Aspect and providing basic assistance or keeping out of their way. They do not speak but seem to understand if communicated to.
¶ III. Trick-or-Treat! It seems everyone came in time for Halloween. Although not quite as festive as current day, the children still participate in some lighthearted trick-or-treating. The Aspects are free to participate either in wearing costumes, doling out candy, or playing tricks, but they will want to keep an eye out. Some of these costumes appear too good, and some unfortunate accidents and incidents will reveal odd mutant experiments have escaped and mingled with the crowds. Most are not hostile and just cause accidents and disturbances, so they can be gathered and returned to the various research labs. Others may prove a bit more "bite-y" so more force may be necessary to subdue them.
¶ IV. Wildcard. Make up your own prompt!
§ instructions.
Frankenhyde Act I is underway! This is the designated log for all Main Scenes. Others are free to create their own toplevels for the Sub Quests, which are detailed below. Each Main Scene has their own unique toplevel and those cast into the roles are to thread their scene under each. All scene instructions are provided in the toplevels.
A few reminders. The city's setting is steampunk themed, so while for the most part it follows ye old Victorian England style, you have a lot of Industrial accents and odd machines about, including small airships. There is a river, so ports and docks are available but although this place may seem large, it's actually a finite space. Sailing down the river will be an endless loop back to the start with fog being the only visible "boundary." Passing through this fog will them back to where they were. There are also numerous research labs and other buildings, but many of them are locked or sealed behind an invisible barrier so no one can enter. The "locals" are all blots, so they are more like living puppets that will have minimum response to anyone who tries to interact with them. Most are neutral, but will attack if provoked. There are also some that are immediately hostile, and are differentiated by the sparks of electricity they generate around their bodies. The "safe zone" for this campaign will be a designated apartment building. Everyone can either bunk together or choose their own room.
Finally, just to be clear, characters who are assigned roles will know beforehand and can either communicate with their partner beforehand or just wait until they're in the scene. To get to their scene, characters must enter a specially marked door in the apartment building to be transported into their scene. They will automatically return upon completion (or if something goes horribly horribly wrong). Threading all of that isn't necessary, but it's to help give a better idea that characters can take a break between scenes or wait a bit to help with other things like the Sub Quests.
Feel free to refer to the Game Notes for more detailed info as well as ask questions or clarifications.
§ sub quests.
Everyone is free to participate in the Sub Quests. There are no specific top levels, so you're free to incorporate them however you wish in your own top level.

- Gather Ingredients.There are a lot of things that go into creating life, so cue the fetch quest. Items range from organs from wildlife to various plants and herbs to tools such as thread, needles, and large bolts. These items can be found throughout the town and outside of the forest and can be left at either of the buildings that is set for Frankenstein's and Jekyll's laboratories. Do note that no one except those who are cast for the scenes can go inside (there is an impenetrable barrier that will shock anyone who tries to enter).
- Bzzzzt. The scientists also need to generate a lot of electricity. Outside each laboratory are various generators used to harness and conduct electricity: lightning rods that can be attached anywhere, strange boxes that need to be powered, and even an odd looking metal ball that can be opened to physically capture lightning. Just be careful to not get shocked!

- Science Fair. There is a local science fair being held that anyone can participate in! Rewards...aren't that great, but it's the experience that matters. But as expected, things don't go smoothly as various experiments and projects go awry. With the technology as it is, this can be even more dangerous as more than one is dealing with explosive fuel or have way out-of-the-box inventions such as flying motorized bikes or small automaton of some kind.
- Dangerous Blots. There are some blots who are badly damaged by Erasers and are more prone to attack. Those that have small electric sparks around them will have jerky movements and must be subdued or destroyed. There are also real Erasers lurking about, taking the form of unidentifiable homunculus and small chimera.

