May. 9th, 2018

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ITEM REQUESTS


BONFIRE STATUS: 66/125 TORCHES
torches currently in use

Most of your basic supplies and necessities can be found in Beacon's shops, but maybe you're looking for something more specific. Specialty items that can't otherwise be found in the shops can be requested through Rastus, the bonfire keeper, though please keep in mind that he usually can't get specific brand items and/or items from your character's canon. You're welcome to ask, but he'll likely offer a generic alternative option instead. He may request payment or a favor in exchange for certain items, but he does his best to be fair. Any item requests that he's able to grant will arrive on the next ferry shipment on the first of the month... though don't be surprised if you receive something a little different than what you expected. Rastus is doing his best.

The "deadline" for item requests is the last day of the month, since the intro logs are always posted on the first of the month. If you submit an item request after the intro log is posted, that item request won't be fulfilled until the following intro log. We don't allow backdated item requests, sorry!

You can also request to take pieces of the bonfire via Rastus. The only light in Beacon comes from your lanterns, your tablets, and the night sky, but the town does have a finite source of fire in the form of a massive bonfire in Bonfire Square. By finite, we mean that the bonfire has "units of fire" that will be depleted as characters borrow from it.

  • 1 unit of bonfire = 1 torch. A torch's worth of fire is enough to light a single room, though that torch can be split into smaller fires (candles, for example) to illuminate an entire building. For example, to light up the three buildings in Bonfire Square, characters would need to borrow 3 torches. Each character will probably want to acquire a torch to light up their living quarters, as well.

  • Torches can be allocated however you like. Want to permanently light major locations? Great idea! Want to take a torch or two on an expedition? Awesome! Want to set up a line of torches along a particular path to make getting around town easier? Have at it! Bonfire requests will need to be "vetted" by Rastus (i.e. the mods), but as long as you're not planning to do something reckless, who is he to keep the flower that is you from blossoming?

  • But be careful: Any torches lost will be permanently gone until they're recovered. If you lose a torch because you die on an expedition, that torch will not be re-added to the bonfire total until it is physically retrieved and returned by a player. The only exception to this is if a character drops the game after having taken torches for personal use (i.e. lighting their living quarters). Rastus will recover those torches himself.

  • Good news: Torches cannot be extinguished. They can be lost, but they'll never go out, even if you yeet them into the lake (but, like, don't? someone still has to go get it). The bonfire will always exist somewhere, even if it's split into all its pieces.

  • The bonfire will grow as the plot progresses and new locations are discovered. The point being that the bonfire is a finite resource, yes, but it's still a resource—don't be afraid to use what you have! Be responsible, but don't be shy about taking torches for a good cause. The bonfire will continue to burn, though maybe a little less brightly, until the number of torches hits zero.

  • Be sure to let us know when you're returning a torch! All torches taken by players, even for explorations, need to be returned to the bonfire via a post here, whether it be as a new thread or an addendum to your original thread. We'll never assume that a player has returned a torch unless they've dropped the game.

  • Torches taken by dropped characters will sometimes be automatically returned to the bonfire. If a dropped character's torch was used in an exploration or if it was placed inside of their residence, some helpful forest spirits will find the torch and return it. If a dropped character permanently placed a torch around town somewhere, though, that torch will be left alone, though other characters may move that torch around or return it if they'd like! Just make sure to report that to this page so we know where the torch is.

  • On that note, anyone can move torches places by another character! We ask that you be respectful about this OOCly (don't go swiping torches without player permission, for example), but players are always welcome to rearrange torches, especially those placed by dropped characters.

If you would like to take torches from the bonfire or request specialty items, please fill out the form below:



Before putting in a special request for an item, check this list to see if you could reasonably find it in town! Note that even if what you're looking for isn't specifically listed, if it fits within the limitations listed on the sheet, go ahead and assume it's in the stores somewhere. If you're unsure, feel free to put in a specialty request, and we'll let you know if it's something we currently have in town.


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exploration

May. 9th, 2018 11:11 pm
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EXPLORATION


ACTIVE EXPLORATION SLOTS: 0/8

Explorations are currently OPEN. They will close again when we run out of active exploration slots.

Building a structure may be done at any time and does not affect the active exploration slots.

•••

The forest engulfing Beacon is dense and uncharted, but that just means there's never a shortage of cool stuff to discover lurking off the beaten path. There's always new locations, plot clues, or extra resources to be found, so although venturing into the woods is always dangerous, the rewards may just outweigh the risks.

Once you come up with a plan, please fill out and submit the form below. We'll respond in one of two ways, depending on the nature of your exploration:

  • In most cases, we'll respond with a single write-up detailing the outcome of your exploration. For example, characters venturing out into a particular part of the woods may discover a new location! In that case, you'll receive a full description of that new location, along with any other details worth noting, such as forest spirit encounters or difficulties along the way. If your group would then like to react to any of this or explore that location after its discovery, you can then respond with your own write-up of everything your group would investigate, and we'll let you know what happens as a result. And that's it! Then the exploration is wrapped, the location becomes available to the game at large, and you're welcome to thread out any details of the exploration if you like.

  • In limited cases, an exploration request will open a dialogue between the players and mods to determine the outcome of your exploration. For example, characters attempting to interact with forest spirits may get the chance to play out that encounter, whether it be a pleasant conversation or, uh, the forest spirit trying to kill you, since that happens sometimes. Explorations of this nature will not always result in a response like this, as it'll depend on our availability as mods. If you're interested in doing an exploration like this and don't want to leave it up to chance, PM us! We'll work with you to schedule an encounter.

Regardless of which type of exploration you end up with, what you do during an exploration is entirely up to you, so feel free to get creative! We always try to reward creativity in some way, even if it's not a success in the way that you hoped for.

•••

Before you embark on your quest, here's everything you need to know about explorations:

  • Exploring uncharted territory is intended to be dangerous, and there is always a risk of failure, injury, and other setbacks. If you're not on board with these risks, exploration may not be in the cards for you.

  • That said, the exploration form includes an opt-in for serious injury and death. If you aren't interested in having your character(s) at risk for that stuff at this time, you can let us know upfront. Please keep in mind that opting out of serious injury/death does not mean you're opting out of the above risks of failure, injury, and other setbacks. Those risks are always in play during explorations. In addition, while opting out of serious risks doesn't mean you'll get a watered down exploration, some discoveries lurking out in the forest are reserved for risk-taking characters. For example, opting out of serious risks eliminates the chance of running into the hostile green-eyed spirits, so characters interested in pursuing green-eyed spirit plot threads will have to put themselves on the line to do so.

  • If you choose to opt into the risks of serious injury and death, your character's safety is forfeit and you give the mods the right to maim accordingly (though, of course, we'll check permissions posts in doing so). This does not mean that groups opting into these risks will always be tormented and killed! It's just helpful for us to know your preferences and expectations upfront. Please keep in mind that opting into the risk of serious injury or death applies to the whole group, not just individual characters.

  • Explorations into the area of Beacon currently occupied by the Parade will always be extra dangerous. Characters will run the risk of encountering the Parade itself, but besides that, the Parade's presence gets all the forest spirits in the area extra revved up, increasing their hostility. We'll give you the "danger zone warning" at the top of the exploration if you're about to head into Parade-infested territory, as characters may be seriously injured or killed at any point during an exploration within the parade route. You can check the Parade's schedule on the calendar page.

  • Chance of success will be left up to a mix of mod discretion and RNG. We'll typically use a RNG to determine what you find, if anything, but we'll also take player/character ingenuity into account. In short: If you have a solid, creative plan, you're more likely to be rewarded for that. Aimlessly wandering won't always get you nothing, but it's less likely to earn you something neat for your trouble. (However, please do be encouraged to follow the dumb idea that's in your character's heart. We will reward for IC idiocy, too.)

  • Having torches from the bonfire with you will also increase your chance of success, though be careful: If you lose the torches while exploring, someone will have to recover them or they're lost forever. Additionally, you must request torches through the item request page in order to take them on explorations. Torches not logged through the item requests page are not considered game canon.

  • Once you receive a mod response to your exploration, you will have one week to tag us back. If that week timer runs out, we'll consider that exploration closed, and mod responses will stop. You're welcome to handwave your own IC conclusion to the exploration at that point. To be extra clear: the time it takes for us mods to respond to your exploration is not included in that time limit. The timer starts fresh each time we tag you back.

  • Explorations over two weeks old will be wrapped in the next mod response. This is to prevent explorations from dragging on for too long, which will slow up our system, but more importantly, it'll make for awkward timing issues in the game! We don't want to leave players waiting on exploration outcomes to be able to engage with the rest of the game.

  • Characters may only embark on one exploration at a time, no matter how small. Pretty self explanatory! One at a time, please. If you play more than one character, you may send them on concurrent explorations, but keep in mind that we might deny exploration requests like this to give other players a chance to hop in.

  • We will only accept a maximum of 8 active explorations at a time. If those 8 slots fill up, we'll close the queue to new submissions until we're able to wrap some of the active adventures. This number is based on mod availability.

  • Explorations will always be closed during events except under rare special circumstances. Similarly, explorations can't be forward- or back-dated to happen during an event. Go do event things instead!

  • You can also submit an "exploration" to build a new structure on this page! Just use the appropriate form below.


To EMBARK ON AN EXPLORATION, please fill out the form below:



To BUILD A STRUCTURE or ALTER THE SETTING, please fill out the form below:



Please note that with the recent discovery of the medical center, each player may only explore the medical center ONCE for the time being in order to give everyone a chance to get involved. If exploration requests die down and there are still areas to be uncovered, we may lift that rule. We'll make an announcement in the OOC comm should that happen.


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PLAYER PROJECTS


Has your character started a club or a cult? Are they working on a compendium of the forest spirits? Or maybe you're just looking for something for your character to get involved in. Well, you've come to the right place!

This is where we keep track of the various character-led businesses, groups, services, and other such endeavors. Unlike a player plot, this is a long-standing IC project that other characters can choose to engage with, rather than a one-time occurrence.


