Destiny Strings Mods (
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puppetsonstrings2013-05-12 06:20 pm
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May Event Information and Signups!
▼ If I walked in your shoes...
Hello and welcome players, both old and new, to the event planning for the memory exchange!
We hope that new players will be tantalized by the effects this event offers and give interesting insight into different characters.
Basically, a memory exchange/swap event. However, this is Strings, so it's much more than that! There are consequences and side effects...
Starting the 15th of May, characters participating will get their Destiny Strings tangled together. At first it will be barely noticeable; just odd memories that as a player, you know your character didn't have, but your character will think is actually theirs. Their brains/cpus/etc will assimilate these new memories as their own. What this does for a character can depend immensely. A character who has always hated fish but gains a memory about loving sushi might go out to eat sushi that night and then go "Wow I really hate this! But I remember liking it a lot...". Characters who have the ability to view the Strings may start to notice that the Strings are intertwined, but it will take some time for that to be completely visible.
By the end, the characters will be in terrible pain, as their minds try to access these full memories, but with their brains realizing that these are not there after all; many of them no doubt painful and private for the other player. The Government will do their best to aid them during this time, and sort them in a level of the hospital and figure out what they can do to fix it.
Yet in the end, the solution will not be from the Government nor players, but the Strings themselves. With so much tension between both characters, the Strings will, like rubber-bands, snap back into place. This will cause a MASSIVE drain of energy, as it's not a physical snapping, but rather a soul snap and drain. Thus even characters who are strong physically and mentally will be in the hospital for a day or two, drained.
The memories of the others will slowly fade, like dreams...but there are some interesting side-effects to this...
If you are interested in swapping and participating we will need from you the following:
▶ 7 "mundane" or semi-important memories your character has. This can be anything from "Went to a music concert with a friend and saw flowers for the first time," to "had ice-cream and fell in love with it." Anything, anytime in your character's life that they remember is fair game. These should be more like tiny little things, not memories that last a day. Just something that the other person can remember and think is their memory.
▶ 4 Traumatic or important memories your character has. These will be for the last four days of the event. These, usually, should be the most life-changing memories your character has had in their lives. For example, one of Eikichi's memories might be when they fought against Nyralthotep. These do not have to be 'bad' memories per-say these can be joyful memories too! But they are usually very private and not something characters would share willingly.
▶ As many routine traits and personality quirks that define them. These can be words they commonly say (Eikichi would be Babe, Hooooo!), things that they tend to do during the day (urge to put on visual-kei makeup and dye their hair, hates sushi, bad singing). This section is to give flavor to the exchange, as the other character starts using them too.
But here's the fun part...even after the event is over, you'll be allowed to keep some of these! It's a memory lingering effect, and not something your characters can completely control.
▶ Four skills the character has. Two should be mundane things (drawing, cooking, guitar, good with plants, etc), and two should be unique skills the character has (martial artist, boxer, lightsaber fighting, etc.)
When the event is over, players will be allowed to pick ONE Mundane and ONE unique skill from the list as muscle and lingering mind memory. Keep in mind that these skills would be more as side effects and no, your character would not suddenly be a jedi master.
An example is if someone listed martial artist as one of their two their unique skills, the other character, once the event is over, might suddenly stop an attack with a reflex block. A person who switched with a Jedi master would be able to hold a Lightsaber without cutting their arm off, but wouldn't be able do actual lightsaber dueling.
These may, however, cause the character to be much more interested in that skill and slowly work on them! Someone who ended up with cooking might start to peruse more complicated recipes. And what better than the person who you shared a few memories from...if they want to teach you.
▶ This will be asked near the end of the event, but everyone who does a memory swap will automatically gain a dual persona with that person. This is the major side effect from the exchange.
Reply below either in either the preplaned exchanges (meaning you talked with someone and you already agreed you'd be exchanging with them) with your list of memories and who you are changing it with OR the roulette exchange, which will close on May 15th, 11L59pm and you will get randomly paired with someone else.
No problem!
▶ 15th of May, any character participating will have their String start to get tangled with someone else's. This will lead to memory bleeding, with their own brains trying to assimilate those memories as their own. No one thinks anything is wrong for now.
▶ Characters will start to act odder than normal, and adopt behavior and quirks from the other person.
▶ The last four days will end with very emotionally important memories from the other person, as they begin to suspect something is wrong. It will become much more painful.
▶ On the last day, the Government will try to round up everyone affected in the hospital in a hope to cure them.
▶ However the Strings themselves will snap back into place, causing a massive energy loss and soul draining, meaning anyone involved will be in the hospital for the next few days to regain their strength.
▶ The memories they experienced will linger like dreams; they may remember the more traumatic ones, but not fully and, as time goes on, will remember less and less.
▶ They will gain a dual persona with the other person
▶ They can also have lingering memories of a mundane and one unique skill the other character has. What they do with these is up to them; it might pique their curiosity about the subject or it might just end up being muscle reflexes later on.
