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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!
no subject
He cast one quick glance over his shoulder, to where the big plant was standing in a distant corner (currently immobile), then stepped aside. "Do come in! But please don't mind the mess. I was in the middle of a bit of spring cleaning, you see. Would you like some tea?"
Sure enough, the way leading into Victor's lab was littered with a few stray tools, papers and leaves. The lab itself had even more papers sticking out of drawers, implying they'd been crammed in there with incredible haste. There's also what appeared to be some singed leftovers of papers in the fireplace.
no subject
As he stepped into the apartment and looked around, he couldn't help a slight frown. "Spring cleaning looks a lot like how you left things back home. How do you find anything in all this chaos?"
He wasn't entirely sure where the words came from, other than guessing that the character he was supposed to be was influencing him a little.
no subject
"You call it chaos, I call it the opposite. There's a system in place and a rightful place for everything. I know exactly where I need to find anything I need."
Nevermind that he just pulled the kettle out from a cupboard which holds clean towels. It made perfect sense for the kettle to be there. And did some of the vines belonging to that big plant just tap impatiently against the wall behind it?
no subject
He'd already been surveying the room a bit, mostly just trying to see if there was something he could start cleaning up without messing with whatever organized chaos system the other man was using. But he paused at the tapping sound, drawing his attention to the plant in the corner.
Was it...moving?
no subject
'Victor' was relatively sure that all incriminating evidence had been disposed of; either burned in the fireplace or stashed away somewhere safe. Even so, it was best not to risk that Mr. Clavicle- err- Clerval start moving things around. This was Sherlock's first time playing out one of these provided scenes and he had no idea just how badly things might go off the rails, if at all. Best to stick to the script.
Twisting the faucet, he allowed some water to pour into the kettle and looked over his shoulder. ...Only to see his scene partner peering over towards the plant.
"Oooh, has that caught your interest?"
no subject
Still somewhat distracted, he glanced towards his scene partner. "Hmm...? Oh yes. What kind of plant is it? I don't think I've seen anything like it before."
no subject
After dumping the kettle on the stove, 'Victor' quickly strode over to the plant. It was a good way for him to keep it in check, too. One of the moving vines was grasped in his hand and held up, though it continued to squirm regardless.
"I call it an Audrey Two!" he explained. The name just came to him and it felt fitting, somehow. He could only assume Audrey the first had been a massive failure. "It's a cross of a venus flytrap and a butterworth. There might also be some poison ivy in there, come to think of it. But isn't it beautiful? I'm like a proud father."
no subject
A sudden noise had him tense just a bit. "Did...it just growl?"
no subject
"Nooo, no! Plants don't growl. That's absurd." He smiled, then gave the plant a hard stare. "Isn't it, Twoey?"
"It's just my stomach that's growling, that's all. Or it would be, if I had one," the plant replied in a very sardonic, loud tone of voice. Audrey Two has decided it will not be silenced.
'Victor' cringed and slapped a hand to his forehead.
no subject
"It can talk?"
no subject
"Why, yes! Just another example of my brilliance, really. There's no limit to what I can't do," he said.
But Audrey Two made a doubtful sound and shook its head/bulb. "Except when it comes to providing meat for your kids," the plant said. Then it continued in a sing-song voice. "Feeed me, Victooor...!~"
no subject