A WALL FOR THE REMEMBERED • ELDEN



Elden like everyone is definitely not happy he's dead. Moreover the fact of the people he left behind. So, to at least help cope and move past the grieving stage, he's going to go in the town hall and start setting up a wall for people to put the names and pictures of those they loved and miss on it. The names/pictures of the people don't have to be dead, it's literally for those we miss, living or dead.

Something like this in terms of idea. Specifically it'll look like a big painted tree that people can pin their pictures and names to and underneath the branches.





LOG BOOKS • ELDEN & WANDA



Elden has suggested and plans to leave a log book in the inn and town hall. This way everyone in game can collect information and put it into a communal book so they have everything on hand. Elden and Wanda will be working on this together. The log book doc can be found here!





BOAT BUILDING • ROSINANTE



After inheriting this project from the original islanders who started it, Rosinante has decided to indefinitely postpone any further efforts toward this construction project. One raft and two dories remain as remnants of earlier progress.





LUTECE LABS • ROSALIND



A one-story enormous room, filled with lab tables, beakers, and other such scientific equipment. Experiments ranging from the worrying to the bizarre to the beautiful crowd the tables as the sounds of gears and hissing acids fill the air. There's an enormous machine placed farther back, although it's half-hidden by all the other things.





EXPLORER'S APP • WANDA



Wanda is working with Will and others to create an app for the tablets that would help keep track of exploration efforts. This app would functionally look like another map, but with markers displayed on explored locations, last known locations of current exploration teams, and projects related to exploration. Touching these markers will display when the exploration was done, who was present, and what they discovered, if anything. Touching unexplored areas would display a list of those planning to explore there and what supplies they believe will be needed.





STAR MAP • ROSINANTE



In case of lost compasses plus just for added navigation utility, Rosinante has been (and will continue to be) photographing the sky periodically when it's clear, and trying to keep track of individual stars' movements across the sky. He's no astronomer and this is nothing fancy but he's hoping that over the coming months he'll be able to identify at least a star or two that seems more or less stable in some particular compass direction, as well as a few key stars or star clusters or maybe even some simple constellations that can be used to track the passage of time. Eventually he'll be looking for someone who actually knows astronomy (and might rope in Will once he has enough to go on, we'll see) to figure out what it all means but for now he's really just documenting it all as best he can in photos as well as paper and ink.





NEWCOMER MESSAGE • RIKU



Riku is working with Will on an app that launches when a new username is registered on a tablet. This is a living document of sorts, constantly updated with contributions from others around Beacon. This message includes visuals (the first version has sketches and photographs, later iterations will include improvements like paintings), English subtitles, and a voice over by Aziraphale.

The first edition has been completed in time for the next round of arrivals and can be seen here.





COMMUNITY GARDEN(S) • MISTY



In the name of being a little less cripplingly dependent on the ferry (and improving morale - nature and a productive hobby are good for the brain!), Misty'd like to get a couple plots cleared and sowed with little batches of staple crops, herbs, flowers, as you do. Additionally, there's a stretch goal of a tiny greenhouse or three because Winter Is Coming.

It would be within known and populated areas on the map (around town, Misty will probably shoehorn as much on her block/behind her house as she can manage), although I wouldn't rule out Misty meeting discovery of other places - given unique soil or lighting conditions and especially if anyone takes up residence there - with 'slap a garden on it'. Maintained by volunteers, with a few presumed regulars.





COMBAT TRAINING & FIRST AID • JAVERT



In an effort to prevent further casualities, and to make everyone better prepared, Javert has begun to offer combat training and first aid lessons. Unless it interfers with an in-character event, combat training will meet every Wednesday and Friday at the village gymnasium, and run from seven o'clock to nine o'clock in the evening. The focus will be on armed and unarmed combat, no magic. First aid lessons will follow immediately after.

In addition to learning how to treat injuries, students will also put together first aid kits, which will be distributed around town and handed out to anyone going out on an expedition. Javert will ask that people save any unwanted or torn clothing so that it can be broken down and used for bandages.





APPLIED LINGUISTICS ON FOREST SPIRITS' LANGUAGE • DAYLIGHT



Since December 04 2019, Daylight has decided he'll undertake the task of seriously tackling and studying the forest spirits' language. The end goal is to create a more comprehensive guide on the forest spirits' language and to also translate their melodies to several more musical instruments to offer more variety on how one speaks to the spirits.

He'll be doing this by using the lessons he learned from his grandmother, who was a famous professor in the fields of linguistics and communications and cryptology + his own talent in music. Along with actual practical application by practicing on poor spirits willing to hear him stumble over his words, ranging from the Greatest Crooners to Fluffy Flower Friend and to Postmaster General when they have the time. He'll also be roping others into helping him from time to time for certain tasks. It'll take a couple of months before Day makes significant enough progress to share with others but he's determined to push through with this project and bridge the communication gap he and the others have with their fellow residents.





SORA AND MISTY'S B&B & EMT • MISTY, SORA, BUCKY, HANA



Sora has decided that the cabin next to the bonfire needs a fresh start after its inhabitants slowly vanished over the course of January. Since he lives at the Landmark, he's wrangled Misty into spearheading a hostel meant for newcomers and persons needing temporary housing alike! It's a five bedroom cabin at the moment, but future plans include making at least two of the rooms into two bed accommodations and constructing an onsite kitchenette so they can stay in at least for breakfast (thus the B&B). Residency is free, but those who are able are welcome to volunteer themselves to do laundry, cooking, cleaning, and other day to day chores to keep the hostel running until they leave. If no one needs temporary housing, they'll clean up and close up shop until the next ferry comes in. People are welcome to contact either Sora or Misty directly to ask if there's housing available!

The B&B's purpose is to make sure ferry arrivals don't feel completely lost or homeless when they get off the ferry! In addition, should an arrival need medical care, Sora and Bucky are capable and strong enough to handle first aid and triage to the B&B and Misty can provide more thorough healing once they arrive.




To submit a player project, please use the form below:



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PLAYER PLOTS


For the time being, we're closing new player plot submissions. Please see the recent mod announcement if you have questions!


If you'd like to have your character do something in-game that's a little too wide-reaching for a typical exploration, you've come to the right place! A player plot is any player-orchestrated event or other happening that 1) could affect a noteworthy number of other characters, or even the entire game, and 2) will involve widespread player participation (unlike an exploration, which is a solo/small group affair). Player plots are usually one-off occurrences (like a character hosting a town-wide party) or short-term endeavors that serve as a means to an end (like restoring an existing location). These plots can be positive, such as providing a new resource, or negative, such as destroying a building. In short, it's basically an event run by players.

Whatever it is, the mods won't be in charge of it—but we do have to approve it first. Please describe your player plot in the comments below to open a dialogue with the mods. Be as specific as possible, though we realize some details might need to be hashed out after you get a general approval for the idea. Once we approve your plot, we encourage you to post to the OOC comm to spread the word and potentially get others involved. If you have any updates to relay to us through this process, you're welcome to comment back to us on this page. We like being kept in the loop!

If you'd like to suggest a plot instead of run one yourself, that goes over in the suggestion box. If your character is going to open a business, start a club, or anything else that will serve as a long-term addition to the game instead of a one-off event, that would be a player project.

To submit a player plot, please use the following form:



And if you like an example, here's a mock player plot for you to check out!

Primary Contact: Danielle
Characters(s): Michelle Cheung

The Plot: Michelle has decided to reinforce the existing buildings with paper! As a paper bender, she's able to not only control and reform paper, but strengthen and sharpen it so it has the effective durability of solid steel. It doesn't appear that this takes any continued concentration for her to maintain, as in canon she’s shown to actively use everyday items that she's made out of paper both for herself and for others. Paper is, however, still paper, so prolonged exposure to water will get it soggy and ultimately it will lose its tension and strength. What she'd like to do is fortify existing buildings with an internal layer of her ability-enhanced paper, to keep them strong and safe for as long as possible.

Aside from inclement weather, another unfortunate drawback of this ability is that it will dispel instantly if she's ever to die. The paper will fall down uselessly to the floor until she’s able to pick it all back up again. Because of this, she’ll be calling for people to help more permanently stick up the paper in a massive town-wide paper mache project! We'll need all the hands and glue we can get! And, of course, as many unused paper donations as possible so the Librarian doesn’t come after her.

Date(s): March 31st

Effects: Maybe things will be less likely to get destroyed by naughty, naughty children.

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housing

May. 9th, 2018 11:12 pm
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HOUSING


Even though you don't technically need to sleep anymore, you'll probably want a place to stay while you're stuck in Beacon. Luckily, the town has been equipped with plenty of living quarters to suit your needs—er, well, maybe beds are still a little scarce, but progress has been made! Keep trekking into the woods, folks. There's probably more living quarters out there somewhere.

That said, you aren't required to put down roots and claim a living space, though you do need to let us know if you plan to wander without a home base. Where everyone lives will sometimes come up in events, so we'll need to keep track of where everyone is generally located. If you don't want living quarters, let us know that on the form and we'll list you as nomadic under the "elsewhere" list.

For more information on where each of these housing complexes is located, check the setting page.



THE INVINCIBLE



Above the tavern on the Invincible's first floor are two floors of inn rooms. Thankfully, though, the dorm-style bunkrooms have been renovated into small, one-bedroom units not unlike a suite in a hotel. Each little apartment has a kitchenette, a living room, a single bedroom, and a small bathroom. The exact layout varies given that these rooms were renovated haphazardly by Beacon's many visitors over the years. The kitchens are equipped with basic appliances (the electricity does work, though not for lighting) and the rooms are furnished, though sparsely.

The little apartments have a distinct medieval feel to them, both because of the furnishings and the wood floors and walls. Don't worry, though; all of the appliances and furniture functions just like the modern versions.

As a note: We're not hung up on the specifics of what's in each apartment! As long as what you want to be there fits within the vibe of the above description, go ahead and take creative control for your character's housing.