▶ But who caused this and why? The Government have no leads, so some digging may be necessary...
Copy this and post it below in the proper section (either planned or roulette):
Your Nickname:
Character's Name: Name (Series)
Exchanging With: (only if you have an exchanged planned with someone. Remove this if you are doing the roulette option.)
Comfort Level: (ROULETTE PEOPLE ONLY. Reply here with either yes or no if you are comfortable getting someone whose memories may be triggery, or list your triggers.)
Normal Memories: (List 7. You can be as detailed as you want, remember this is for the other player!)
Traumatic/Important Memories: (List 4. Same as above, but these should be more detailed as these will be the ones the other character will remember the most. IF THE EVENT IS TRIGGERY, PLEASE CLEARLY MARK THIS BEFORE THE EVENT DESCRIPTION.)
Character Quirks: (List as many as you want. These are traits that define the character, either speech patters, hand movements they do, things they really really like, etc.)
Mundane Skills: (List 2. Mundane skills are cooking, singing, drawing, and so on).
Unique Skills (List 2. These skills have to do more with your character, such as basic fire magic, martial arts, summoning, force manipulation and so on. When you list a unique skill, make sure you list it in its most beginners form possible.)
Cause it's going to be awesome!
We hope that new players will be tantalized by the effects this event offers and give interesting insight into different characters.
▼ What is the Event About?
Starting the 15th of May, characters participating will get their Destiny Strings tangled together. At first it will be barely noticeable; just odd memories that as a player, you know your character didn't have, but your character will think is actually theirs. Their brains/cpus/etc will assimilate these new memories as their own. What this does for a character can depend immensely. A character who has always hated fish but gains a memory about loving sushi might go out to eat sushi that night and then go "Wow I really hate this! But I remember liking it a lot...". Characters who have the ability to view the Strings may start to notice that the Strings are intertwined, but it will take some time for that to be completely visible.
By the end, the characters will be in terrible pain, as their minds try to access these full memories, but with their brains realizing that these are not there after all; many of them no doubt painful and private for the other player. The Government will do their best to aid them during this time, and sort them in a level of the hospital and figure out what they can do to fix it.
Yet in the end, the solution will not be from the Government nor players, but the Strings themselves. With so much tension between both characters, the Strings will, like rubber-bands, snap back into place. This will cause a MASSIVE drain of energy, as it's not a physical snapping, but rather a soul snap and drain. Thus even characters who are strong physically and mentally will be in the hospital for a day or two, drained.
The memories of the others will slowly fade, like dreams...but there are some interesting side-effects to this...
▼ What do you need from players?
▶ 7 "mundane" or semi-important memories your character has. This can be anything from "Went to a music concert with a friend and saw flowers for the first time," to "had ice-cream and fell in love with it." Anything, anytime in your character's life that they remember is fair game. These should be more like tiny little things, not memories that last a day. Just something that the other person can remember and think is their memory.
▶ 4 Traumatic or important memories your character has. These will be for the last four days of the event. These, usually, should be the most life-changing memories your character has had in their lives. For example, one of Eikichi's memories might be when they fought against Nyralthotep. These do not have to be 'bad' memories per-say these can be joyful memories too! But they are usually very private and not something characters would share willingly.
▶ As many routine traits and personality quirks that define them. These can be words they commonly say (Eikichi would be Babe, Hooooo!), things that they tend to do during the day (urge to put on visual-kei makeup and dye their hair, hates sushi, bad singing). This section is to give flavor to the exchange, as the other character starts using them too.
But here's the fun part...even after the event is over, you'll be allowed to keep some of these! It's a memory lingering effect, and not something your characters can completely control.
▶ Four skills the character has. Two should be mundane things (drawing, cooking, guitar, good with plants, etc), and two should be unique skills the character has (martial artist, boxer, lightsaber fighting, etc.)
When the event is over, players will be allowed to pick ONE Mundane and ONE unique skill from the list as muscle and lingering mind memory. Keep in mind that these skills would be more as side effects and no, your character would not suddenly be a jedi master.
An example is if someone listed martial artist as one of their two their unique skills, the other character, once the event is over, might suddenly stop an attack with a reflex block. A person who switched with a Jedi master would be able to hold a Lightsaber without cutting their arm off, but wouldn't be able do actual lightsaber dueling.
These may, however, cause the character to be much more interested in that skill and slowly work on them! Someone who ended up with cooking might start to peruse more complicated recipes. And what better than the person who you shared a few memories from...if they want to teach you.
▶ This will be asked near the end of the event, but everyone who does a memory swap will automatically gain a dual persona with that person. This is the major side effect from the exchange.
▼ Okay, I got all of that, what now?
▼ Can I have a simple timeline of what's happening?
▶ 15th of May, any character participating will have their String start to get tangled with someone else's. This will lead to memory bleeding, with their own brains trying to assimilate those memories as their own. No one thinks anything is wrong for now.