¶ IV. Wildcard. Make up your own prompt!
II Airship Time
And was likely why and how 76 had ended up looking over the airships, slipping on to one easily enough and keeping an eye on those within. Harmless as they seemed it just seemed far too easy for them to turn as well.
Even if he seemed to be milling about, he was looking for easiest access to the pilot's area. The sort of loose security that was even within the airship itself-
"Too easy doesn't sit well."
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Hanging upside down, he dropped down before 76 in a moment. He didn't expect anyone else to be attempting to get onboard the airship, and definitely not gramps, but he's totally cool with it. He only got to pilot the Prima Vista so many times in the past too that he'd been working out the details of piloting while getting this far... not that that had been difficult.
"Maybe they just don't care since it's still the beginning of the story. Nothing's really happening."
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"Even that is suspect." Not caring, it being so close to the beginning. He doubted the Erasers had that much thought in to their movements. Things could go south right at the start, when least expected. He'd seen it too many times to not be on alert of it.
Still.
"Be easy to use these things against us here, more so once they notice we are around the story."
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Arms behind his head, tail singing back and forth, Zidane hummed.
"Ah, so you were thinking maybe we should have one if that happened. I was only thinking about easing travel between the city and forest, but that works." Lowering his hands to his sheathed daggers, he nodded. "So, we wanna drop off the crew members before they get hostile, or keep 'em around? They might not care we took their ship if they're still onboard."
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"An advantage either way."
He eyed a few of the 'people' that were milling about, pulling the gloves he had on a little tighter, fingers flexing- "Think we see who will leave peacefully and go from there." Even if it was some little act of something going on, see how everyone acted.
"Take care of any that do go hostile in the process." As if they weren't the hostile party here with the mind to hijack.
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"Alright. Then... to the pilot's cabin, ask them to leave once they find us, and knock out the opposition. Solid plan."
Unless he meant something else by 'take care', but Zidane would rather not.
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Did glance to make sure no one else was coming on board before he was heading towards the pilot's cabin. No real resistance, like those others meant to be working on board really did not care at all that they were there. Didn't sit well with 76, but it wasn't about to stop him.
Just meant he was keeping in mind just where the blots were as he tested to door to the cabin and it
opened. Easily. Huh.
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Uh... it was kinda creepy how preset all their actions seemed to be - the blots anyway - that they didn't care two hijackers were out in the open. Yeah, now he gets why the other guy thought this was a trap.
And when the door opened, his eyes narrowed. "... Is this where the net falls on us or we almost get arrested?"
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Blots were still doing the checks, looking things over, and some were simply standing around as if they weren't sure what to do. Waiting. It was unsettling, and maybe it showed just how close this story was to simply not existing outside of the fact two of them were being smushed together. Didn't make any of it better.
His gaze settled back in to the cabin, feeling along the sides of the door frame for anything, even looking up and it all seemed clean. Clear- outside of the two pilots doing their routine checks of things just ahead. Not locked, even with them in there.
"Would be, if this were a trap." Too easy, far too easy. Was it... really just these blots not caring?
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Was this the fault of the Story Eater? Well, screw him!
Scowling, he wasn't even going to wait. If a fight started it started, but he just... walked into the pilot cabin, wondering if that might finally get a reaction; and if not, time to get this ship up.
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76 closed the cabin door behind them as the blots looked up- and then went back to their checks on controls.
He grunted, walking over to the co-pilot's seat and spinning it around. At least the blot looked startled at the sudden movement, but otherwise calmed again. He didn't know if tat was better or worse. "This thing ready to fly?" There was a nod from the co-pilot he'd spun around and some confirmation from the pilot himself.
... Helpful?
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But now that they're inside, looking around the cabin, it really didn't have much more than he thought it would. Yeah, this was pretty standard set up for an airship, maybe a few more dials better suited for a larger craft, but no real issues should be had otherwise understanding it.
"Hmm... hopefully the engine holds up better." Not that they'd be immediately gunning it or anything, but just in case.
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Part of him thought he'd feel better if these things were more hostile, not... what could be what was left of the people in these stories. There and not all at once.
"Think we need to find that out."
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"... Y'know, I realized we didn't see the Captain anywhere. We have the pilots here, sure... or is the Pilot the Captain on this vessel?" Because if that wasn't the case, taking over would really be as simple as saying one of them was the Captain and then... well, going. Even if that wasn't, they could probably just say they're of a higher station.
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"Main pilot is typically the captain of a vessel, the the co-pilot sort of like co-captain." In the most basic of terms if this was like an airline or ship. Various pilot captains and the like, but it wouldn't surprise him if this went a little towards military leanings as well.
no subject
"Hey, Captain! We ready for take off? We've got work to do!"
He grinned, looking over at the lead pilot.
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There was a thumbs up from both. Was it really going to be this easy? Them actually- well, there'd been a moment of confusion but then both seemed rather happy to do as asked in a helpful way.
"Looks like it. Time to take off."
Was rather obvious when the airship started to move, that sudden feeling of motion and the view out of those windows.
no subject
Neat.
"Great! With this, we'll be ready for anything the other parts have in store for us."
no subject
A hand remained on the back of the pilot's chair, just resting there as he watched the blot's hands. Easiest way to learn the controls and how to fly the thing if it came down to it. Never knew how long this apparent helpfulness would or could last-
"Might have to see later on if this works more than once." Just in case. Right?
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They might hear something that is distinctly not a Blot just outside, sounding panicked. There are at least two other humans on board, as it turns out...and one crashes against the doorway to the cabin.
"Where are you taking us?"
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"Wait a minute—Zidane??"
Did.
What—what is happening??
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Zidane looked over when two people entered the room. He doesn't recognize one, but he's clearly not a blot. As for the other one, he raised a hand, grinning.
"Hey, Eugene! Didn't know you were on board!" As for the other guy's question. "Huh? Oh, nowhere. We're just getting ready for the next acts."
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"Could always fix that." Drawled with that usual growl, eyes not really leaving his watching of the pilot's actions. Simple enough to fly this thing at least-
"Not too high yet, if they're willing to jump. Otherwise best to sit tight."
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Them, on the other hand...he's still peeved, sorry.
"You really think it's going to be this simple? No countermeasures?"
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