THE VILLAGE



Across the river from Bonfire Square is the village, Beacon's main residential area. It's populated primarily with little A-frames and cabins. There looks to be 20 houses in total— 10 A-frames and 10 cabins, all ranging in size from one to three bedrooms, and they're clustered together in haphazardly spread cul-de-sacs. Each cul-de-sac has a street name, and there are four in total: Grand Portal, Bridalveil Falls, Chapel Rock, and Miner's Castle.

The houses don't exactly have yards, per se, but the area is structured a bit like a campground, giving everyone one big communal yard. If that doesn't sate your naturalistic needs, there's a park nearby! How nice.

Each house has a kitchen, a living room, and a full bathroom, as well as between one and three bedrooms depending on the house. The layouts vary as these houses don't appear to have all been built at the same time. The kitchens are equipped with basic appliances (the electricity does work, though not for lighting) and the rooms are furnished, though sparsely. Other amenities include: front porches (complete with either a bench or a porch swing, your choice) and heating. Some of the houses even have a little fireplace that one could place a torch in for added warmth in the winter months.

The A-frames are open concept, with the second level accessible via spiral staircase or ladder. The living quarters are a bit tight, but hey, that makes them all the cozier.

The cabins are rustic and split into distinct rooms. On the upside, the cabins can accommodate multiple bedrooms! On the downside, they'll be that much harder to light with your lantern.

As a note: We're not hung up on the specifics of what's in each house! As long as what you want to be there fits within the vibe of the above description, go ahead and take creative control for your character's housing.





THE LANDMARK INN



The Landmark Inn in downtown Beacon has five floors of lodging (so six floors in total, including this lobby/restaurant floor for those playing along at home), with 22 available rooms in total. Seems like an awfully small amount of rooms given the size of the place, but the list of rooms provided at check-in says 22! They're all listed as having the same amenities as other lodging options already available in town, such as working utilities and a suite-style floorplan, suggesting these hotel rooms have been remodeled into apartments for longterm stays. Guests may also enjoy free WiFi, daily housekeeping services, a continental breakfast! Additionally, room service is available! You only need to call down to the front desk to place an order.

"Checking in" just means moving in, given that the hotel is clearly structured for indefinite stays (not in a creepy way, just, like, you can live here). Checking out at any time is always an option. Once characters check in at the front desk, the Concierge will pass out a room key to each of the room's occupants. While the keys look vintage, there are no keyholes on the guest room doors. Instead, there's a magnetic sensor like in a modern hotel that uses keycards. Pressing the key against the sensor will open the room marked on the key's tag, and only that room. No breaking and entering allowed!!! These rooms are very secure.

The rooms themselves are similar to the Invincible's room as they are apartments pieced together by renovated hotel rooms. The rooms include separate bedrooms as applicable, two bathrooms, and a large common space. The common spaces are open concept with a large living room area and an attached kitchen/dining area. They're all furnished and opulently decorated. This is a historic hotel, after all!

Floor 6 has only two rooms, listed as The Penthouse Suite and The Honeymoon Suite. They have 6 bedrooms and, uh, 6 bathrooms. This hotel really digs its bathrooms, evidently. The Penthouse Suite description boasts about the BBQ grill that can hold so many pieces of charcoal, as well as shoe shine and contract killing services that can be requested at the front desk. The Honeymoon Suite, meanwhile, has Beacon's largest selection of honey, and they're proud to announce that both hot tubs are now shark-free! The description also apologizes that that bookshelves don't vibrate, but assures guests that the rest of the furniture does! Both of these suites also have access to a balloon artist (just call—you guessed it—the front desk). Many dollar signs have been doodled over the short description of The Penthouse Suite, while hearts have been doodled around The Honeymoon Suite. Characters that move into these rooms will be provided with a further description of what all is, uh, in there.

As a note: We're not hung up on the specifics of what's in each house! As long as what you want to be there fits within the vibe of the above description, go ahead and take creative control for your character's housing.





ELSEWHERE



Are the current available housing options not quite homey enough for you? Are you the nomadic type that prefers to camp out in a tent or up a tree? Never fear, there's plenty of unclaimed territory for you to call your own. If your character would prefer to set up their own permanent residence somewhere outside of the available housing options, they're totally welcome to. Just use the form below to give us a short description of your "house" and its approximate location, and we'll add it to the list.






THE INVINCIBLE
201 1 bedroom Rosalind Lutece, Javert
202 1 bedroom
203 1 bedroom Fjord OPEN TO A ROOMMATE, CR or no!
204 1 bedroom Masaomi Kida A yellow tie hangs from the outer doorknob.
205 1 bedroom Vanitas 1 bedframe, 2 mattresses (one leaned against the wall), 3 broken dressers and a closet full to bursting with various brick a brac. this room will almost always have some form of small Unversed running around that might possibly attack entering characters
206 1 bedroom Tadashi Hamada
207 1 bedroom
208 1 bedroom Peter Parker, Buffy Summers
209 1 bedroom Zihuan Cao Pi OPEN TO ROOMMATES (once CR gets going)
210 1 bedroom
301 1 bedroom Newton Geiszler OPEN TO ROOMMATES
302 1 bedroom Stone Stone's commandeered some extra sheets and made a hammock out of them that hangs above the bed. His window is usually open, unless it's raining or snowing.
303 1 bedroom Wanda Maximoff OPEN TO ROOMMATES
304 1 bedroom Richie Tozier, Eddie Kaspbrak
305 1 bedroom Ambrose Spellman, Jason Grace The bed has been pushed to line the wall beneath the room's window.
306 1 bedroom Kuai Liang
307 1 bedroom
308 1 bedroom Cheryl Blossom A spare mattress has been dragged inside.
309 1 bedroom Fitz Kreiner OPEN TO ROOMMATES though he is a bit of a slob, and if he gets his hands on a guitar and ciggies it's going to be noisy and smelly
310 1 bedroom Rosinante Donquixote, Mary Contains 2 mattresses, 1 desk with chair. The carpeting's pile is worn down from years of foot traffic in the doorway. 310 is against the back wall of the Invincible and has 2 windows, one on the back and one on the side of the building.


THE VILLAGE
Grand Portal, #1 1 bedroom
A-frame
Klaes Ashford The place is pretty spartan, with furniture pushed out of the way to make room for toolboxes and kit he might collect. That and a crate of liquor bottles.
Grand Portal, #2 1 bedroom
A-frame
Matt Murdock, Elektra Natchios Two torches light up this house. The bathroom is inexplicably salmon pink, from tub to toilet to tile. The staircase to the bedroom is extremely squeaky, there's no getting up or down that thing without the whole house hearing you. There's a flowerpot on the porch, and passerby should be careful if they see a plant in it because it WILL scream if startled.
Grand Portal, #3 1 bedroom
A-frame
Will Ingram
Grand Portal, #4 2 bedroom
A-frame
Theon Greyjoy OPEN TO ROOMMATES
Grand Portal, #5 2 bedroom
A-frame
Quentin Coldwater The outside looks like a hipster vacation home on Instagram or Pinterest, with (non-functioning) fairy lights and all that jazz.
Bridalveil Falls, #1 2 bedroom
A-frame
Bridalveil Falls, #2 2 bedroom
A-frame
Maes Hughes Cozy front porch swing and for some reason an empty bird house hanging from one of the beams. There is a small chimney around back indicating this house does indeed have a fireplace. OPEN TO ROOMMATES. 1 Bed and 1 Couch available.
Bridalveil Falls, #3 2 bedroom
A-frame
Misty Day, Soldat (Bucky Barnes) A truly mighty porch swing, green door, and as many potted plants as she can get her hands on.
Bridalveil Falls, #4 1 bedroom
A-frame
Gwen Stacy
Bridalveil Falls, #5 1 bedroom
A-frame
Chapel Rock, #1 1 bedroom
cabin
Jo Harvelle Eventually there may be salt at the windows and a devil’s trap at the door, though she’ll get a rug somehow to hide that!
Chapel Rock, #2 2 bedroom
cabin
Kylo Ren, Armitage Hux
Chapel Rock, #3 2 bedroom
cabin
Chapel Rock, #4 3 bedroom
cabin
Castiel, Ellever Brandt, Sam Winchester, Dean Winchester Devil's Trap just inside the doorway under a rug (will entrap demons), Enochian sigils along some walls and windows.
Chapel Rock, #5 3 bedroom
cabin
Ignis Scientia, Prompto Argentum, Noctis Lucius Caelum A bouncey castle, an olaf doll, and an Anabelle doll.
Miner's Castle, #1 1 bedroom
cabin
Ephrim Vines and flowers crawl up the exterior of the house, avoiding only the windows and the doors. None of the plants are native to Beacon, veering more on temperate and tropical rainforest than boreal.
Miner's Castle, #2 2 bedroom
cabin
Steve Harrington, Nancy Wheeler
Miner's Castle, #3 2 bedroom
cabin
Miner's Castle, #4 3 bedroom
cabin
Eliot Waugh A bed is missing from one of the bedrooms. This room has been turned into a closet.
Miner's Castle, #5 2 bedroom
cabin
Daylight vis Lornlit There's a sign outside that says "Welcome!" with little cartoon heads of the two drawn underneath. The largest bedroom has 2 beds pushed together to form one massive Daylight sized bed.