▶ Characters will start to act odder than normal, and adopt behavior and quirks from the other person.
▶ The last four days will end with very emotionally important memories from the other person, as they begin to suspect something is wrong. It will become much more painful.
▶ On the last day, the Government will try to round up everyone affected in the hospital in a hope to cure them.
▶ However the Strings themselves will snap back into place, causing a massive energy loss and soul draining, meaning anyone involved will be in the hospital for the next few days to regain their strength.
▶ The memories they experienced will linger like dreams; they may remember the more traumatic ones, but not fully and, as time goes on, will remember less and less.
▶ They will gain a dual persona with the other person
▶ They can also have lingering memories of a mundane and one unique skill the other character has. What they do with these is up to them; it might pique their curiosity about the subject or it might just end up being muscle reflexes later on.
▶ But who caused this and why? The Government have no leads, so some digging may be necessary...
▼ Signups
Your Nickname:
Character's Name: Name (Series)
Exchanging With: (only if you have an exchanged planned with someone. Remove this if you are doing the roulette option.)
Comfort Level: (ROULETTE PEOPLE ONLY. Reply here with either yes or no if you are comfortable getting someone whose memories may be triggery, or list your triggers.)
Normal Memories: (List 7. You can be as detailed as you want, remember this is for the other player!)
Traumatic/Important Memories: (List 4. Same as above, but these should be more detailed as these will be the ones the other character will remember the most. IF THE EVENT IS TRIGGERY, PLEASE CLEARLY MARK THIS BEFORE THE EVENT DESCRIPTION.)
Character Quirks: (List as many as you want. These are traits that define the character, either speech patters, hand movements they do, things they really really like, etc.)
Mundane Skills: (List 2. Mundane skills are cooking, singing, drawing, and so on).
Unique Skills (List 2. These skills have to do more with your character, such as basic fire magic, martial arts, summoning, force manipulation and so on. When you list a unique skill, make sure you list it in its most beginners form possible.)
▼ Have fun!
Cause it's going to be awesome!
Plantbane the idk-how-many and Plantbane the First
Character's Name: Agatha Sheridan (OC)
Exchanging With: Naoya, because Kajimatt and I are the last people who should be allowed to decide who to memory swap with. Expect freakouts from both parties once this is over.
Normal Memories:
1) A tired-looking albino woman with a bandage over one eye and gloves on her hands. Her visible eye is a pale gray. She is resting on a hospital cot, wearing a hospital gown, and the room is darkened; despite this, she looks dignified and strong. Agatha addresses her as "Mother."
2) A man in loose-fitting clothing, gloves on his hands. He pats Agatha on the head and smiles gently. He's as tan as she is, with matted brown hair and dark eyes behind thick glasses. Agatha addresses him as "Uncle Jack."
3) Receiving an email stating that she's been banned from a religious forum for "inflammatory and inciting language".
4) Agatha's mother setting up a pot full of paper flowers in fake dirt.
5) Going to class.
6) Typing up a post on a computer - one can presume it's the one that got her banned in Normal Memory 3.
7) Removing her gloves to touch an injured hunter and take on their injuries.
Traumatic/Important Memories:
1) In this memory, Agatha can't be older than three or four. She is wandering around in the back yard, and touches a flower because it's pretty. --- The flower wilts and dies the moment she touches it, and she runs screaming to her mother. As of this memory, her mother still has both eyes, and just gives her a look of cool sorrow. "I'm so sorry, Agatha. I'd hoped to spare you this for a few more years."
2) Agatha's mother explains to her the truth of their family. Uncle Jack is nearby, holding Agatha's hand through the explanation. When it's over, he gives her her gloves.
3) Training with the Injury Transfer skill. It hurts a lot, and near the beginning Agatha is nearly always in tears. She starts to toughen up after a while.
4) Idly scribbling in a journal. After a few minutes of this, she writes out the sentence: "Either we cling to a path in life, or we fall into despair from the weight on our shoulders." She thinks about it for a minute, then nods, circling the sentence.
Character Quirks: Shifts between talking formally and talking casually, kind of like she can't decide on how to address others. Doesn't talk much either. Actually very bitter and emotional, but keeps it down 24/7 due to family history of emotions being bad mmkay. Never complains about any of the things, including the injuries she came to Hinoto-Ri with.
Mundane Skills:
1) Cooking - When she's not sleeping off the injuries, Agatha's actually a decent cook. Not very experimental, but the rest of the household doesn't complain when she's on cooking duty. (Then again they don't complain about things period.)
2) Pain Threshold - Agatha's got a high tolerance for pain. Not to the point of "feel no pain at all", but to the point that the injury transfer doesn't make her cry.
Unique Skills:
1) Earth Bane - Absolutely cannot touch plants or else they will die.
2) Injury Transfer - Absolutely can hold another person's hand and take their injuries unto self. Entirely possible to die from overuse, though. Don't overdo it.