THE LANDMARK INN
201 1 bedroom Audrey Flowers
202 1 bedroom Minimus Ambus A heavy mat in front of the entrance that looks like it's meant to scrub nearly all dirt off of shoes. It's cleaned regularly.
203 1 bedroom Getaway
204 1 bedroom Megara
205 1 bedroom Angel The place is military-grade level of tidy, to the point that if there weren't personal touches like some borrowed books, a used sketchbook and some trinkets placed neatly on the night-table the place would look uninhabited.
301 2 bedroom Sora There's a welcome sign in paper and permanent marker at the door! It has his name and a rough schedule of his week. People are free to poke their heads in and ask for help whenever he's free!
302 2 bedroom Shouto Todoroki
303 2 bedroom Haein Seo
304 2 bedroom Hana Song & Naminé
305 2 bedroom Alisaie Leveilleur
401 3 bedroom
402 3 bedroom
403 3 bedroom
404 3 bedroom
405 3 bedroom Ardyn Izunia Sparsely decorated, but Ardyn seems to have taken up all three rooms.
501 4 bedroom
502 4 bedroom
503 4 bedroom
504 4 bedroom
505 4 bedroom
Penthouse Suite 6 bedroom Carmilla Karnstein Several bat balloons have been hung above the door. Clothing and dirty dishes have been littered around, there's stale blood in the fridge, and all the blankets have been ripped off of the other beds and piled onto one of them. Roommates "welcome" at their own risk!
Honeymoon Suite 6 bedroom Rhys Strongfork


ELSEWHERE
The Armory Catra Just sleeping in a corner somewhere, probably on stolen blankets. It's fine.
The Auditorium Duster Duster has claimed a backstage area as his room. The bed is a neat pile of quilts and drapery.
The Auditorium Kol Mikaelson There's a bedroll high up in the balconies, tucked behind the seats. The entire place smells strongly of herbs and the entrances are all lined with salt. There's a table on the very centre of the stage and the piano can sometimes be heard playing at night. There's a bed to the left hand corner of the auditorium's stage that appears to have been borrowed from a house in the village.
B&B Pudding
Bonfire Square Rastus Just outside of Bonfire Square, Rastus has assembled a pile of sticks that sort of looks like a hut if you squint. He can be found in there when he's not tending to the bonfire.
The Greenhouse Xayah ...it's a greenhouse. Glass and all.
The Invincible's Basement Jason Todd aka the batcave
The Library Gregor Allaine He just kinda sleeps in a reading chair.
The Museum Bruce Wayne, Riku, Ventus The second floor, other wing has two "bedrooms" cordoned off with strung-up sheets, each containing a bed with integrated nightstand and storage. There's always Unversed lurking in the corners, under the beds, and elsewhere.
Nomadic Link usually sleeps in trees


To claim housing for your character, please use the form below:



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death

May. 9th, 2018 11:12 pm
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DEATH


So you died. Again. Great job! The good news is, you can still come back to whatever semblance of life you had here in Beacon. Shortly after your death, your body will vanish, only to reappear a few days later, (now "alive",) on one of the pews in the church. The bad news is, you can't just do this forever.

Your first death is a freebie. Your character comes back just as they were, minus the injuries/conditions that killed them in the first place. Starting at their second death, however, characters will begin to experience consequences. They'll still come back, just not quite as they were before. Perhaps something's missing, or broken, or drastically changed. It can be a body part, a sense, an aspect of their personality. Whatever it is, something is wrong now. And as far as anyone knows, there's no way to fix it.

What's more, these effects continue to stack, growing worse each time a character dies. For example, after four deaths, that's three separate alterations, each one more serious than the last. The first consequence might be something small (e.g. a change in hair color), but the second will be a bit worse (e.g. colorblindness), and the third even worse (e.g. losing memories of friends from home), and so on.

In addition to these personal changes, characters may notice that their lanterns are beginning to look a little shabby as well. There's probably some sort of connection there.

Regardless of how many times a character has died, they will always revive in the church at least a day after their death. Typically, characters will revive 2-3 days after their death, but feel free to take liberties with the timing.

To report a death, please use the form below:




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SUGGESTION BOX


If you have an idea for an event, an addition to the map, a network app or feature, or any other sort of game theme or mechanic that you'd like to see in In the Night, please let us know! Player feedback is super important to us, given that we want to give you all the best game experience possible and more heads are better than two, etc. We can't promise that we'll use every suggestion thrown our way, but please don't hesitate to fling spaghetti at the wall anyway—if we can't directly implement your idea, we might be able to work out a middle ground or take some element of it into consideration, even if it's not your original vision.

Please note too that dropping suggestions here isn't firing ideas into the void! We'll respond to the comments we get here, either to brainstorm or to just tell you whether or not your suggestion is possible.

One last thing: Please keep in mind that this is a space for suggestions about the game's content, not for critique or reporting player issues. Instead, direct those comments to our mod contact page. We're happy to field all critique and resolve player issues; this just isn't the page for it.

Comments below will be screened just in case, but we're happy to unscreen! Just let us know your preference.


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HIATUS & DROP


Please observe the following when hiatusing or dropping a character:

  • Characters may be hiatused for up to one month at a time.

  • Characters cannot be hiatused for more than one month in a row. Please let us know if you have extreme circumstances that would require this.

  • It's not necessary to submit a hiatus lasting less than two weeks, as a hiatus shorter than that would not be exempt from AC.

  • Assuming a hiatus covers at least two weeks of an AC period, the hiatused character(s) will be exempt from AC for that month. Hiatused characters must still check in during AC unless the hiatus covers the full duration of the activity check.

  • ICly, dropped characters will be considered missing, presumed dead (unless you'd like their death to be explicit).

  • For hiatused characters, please indicate whether you'd like them to be on autopilot, temporarily lost, temporarily dead, or something else. We're flexible.

  • Any character that does not respond to the monthly activity check and is not formally dropped via this page will be swept. Remember that for a drop to count as "official", we must be notified here! Dropped characters must wait one month from the month they were dropped to reapply, and swept characters must wait two. (For example, a Robbie Rotten dropped in January can't reapply until February's app cycle, and a Sportacus swept in January must wait until March's app cycle.)


Please use the form below to submit a hiatus/drop and include either HIATUS or DROP in the subject line:




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npcs

May. 9th, 2018 11:14 pm
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NPCS




THE LIGHTHOUSE KEEPER (ROBIN)





@keeper • @beaconkeeper
played by Mippins

A mysterious woman that mans Beacon's lighthouse. She controls the resets and seems to have some command over the forest spirits. Not much else is know about her yet, as she's only accessible over the network.



RASTUS





@rastus • @cawdad
played by Mippins

Bonfire keeper and specialty items dealer. Takes his job very seriously and won't allow anyone to cut corners. Also, is an arakkoa.



PLUTO





@shookthesky
played by Mippins

The leader of the Night Market. She is currently only accessible when the Night Market visits every other month.



FOREST SPIRITS





[personal profile] inthenightmods
played by all mods

Uh, well. Hm.



BEN WINTERS





@winters • @scrapcap
played by Mippins

Exploration leader and town dad. Was part of the last group of citizens that failed and will do whatever it takes to make sure this next group succeeds. Used to be the captain of a smuggling ship and knows a thing or two about survival. Winters was killed during the August expedition to reconnect the lighthouse to the network.




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GAME HISTORY

Just joined the game and have no idea what's going on? Just got back from a hiatus and feel like you missed something? Need a general refresher on the plot? Don't worry, that's what this page is for!

In the comments below, you'll find brief summaries of all major developments that have taken place in the game so far, in chronological order. This will include both game plot developments and major player plot developments, and it will be kept up to date as new events occur.

This information is available ICly, though not in these exact words. It can currently be found in the records room of town hall, in the form of journals, quick notes, books, etc.. Who wrote this material? That's up to you. Maybe it was a past resident of the town, their name lost to time. Perhaps it was one of the NPCs roaming about. It could've even been another character. As there are likely multiple accounts floating about, they really could've been written by anyone.

Elden and Wanda have also taken it upon themselves to supply the town hall and Invincible with a set of log books for everyone in town to transcribe recent events! Contact Margot for more information.


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setting

May. 9th, 2018 11:14 pm
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SETTING


Beacon is approximately 15 miles across from its westernmost point to its easternmost point (for reference, walking along the path from Bonfire Square to the harbor is roughly a mile). The lakeshore east of the harbor is beaches that eventually give way to sand dunes and then rocky cliffs, while the shore leading up to the lighthouse and westward is cliff faces, sometimes with a drop more than fifty feet. The southwest border of the town is demarcated by steep hills and dense woods, so much so that the border is impassable. The forest within Beacon is dense as well, but with enough care, you can find your way around should you wish to explore beyond the currently discovered areas.





1 - a barbed wire fence
2 - two bridges (one felled tree directly on the path and one sturdy bridge about 50 yard upriver)
3 - a plank bridge
4 - a sturdy plank bridge
5 - Lutece Labs
6 - a 5 bedroom cabin, renovated into a B&B
7 - a simple plank bridge
8 - a manhole cover leading down into a small sewer
9 - the Midge bridge
10 - a walking excavator
11 - a plank bridge
12 - the jailhouse



The locations on the map are divided into three categories: Core locations, one-off locations, and minor structures.

CORE LOCATIONS are listed below as part of this post, and there are a set number for players to find as the game progresses. They tend to be composed of multiple sub-locations, and discovering a core location will both advance the plot and unlock features of the game, such as new housing complexes, specialty shops, and even NPCs. These locations appear in gold on the map.

ONE-OFF LOCATIONS are listed in the comments of this post, and are essentially infinite. Beacon is ever-changing, and while we have plenty of ideas for one-off locations, we'll always take player suggestions into account. One-off locations may be large in terms of area, but they don't necessarily have multiple parts to them and will only sometimes tie into the plot of the game. These locations appear in green on the map.

MINOR STRUCTURES are listed and linked above. Minor structures include small details that don't merit full blown "location" status, but are still important to note on the map. Player-built structures, such as bridges and small buildings, will typically be included as minor structures. These structures appear in beige on the map.

As areas of the town are explored, trees will be removed from the map to unveil new paths and locations. Note also that the rivers cannot be crossed safely without a bridge, so let us know on the exploration page if you're attempting to cross. If a bridge is marked on the map, though, you're free to assume your character can cross whenever they please!

Once new areas in Beacon are discovered and the map is cleared accordingly, you can assume that any paths to this new location have been cleared as well! The forest spirits are very helpful that way. So, while travel time through dense forest may be painstakingly slow, once the trail has been blazed, any opened locations are then easily accessible.

As of January 14, the Parade is in town! Forever! Please see the Parade description for more details.

A note about the shops in town: Check this list to see if what sort of supplies are currently available in Beacon! Note that even if what you're looking for isn't specifically listed, if it fits within the limitations listed on the sheet, go ahead and assume it's in the stores somewhere. If you're unsure, feel free to put in a specialty request, and we'll let you know if it's something we currently have in town.

The wildlife in Beacon could be described in one of two manners: unusual or nonexistent. If looking for animals of any kind that you'd expect, hard as you might try, there doesn't appear to be anything to find. That isn't to say there aren't creatures, mind you, but they don't appear of a lesser intelligence. Trying to hunt them may prove to be more trouble than it's worth. Doing so may only lead to unfortunate, even deadly, consequences. Recently, it does seem that the forest activity has increased! Namely, minuscule spirits sporting even smaller masks can be found scuttling beneath the underbrush! That's right: the bugs are back, ghouls.

The plant life in Beacon is typical for what you would find in Michigan's Upper Peninsula. The trees are a mix of coniferous and deciduous, and in the warmer months, the forest floor is overgrown with ferns, grasses, and wildflowers. Plants seem to have no trouble flourishing in Beacon despite the lack of sunlight, though their growth cycles are affected by the seasons. Some of the trees have been marked with homemade wooden ornaments hung from branches here and there.


THE LIGHTHOUSE



Across the bay and about five miles away from the harbor is the lighthouse. It's too far out to see much, and is usually just a black tower barely visible along the horizon against the stars. However, it's equipped with a bright red light that turns on for events and to announce the arrival of newcomers. That light remains on, ominously flashing over the bay, for the duration of each event or until the ferry delivers its new arrivals to the harbor and heads off again.

Characters cannot access the lighthouse, and attempting to pass the barbed wire fence separating the lighthouse peninsula from the rest of town will result in death.







BONFIRE SQUARE



Bonfire Square is the central hub of Beacon. It's not a large area (just about the size of a typical city intersection), but it's equipped with all the essentials for surviving in this world. The bonfire is the main attraction, blazing over a story high in the middle of the square. Even when it's stretched thin, it's bright enough to light up the entirety of the cobblestone square. The fire is contained in a shallow pit that's been cordoned off (only Rastus is allowed in there!), though benches circle the pit in case you want to hang around for a while.

A photo booth stands vigilantly just east of the bonfire! "A small metal structure lit by a single torch. It's too small to be a house and completely open besides, but upon further inspection, a very beat-up wooden sign stuck in the ground nearby claims it's for 'PHOTOS' and also that it's 'Free to use! Pls don't destroy any props/decorations! :c'"

Two torches have been placed along the path leading from Bonfire Square to the village.

Around the square, you can find a handful of buildings that look straight out of an old mining town. Floorboards creak underfoot, splinters practically jump right off the walls at you, and you can't help but wonder when some cowpoke is going to proclaim this town ain't big enough. Nevertheless, this area includes the following locations:

The Invincible
The Invincible is the local tavern and inn. The first floor is a typical common area complete with a bar and a small dance floor. Forest spirits from the kitchen serve a basic selection of food and drink (including both alcohol and coffee). It's your standard bar and pub fare, and it's... passable. The bar itself is empty with no spirits around to bartend, but you're welcome to help yourself to the drinks. Above the entrance outside the tavern is a sign that reads THE INVINCIBLE, the letters burned into weathered wood that looks like it was ripped off of an old ship. Underneath that is another sign, a simple plaque that reads WELCOME TO BEACON. THIS TOWN IS TOO SMALL FOR A TOWN DRUNK. WE ALL HAVE TO TAKE OUR TURN.

The Invincible's windows are boarded up (unless individually removed by residents) and remnants of barricade supplies rest at the main entrance as well as at the landings of each flight of stairs. However, the ground floor interior where the bar can be found is now painted from wall to wall with murals of blue skies, wide seas with sailing ships, fields of bright green grass and colorful flowers, and patches of abstract, swirling color.

Mounted on a wall near the door is a bare-bones bulletin board. There isn't much on it yet except a hand-written notice about PATROL INFORMATION. On it are names of people who go out on patrols, their possible routes, and when they are out and about. There is plenty of space to sign up yourself, if that's something your interested in coordinating. There is a pen tied to a piece of yarn tacked to the bulletin.

The upper two floors of The Invincible make up the "inn", though it's more of a permanent living quarters these days. It also seems that someone has left a log book here for their fellow inhabitants to reference at will.

Two torches have been placed outside of the Invincible's entrance.

General Store
If you're in need of something, the general store should be your first stop. The shop is small and its supplies are basic, but they'll get the job done in a pinch. On the shelves you can find a small selection of groceries, simple hand tools and survival equipment, a thrift store's assortment of clothing suited to the current weather, essential housewares, and even the odd luxury like books and jewelry. The variety is lacking, but hey, that's what Rastus is for. If you're looking for specialty goods beyond the generic stuff in the general store, talk to Rastus to place a special order, though he may ask you for something in return. Or, who knows, maybe you'll find what you're looking for in another part of town.

Starting in September, there also appears to be a selection of ocarinas available on the shelves! Anyone new might be able to puzzle out that these go with a specific text file that can be found on their tablet’s home screen. Characters can use the ocarinas to communicate these phrases to the forest spirits (and are welcome to try learning or communicating other phrases), but keep in mind that there's not much plot info to be learned from the forest spirits, at least not for right now.

The general store is lit by one torch set on the counter.

Town Hall
Beacon's town hall is an ominous brick building, complete with a clock tower that chimes on the hour. In the foyer is a life-size statue of a person with the head of a cocker spaniel, though there is no plaque to indicate who this person was.

Further inside is an archive of sorts, a public museum meant to document Beacon's history. Any information on the game history page can be learned ICly here (in the form of artifacts, journals, old bulletins, etc.; it's up to you), even if that information is outdated. Characters won't be able to learn any new information by perusing these records, unfortunately; it's just to keep track of what's already public knowledge.

The walls are lined with busts of unidentifiable people, though it looks as if there's space for more. It also seems that someone has left a log book here for their fellow inhabitants to reference at will.







THE RIVERS



Beacon's rivers are strangely uniform, all spanning about 10-15 feet (3-4.5 meters) across, and the banks are made up of mossy boulders that look rather slippery. The waterline is a couple of feet (~a meter) below the rocky banks, so touching the water from the bank would be tricky to do given the slick state of the boulders.

The water has an odd movement to it. The surface seems calm as it flows toward the lake, but where the river meets the bank, the current is much faster, churning against the boulders and creating small whirlpools in the nooks. There's also a strange, almost galaxy-looking band of debris streaming down the center of the river. Watching the water for too long makes you feel a bit sleepy and light, as if you're floating, and not necessarily in an unpleasant way. You know it's probably a bad idea, but the longer you watch the current, the more tempted you are to go for a swim... Be careful. That water is dangerous.

Attempting to cross the river requires an exploration— unless you're crossing at a point where a reliable bridge has been built. Check the map up top to note where those bridges are if you'd like to guarantee a safe crossing, which doesn't need to be submitted on any pages.

Plank bridge #4 has been lit by one torch.







THE HARBOR



The harbor is unassuming, its dock only just long enough to accommodate the ferry. There's not much to see here unless newcomers are arriving or there's an event going on, though the harbor is the only place in town to view the lighthouse across the bay. Beyond that, though? The lake stretches well beyond, eventually meshing with the horizon until you can't tell what's water and what's sky.

Two torches have been places along the path from the harbor to downtown:
"On the path between the Harbor and Downtown, about a fifteen minute walk after passing the church, there's a torch on the right hand side of the path on a post made of sturdy wood, propped up by a sizable pile of rocks. It sits in front of the mouth of the wooded isthmus that leads to lighthouse. The pole for this torch has a wooden sign affixed to it that reads: "Robin's Lighthouse - DO NOT GO THAT WAY! THE SPIRITS THAT WAY WILL KILL YOU! GO AT YOUR OWN RISK! (But wave hi! She's nice!)". After another fifteen minutes of walking, there is a similar torch on the left where the path meets the coastline. Next to it sits a rough stone bench, perfect for sitting and enjoying the view of the stars reflecting on the lake."

Beach
A strip of sand runs along the southern coast of the bay, and technically you can call that a beach. The water is quite cold and swimming is ill-advised for a few reasons, but hey, it couldn't hurt so long as you're careful, right? Or maybe you'll have some luck fishing or looking for washed up treasure. Further down the beach, past of mouth of the river, the sand abruptly juts up into dunes, and then into sheer, rocky cliffs. It's much the same heading north toward the lighthouse, too. Looks like this is the only beach in town.

The boat construction site near the ferry dock has been lit by one torch.

Boathouse Ruins
The boathouse is was tiny and pretty much empty, but it's been leveled and reduced to ruins. RIP the boathouse. A single, deflated volleyball sits among the wreckage.

The boathouse ruins are lit by one torch.

Ore Dock
About a half a mile down the beach from the harbor is a massive ore dock that was once used to load ore onto barges. From the looks of it, it's been out of commission for a long, long time. The only trace left of the bridge that once connected the dock to land is the series of rotting wooden posts still peeking out over the waves between the beach and the dock. You can hop across these old support posts to walk into the lower level of the dock, though there's not much to find out there. Just a lot of concrete and the faint taste of copper on your lips. There aren't any stairs or ladders leading up to the dock's upper level.

The ore dock is lit by one torch.







THE VILLAGE



The village is Beacon's residential zone, populated primarily with little houses and cabins. They're clustered together in haphazardly spread cul-de-sacs, and there looks to be 20 houses in total—10 a-frames and 10 cabins, all ranging in size. If you're thinking about moving to the suburbs, let us know!

The sign for Bridalveil Falls housing is lit by one torch.

The housing isn't all you'll find in the village, though. The residential zone comes with a few charming community areas:

Boneset Park
Boneset Park is directly in the center of the village, and it has everything you need for a picnic or a game of baseball... sort of. The place could use some cleaning up, sure, but it's quaint and has all the foundations you'll need for a nice, relaxing park. There's even a playground complete with all the standard (if broken) equipment, and a plot that's been blocked off for what looks to be a community garden.

Near the entrance of the park is an ice cream stand! Probably! It's a little booth with ice cream cones stacked on top of it, at least. The forest spirit that tends it—The Vendor—is reminiscent of a hermit crab, only ever peeking out halfway from their home inside the stand. To decorate themself for their station and call attention to outsiders, they have created... a hat! The hat is a surgical glove stuffed with leaves, some of which are poking out and have begun to tear at the stretchy material. It also looks like the word BEES has been scrawled messily onto the palm, though its hard to say why or if the spirit even did that themself. Speaking of their hat, they also sells balloons! The balloons are surgical gloves, custom-blown-up by the Vendor to complete your order! They, uh, aren't filled with helium or anything, though, so... Enjoy your inflated surgical glove tied to a string. It promises to drag sadly behind you and probably lose inflation after a day or two. It's a good deal.

The baseball field and the ice cream stand are each lit by one torch.

Rec Center
The rec center is in about the same state as the park, but at least the building looks intact and structurally sound. Inside, you can find quite a few things! The main entryway and surrounding foyer is lit by one torch.

First, there's a gym with basketball hoops, mats, and adjoining locker room complete with showers and working lockers (assuming you can figure out the combination).

Next door is a fitness center with some basic, nonelectrical workout and sports equipment (it's all a bit run-down, but it works! you might have to re-inflate the balls, though). The fitness center is lit by two torches.

Across the entryway, you'll find an auditorium with a stage and rows of chairs stacked against one wall (and a working, if severely out of tune, piano). The auditorium is lit by two torches.

And finally, in the back of the building there's a swimming pool that is, uh, filled with something resembling water, though it sure doesn't smell like it. Best to make sure you're up to date on all your shots before jumping in.

Beacon Public Library
Strangely, the library actually looks to be in decent shape, at least compared to the rec center and park. The outside is imposing brick overgrown with ivy, but the interior seems to have been well taken care of. It's a small building boasting a modest selection of books, but there are books. They're mostly fiction and probably nothing you've heard of before, but... is it just your imagination, or is the stock constantly changing? Hm. It wouldn't hurt to keep an eye out for some more specific literature, maybe even something nonfiction.

There's no one tending the counter and nothing out of the ordinary seems to happen if you sit down to read for a while, but you do notice a faint scurrying sound darting between the shelves every now and then. It's... probably nothing.

That said, do let us know if you attempt to leave with a book. 😃

The outside of the library is lit by one torch, while the inside is lit by four torches. They're placed at separate points within the library and can be removed from their stands for browsing books.







DOWNTOWN



This once-bustling city center is just a three-block stretch of road with old brick buildings lining either side. Back in Beacon's heyday, this quaint little district would've been a great place to spend an evening, but now, it's dark and quiet and lifeless, just like the rest of the world. The emptiness resonates more deeply here, though, perhaps because of all the dark windows overlooking the long-dead streetlamps and empty storefronts. An outdoor patio juts out from one restaurant, tables ready and waiting for patrons that may never come. Distantly, the sound of waves crashing against the cliffs floats in from the north, a sound that would've never been heard over the ambiance of the town in life.

There are quite a few notable locations in downtown Beacon:

The Landmark Inn
A ritzy hotel in the center of it all, the Landmark provides residents of Beacon with high class room and board. A large fountain sits in front of the hotel, though it's not currently operational.

The hotel itself is a few stories tall, and this ground floor seems to be made up of just the reception lobby and what looks to be an upscale restaurant just past the front desk.

Lit with deliberate atmospheric dimness, the Landmark's restaurant is as ritzy as its lobby. Scarlet tablecloths alternate with white ones, each table and set of chairs solid oak. There's an atmosphere of class, and perhaps that's encouraged by the waitstaff spirits, who are always nearby to ensure the best possible experience.

Towards the back, the swinging doors to the kitchen prove that the kitchen staff is a little busier: six spirits rush about back there, washing dishes and cooking food, busy but clearly happy in their work.

Mounted on a wall near the door is a bare-bones bulletin board. There isn't much on it yet except a hand-written notice about PATROL INFORMATION. On it are names of people who go out on patrols, their possible routes, and when they are out and about. There is plenty of space to sign up yourself, if that's something your interested in coordinating. There is a pen tied to a piece of yarn tacked to the bulletin.

As far as the rooms go, they're all upstairs, and characters may wander freely through the hotel's floors, though all of the guest rooms are locked unless you check in with The Concierge at the front desk! These interactions can be handwaved—point is, it works like a normal hotel in that you need a key to get into the guest rooms, and getting a key requires you to check in. Characters may temporarily check into the hotel, but more importantly, they can live here! The Concierge won't issue keys for snooping in other characters' rooms, though, so don't even try!!!

A large logbook can be found at the front desk, which appears to be a record of past and current guests. The book is quite thick, and all of the entries are written in the red ink from a fountain pen, though they're all in different handwritings. Inspecting the book will reveal that all the pages up to this point have indeed been filled out by former guests, but they've all been crossed off and listed as checked out. Attempting to read the guest record will require—you guessed it—an exploration!

The hotel's upper floors can be accessed via the stairwell or the now-unlocked elevator! For more information about the hotel's guest rooms, please see the housing page.

The Landmark Inn's lobby has been lit by one torch.

The Delft
The Delft seems to be a theater of some kind. "HEAR FEAR ! EYES DIES" is spelled out on one side of the marquee out front, and on the other, "H AK I YA YO".

Entering into the Delft theater, characters are faced with faded carpets with cheesy patterns, glass counters containing candy bars and chocolates, little ropes indicating queues, all manned by various spirits ready to sell you all the candy and popcorn you'll ever need.

Heading deeper into the building reveals eight rooms. Four are set up with stages and half-painted sets, perfect for putting on a play. The other four across the hall contain screens and projectors, making these rooms ideal for movies. Upstairs, there's an enormous library of films, spanning in genre and universe both.

Unfortunately, the projectors don't seem to be working now! But there's a large electrical box with spaces for five enormous batteries, four of which are linked to each respective projector.

Shopping Center
A small, indoor shopping center comprised of a variety of stores! It's dark and creepy inside, though some of the shops are open, and the dulcet tones of Muzak are constantly crackling over some distant speaker. Just inside the entryway is an art feature! Five statues stand together in a group facing out toward the doors. Behind the statues, there's a little sitting area for tired shoppers to rest, complete with fake plants and trash bins and mall signage.

Near the entrance, players can find a clothing store, a jewelry shop, a specialty hat shop, and a grocery store! These shops are all currently available, and stock wares appropriate to what you'd expect. Check the items spreadsheet for more info about what can be found in those stores.

Most of the mall is one level, but the far end of the mall opens into an atrium. The skylights overhead have blown out, and snow is gently falling into the open space below. A pair of nearby escalators are both filled with snow, and the elevator is most definitely not functional. The lower level is also entirely flooded with 3-4 feet of water! The lower level of the atrium contains an outdoor recreation shop, a janitorial corridor, and a tech shop that will need to be explored before they're available to the public! Specifically, the crocodile spirits have been dealt with and the tech shop has been unlocked, but there's still a burst pipe spewing water in the outdoor rec shop. The pipe will need to be fixed and the water will need to be drained before the lower level of the shopping center is open for business.

The atrium's upper level is dry, though! A furniture store, a hair salon, and a kiosk selling tablet accessories (tablet cases, styluses, wireless keyboards, that sort of stuff) are all open for business. Check the items spreadsheet for more info about what can be found in those stores. The hair salon features a team of forest spirit stylists that are happy to provide basic salon services (hair cuts/styling/coloring, manicures, that sort of thing) to the residents of Beacon! Though, uh, they're forest spirits, so results may vary.

Courthouse
There's not much to the first floor of the courthouse—just a reception desk, some clerical offices, and a room of town records. It's quiet and dark and... ransacked, with papers and files tossed in every direction, furniture overturned unceremoniously, and thick gouges where claws have raked against the brick walls. A stairwell lies off to the side beyond a set of double doors, each with a large frosted glass window set into the upper half. In its heyday, this building must've been quite ornate.

Beyond the second floor landing lies a wide hallway meant to serve as a lobby to the adjoining courtroom. On the doors to the courtroom, there's a troubling amount of gouges in the wood, all concentrated on the upper half of the door. These were probably left by the hostile forest spirits that used to roam the courthouse, but those have been, er, dispatched!

The courtroom is in fairly good condition, but the judge's office beyond is a hot mess. Some kind of large animal has been nesting in there, it seems. The furniture is all piled up to form a makeshift burrow, and all of the legal books have been shredded, their pages carpeting the floor like bedding. It's quite cozy.

It seems the only notable feature of this location is the honorable Skunk Judge. All rise for Skunk Judge!

Kickaxe Brewing Company
KBC is a local brewery inside of a building that looks to have been a small factory at some point. The bar is modestly large with a functional garage door taking up half the front. A few patio tables are scattered before it.

Inside, the space is large and filled to the brim with small coffee tables and plenty of chairs. The decoration is industrial, but in a hipster kind of way: very neat and clean, but with enough paneling and support beams to indicate this space is rundown deliberately, not from neglect. Faded posters and shattered neon lights hang on the walls, along with a few faded photographs of black-and-white cityscapes.

There's a small bar in back, with an older-seeming spirit ready to play bartender. A doorway in back reveals a fully functional brewery, for all your alcohol making needs! As in, yes, you can absolutely brew your own alcohol (or... other liquids?) here! You don't even need to ask mod permission. Go ham.

Upstairs, there's another bar, but it's the performance area that dominates the space. Come sing a song, listen to a Beacon Bit do some slam poetry, or just get rowdy! There's plenty of seating to enjoy the show. Oh, and there's a large electrical box with spaces for five enormous batteries tucked into the wall—but hey, who cares about that when there's karaoke to sing?

The Fallout Shelter
This nightclub can be found on the second and third floors of the shopping center. Opening the doors to the the Fallout Shelter puts you immediately in the thick of things. No matter when you go inside, it seems like the place is booming with activity, and more importantly, with music. A set of hefty speakers sits at the forefront of the dance floor. Between them, a spirit, hunched and in focus, mans the turntables. Any songs available on the Songbird app might just turn up in the club.

Other spirits are always scattered on the dancefloor, twirling without a care, squealing along to the music as they bounce around, some waving sticks around as glowstick substitutes. It does appear that there are some private rooms, but strange noises always seem to be coming from at least some of them. Better not open those if you don't want to see a bit more of some of the forest spirits than you ever bargained for.

On the second floor of the nightclub is a bar. The music from downstairs is still audible, though not nearly as oppressive in its volume. Just like below, the bar is fully stocked and manned by spirits, with several more spirits generally found lounging around at tables and on stools with drinks in hands or munching on bowls of acorns.

Another interesting thing to note: there's an electrical box located backstage. It has two slots for batteries about the size of car batteries, though it doesn't look like your standard car battery would actually fit.

The whole place smells like weed. Wondering where you could get some of your own? Maybe one of the spirits here can hook you up. Rumor has it that the DJ might just be willing to sell you some cigarettes, cocaine, MDMA, or LSD if you're willing to pay... in bling! This forest spirit wants shiny stuff to wear, so hook them up and they'll hook you up right back! (Players are welcome to handwave these trades or play them out on their own!)

Storefronts
There are a handful of other small storefronts along the road as well, but they're locked up for the moment, devoid of any indication as to what may be inside. These locations do not need to be explored! They'll all be made available once the other downtown locations have been thoroughly investigated.





THE MEDICAL CENTER



Beacon General Hospital is a boxy, sprawling building that makes up for its squat stature with its footprint. The facility is stretched over a large campus made up of interconnected buildings as well as outdoor recreation areas. A walking and fitness trail winds through the campus, and the central courtyard has plenty of serene picnic areas for those looking for a break from the dreary hospital halls.

For now, no actual medical supplies can be found on the hospital grounds. Various hospital equipment such as emesis basins, IV stands, wheelchairs, gurneys, and so forth can be found throughout the patient wards, but anything used for patient care isn't available.

The hospital itself is split into a number of wings and wards, all long abandoned, but still in decent condition:

Patient Wards
The bulk of the hospital is made up of various inpatient wards: oncology, intensive care, geriatric, pediatric, maternity, etc. All of the wards have been stripped of their medical supplies and some of the furniture has been scattered haphazardly, but otherwise, it's empty hospital halls for miles. Strangely, the maternity and pediatric wards seem to have been closed down long before the rest of the hospital was abandoned, as those areas have had their furniture and equipment meticulously packed away.

Surgical Wing
The surgical wing is comprised of 12 operating rooms and two patient wards for pre- and post-op care. When the green-eyed spirits kidnapped residents to experiment on them, the captives were locked in the surgical wing. This location will need to be explored before it's available to the public.

Pharmacy
The pharmacy is a small area near the emergency room with a window that opens into the hallway. This location will need to be explored before it's available to the public.

Labs and Records
The various labs and hospital record archives can be found in the basement. This location will need to be explored before it's available to the public.

Emergency Room
The ER is on the first floor right at the front of the hospital. This location will need to be explored before it's available to the public.

Additional Areas
There are a handful of other areas within the hospital that are currently blocked off and unable to be entered, including the cafeteria and radiology. There's also a small assisted living wing attached to the hospital. These locations do not need to be explored! They'll all be made available once the other medical center locations have been thoroughly investigated.




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credits

May. 9th, 2018 11:15 pm
inthenightmods: (Default)

CREDITS




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calendar

May. 9th, 2018 11:15 pm
inthenightmods: (Default)

CALENDAR


GREY events are OOC, RED events are IC, GREEN events are player plots, PURPLE events are special encounters, and YELLOW events are weather/setting phenomena that are there for the players to enjoy but will not have their own event logs/posts. Click on the events to learn more.



SEASONS

  • SUMMER: june 1 - august 31

  • AUTUMN: september 1 - november 30

  • WINTER: december 1 - february 28/29

  • SPRING: march 1 - may 31


WEATHER

Listed below is the "default" weather for each season. Unless otherwise marked on the calendar, each day within a season will have this weather:
  • SUMMER: 70-75 F, clear skies with a warm breeze outside of the forest

  • AUTUMN: 45-55 F, cloudy and sporadic drizzling with a cool wind blowing in off the lake

  • WINTER: 15-25 F, overcast with no breeze, intermittent snow

  • SPRING: 60-65 F, clear with strong gusts felt even deep within the forest, very windy near the lake



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mod contact

May. 9th, 2018 11:16 pm
inthenightmods: (Default)

MOD CONTACT



INTHENIGHTMODS
[personal profile] inthenightmods[plurk.com profile] inthenightmods
Please DO NOT ping or private plurk this account on plurk! Instead, follow the instructions below on how to properly get in contact with us.
You may, however, PM this journal on dreamwidth.


MIPPINS
Head Mod
[plurk.com profile] mippins


DANIELLE
KIT
Auxiliary Mod: Apps
Auxiliary Mod: AC
[plurk.com profile] ddsapphire
[plurk.com profile] kitnkat
apps • lists • minor npcs
ac • apps • minor npcs



CONTACTING THE MODERATORS

  • If you have QUESTIONS ABOUT GAME MECHANICS, please direct your question to the FAQ.

  • If you need to speak with the moderators DIRECTLY AND PRIVATELY, please either PM this moderator account ([personal profile] inthenightmods) or PP [plurk.com profile] mippins.

  • If you would like to offer FEEDBACK OR CRITIQUE about the game, please post that feedback here. Comments are screened (though please let us know if you would like your comment to be unscreened), and anon posting is enabled. IP logging is enabled for anonymous comments only. Please use a sock account if you would like to remain anonymous but would like to bypass the anonymous IP logging.

  • Please DO NOT contact the mods through Discord DMs, as it's easier for us to stay organized over either PMs or private plurks.


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APPLICATIONS



PLAYERS: 46 / 70
(please note that this count is only updated when apps begin; the taken page is the most up-to-date list.)

canons at cap: N/A
canons approaching cap: marvel (6/7)

Applications are currently CLOSED.
In the Night's application system operates every other month. They will next open on May 22 at 12:01 AM EST!


•••

Hello, and welcome to In the Night! We're excited to have you, but before you apply, we ask that you familiarize yourself with the following:
  • Make sure you look over the premise, rules, and FAQ pages.

  • Be sure to check the taken page to make sure the character you want to app is not already spoken for.

  • Current players apping second/third characters may app at any time during the application period, as they already occupy player slots.

  • Applications will no longer be screened, but in the event that we receive more apps than we have available player slots, we'll inform the players that didn't quite make the cut-off. They'll be able to re-app in a future app cycle without consequence.

  • App cycles begin at the end of the month, with applications always opening on the 22nd. Please check the calendar for exact dates. Judgments and questions will be handed out once applications close, and new characters will arrive in the game on the first day of the following month.

  • There is currently a total game cap of 70 players, and a cast cap of 7 characters per cast. Each player may play a maximum of 3 characters.

  • You are limited to 1 app per player per month.

  • In the Night does not have a reserve period and there are no app challenges.

  • We do accept proxy apps! If you won't be around when applications open, you're welcome to have a friend submit the app for you. As we ask that apps be written in separate journal entries and linked to this page, this should be as simple as dropping a link! We only ask that your friend include a note in the comment that it's a proxy application, just in case we need to contact you before the app is processed.

Application instructions/process:
  • Make sure you fill out the application completely.

  • The only section you are exempt from is the CRAU section, provided you are not playing a CRAU character.

  • You are free to rearrange the sections of the app if you wish (everything under the world description, that is).

  • You may provide links to wiki pages for the history and world sections, but if these are not informative enough, you may be asked to do a small write-up of your own.

  • When posting apps, please post them to your character's journal and link them in the comments below. All comments on this page are initially unscreened, but you may lock your app to only be visible to the mod journal (@inthenightmods) if you wish. If you aren't sure how to do this, let us know and we'll walk you through it!

  • The subject line should contain Name | Canon | New Player/Current Player.

  • We require both log and network samples. One of these samples must be from our game's TDM, and one must be a thread with replies. One thread can meet both qualifications.

  • We do not ask for revisions, we simply ask questions. Think of it as more of a dialogue than a correction. We may ask for clarification on certain points or ask for more information, but we generally won't ask you to change something.

  • If you receive questions on your app, you must respond within 48 hours. Failure to do so will result in a rejection.

  • If you want examples, please see the mod characters and sample apps in the comments.

  • If you post your app after the player slots have been filled, we will keep you in a temporary queue to fill any player slots that become available between apps opening and our activity check closing, which happens at midnight on the last day of the month. In this event, we will contact you directly!

  • The application (with guidelines) is in the box below:




RECEIVED APPLICATIONS
*players indicated with an asterisk are new to the game
APPLICATIONS FOR NEW PLAYERS WILL NOT BE ACCEPTED AFTER THE CAP HAS BEEN REACHED
Current New Player Applications: 10/24


CHARACTER CANON JOURNAL PLAYER
Fitz Kreiner Doctor Who [personal profile] rereremembered Keri*
Ephrim Friends at the Table: Seasons of Hieron [personal profile] sunsbreath Mawi
Jessica Jones Marvel [personal profile] underachievement Pink*
Haein Seo Original Character [personal profile] unwieldy Yuul*
Ventus Kingdom Hearts [personal profile] reposer Jai*
Pudding Charlotte One Piece [personal profile] flangirl Daz*
Angel Borderlands [personal profile] girlcorrupted Tam*
Senri +Anima [personal profile] bear_necessities Ket*
Getaway Transformers IDW [personal profile] discountstarscream Lady*
Shouto Todoroki My Hero Academia [personal profile] swellter Blythe*
Ardyn Izunia Final Fantasy XV [personal profile] immortalaccursed Psi
Megara Disney [personal profile] bigtoughgirl Carlee
Audrey Flowers The Magicians [personal profile] hedgeflowers Chase*


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taken

May. 9th, 2018 11:17 pm
inthenightmods: (Default)

TAKEN


PLAYERS: 54 / 70
canons at cap: marvel (7/7)
canons approaching cap: N/A

•••

NPC
The Lighthouse Keeper (Robin) [personal profile] beaconkeeper IC InboxPermissionsHMD Mippins
Rastus [personal profile] cawdad IC InboxPermissionsHMD Mippins


AMERICAN HORROR STORY
Misty Day [personal profile] shadowsran IC InboxPermissions Raven


+ANIMA
Senri [personal profile] bear_necessities IC InboxPermissionsHMD Ket


BIG HERO 6
Tadashi Hamada [personal profile] tadaishi IC InboxPermissionsHMD Daimon


BIOSHOCK
Rosalind Lutece [personal profile] originallutece IC InboxPermissionsHMD Kit


BOOKS OF THE RAKSURA
Stone [personal profile] scarsolderthanyou IC InboxPermissions + HMD Gail


BORDERLANDS
Angel [personal profile] girlcorrupted IC InboxPermissionsHMD Tam
Rhys Strongfork [personal profile] rhyses IC InboxPermissions Kit


CAMP HALF-BLOOD CHRONICLES
Jason Grace [personal profile] notthatjason IC InboxPermissionsHMD Erica


CARMILLA: THE WEBSERIES
Carmilla Karnstein [personal profile] vampirella IC InboxPermissionsHMD Kitty


THE CHILLING ADVENTURES OF SABRINA
Ambrose Spellman [personal profile] necromantiae IC InboxPermissionsHMD TC


CRITICAL ROLE
Fjord [personal profile] fjorgedinfire IC InboxPermissions Maniette


DC
Bruce Wayne [personal profile] pearlstrings IC InboxPermissionsHMD Marzi
Jason Todd [personal profile] mind_blown IC InboxPermissionsHMD Raina


DISNEY
Megara [personal profile] bigtoughgirl IC InboxPermissionsHMD Carlee


DOCTOR WHO
Fitz Kreiner [personal profile] rereremembered IC InboxPermissionsHMD Keri


DURARARA!!
Masaomi Kida [personal profile] mellowyellow IC InboxPermissionsHMD Wind


THE EXPANSE
Klaes Ashford [personal profile] patriotnow IC InboxPermissionsHMD Bee


FINAL FANTASY XIV
Alisaie Leveilleur [personal profile] redtwin IC InboxPermissionsHMD PG


FINAL FANTASY XV
Ardyn Izunia [personal profile] immortalaccursed IC InboxPermissionsHMD Psi
Ignis Scientia [personal profile] reigniter IC InboxPermissionsHMD Helena
Noctis Lucius Caelum [personal profile] starless_sky IC InboxPermissionsHMD Poshu
Prompto Argentum [personal profile] techtype IC InboxPermissionsHMD Daimon


FRIENDS AT THE TABLE: SEASONS OF HIERON
Ephrim [personal profile] sunsbreath IC InboxPermissionsHMD Mawi


FULLMETAL ALCHEMIST
Maes Hughes [personal profile] dadandgone IC InboxPermissionsHMD Erica


IB
Mary [personal profile] withsadness IC InboxPermissionsHMD Danielle


IT
Eddie Kaspbrak [personal profile] casts IC InboxPermissionsHMD Anya
Richie Tozier [personal profile] trashmouthed IC InboxPermissionsHMD Noodle


KINGDOM HEARTS
Naminé [personal profile] really_sketchy IC InboxPermissionsHMD Ami
Riku [personal profile] equinoctials IC InboxPermissionsHMD Dubsey
Sora [personal profile] arsarcanum IC InboxPermissionsHMD Mawi
Vanitas [personal profile] evulsed IC InboxPermissionsHMD king
Ventus [personal profile] reposer IC InboxPermissionsHMD Jai


LEAGUE OF LEGENDS
Xayah [personal profile] featherknives IC InboxPermissionsHMD Helena


THE LEGEND OF ZELDA
Link [personal profile] sublimebeast IC InboxPermissionsHMD Psi


LES MISERABLES
Javert [personal profile] policier IC InboxPermissionsHMD Rachel


THE MAGICIANS
Audrey Flowers [personal profile] hedgeflowers IC InboxPermissionsHMD Chase
Eliot Waugh [personal profile] endlessflask IC InboxPermissionsHMD Lausanne
Quentin Coldwater [personal profile] moderatelymaladjusted IC InboxPermissionsHMD Ireth


MARVEL
Bucky Barnes [personal profile] worthallthis IC InboxPermissions Gail
Elektra Natchios [personal profile] ultraviolents IC InboxPermissionsHMD Carlee
Gwen Stacy [personal profile] gwenzelle IC InboxPermissionsHMD Chrissy
Jessica Jones [personal profile] underachievement IC InboxPermissionsHMD Pink
Matt Murdock [personal profile] catholicisms IC InboxPermissionsHMD Kitty
Peter Parker [personal profile] webshoots IC InboxPermissionsHMD Laura
Wanda Maximoff [personal profile] hext IC InboxPermissionsHMD Margot


MORTAL KOMBAT
Kuai Liang (Sub-Zero) [personal profile] paletteswap IC InboxPermissionsHMD Sydney


MOTHER 3
Duster [personal profile] mindofathief IC InboxPermissionsHMD Nara


MY HERO ACADEMIA
Shouto Todoroki [personal profile] swellter IC InboxPermissionsHMD Blythe


ONE PIECE
Pudding Charlotte [personal profile] flangirl IC InboxPermissionsHMD Daz
Rosinante Donquixote [personal profile] callada IC InboxPermissionsHMD Lauren


ORIGINAL CHARACTER
Daylight vis Lornlit [personal profile] sunborne IC InboxPermissionsHMD Melly
Ellever Brandt [personal profile] antiwhat IC InboxPermissions Crow
Gregor Allaine [personal profile] nekrosmanteia IC InboxPermissionsHMD Leu
Haein Seo [personal profile] unwieldy IC InboxPermissionsHMD Yuul
Dr. William Ingram [personal profile] donttalktome IC InboxPermissionsHMD Leu


OVERWATCH
Hana Song [personal profile] bunny_suit IC InboxPermissionsHMD Luna


PACIFIC RIM
Newton Geiszler [personal profile] completelycrazy IC InboxPermissionsHMD Mippins


RIVERDALE
Cheryl Blossom [personal profile] sweetwater IC InboxPermissionsHMD Amanda


SHE-RA AND THE PRINCESSES OF POWER
Catra [personal profile] plentystrong IC InboxPermissionsHMD Val


A SONG OF ICE AND FIRE (GAME OF THRONES)
Theon Greyjoy [personal profile] reek IC InboxPermissionsHMD Hannah


STRANGER THINGS
Nancy Wheeler [personal profile] keenely IC InboxPermissionsHMD Chrissy
Steve Harrington [personal profile] fawcetted IC InboxPermissionsHMD Zelly


STAR WARS
Armitage Hux [personal profile] therewillbeorder IC InboxPermissionsHMD Hebe
Kylo Ren [personal profile] forcer IC InboxPermissionsHMD Kelly


SUPERNATURAL
Castiel [personal profile] freetobe IC InboxPermissionsHMD Inky
Dean Winchester [personal profile] cained IC InboxPermissionsHMD Miyou
Jo Harvelle [personal profile] knifecollecting IC InboxPermissionsHMD Dee
Sam Winchester [personal profile] helled IC InboxPermissionsHMD Zelly


TRANSFORMERS IDW
Getaway [personal profile] discountstarscream IC InboxPermissionsHMD Lady
Minimus Ambus [personal profile] legalcy IC InboxPermissionsHMD Nara


THE VAMPIRE DIARIES
Kol Mikaelson [personal profile] unpredict IC InboxPermissionsHMD Jade


WARRIORS OROCHI
Zihuan Cao Pi [personal profile] pure_havoc IC InboxPermissionsHMD Gemini


Please copy and paste this form into a comment to add your character to the list:



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faq

May. 9th, 2018 11:17 pm
inthenightmods: (Default)

FAQ

For questions asked over our Discord server, please see this page!


plot/premise

What kind of game is In the Night?
In the Night is a panfandom horror/exploration/survival game, but try not to think of those as hard extremes. The vibe is more atmospheric than terrifying, more somber and eerie than jumpscare-y. There will certainly be some spooky stuff, but probably not a lot of body horror and gory violence. As for the survival aspect, this isn't a hardcore resource management situation, but characters will have to work for their continued comfort and success. Exploration is a big part of the game, and we encourage players to go places and try new things. Our goal is to keep things flexible so that player choices matter.

What's the premise?
All characters in the game start off, well, dead. After their untimely (or timely, we don't know your life) demise, they awaken on a ferry headed for the lakeside town of Beacon, where it's always night. From there, it's up to them to explore, learn the town's secrets, and figure out why they've come here—and what to do now. The plot will focus on cooperation, exploration, and the occasional puzzle or challenge.

Are there any touchy subjects we should be aware of?
This is a horror game, and all of the characters are dead. Naturally, some heavy stuff is going to come into play. Violence, death, existential dread, and other sad/scary topics are likely to come up. There will probably be talk of suicide or murder. Individual threads will be tagged with CWs, but please be aware of the overarching themes of the game.

How will the plot work?
The plot will mostly be influenced by player actions—interactions with NPCs, exploration efforts, puzzle solving, event activity, and other factors. The game will move along at the pace of the characters' progress, but events may speed it up or slow it down as needed to keep it from stalling or rushing ahead.

We do have plot events and an endgame in mind, but the actual ending and direction of the game is up to the characters, and we are very open to our well-laid plans being entirely nixed by creative players. That said, the current idea is for a three-act plot structure and a two-year runtime (starting July 2019), with an extra year of wiggle room.

What sort of events will there be?
There are four types of events we have planned:

At the start of every month, new characters will come in on the ferry, and there will be a short, relevant event surrounding their arrival.

Usually around the middle of the month, there will be a larger event, possibly plot-related. This will be in line with the more standard events of DWRP games.

Throughout the months at random times there may be tiny one-off events like the sudden appearance of an enemy, a weather change, or something of that nature. All of these are technically optional, though some of them will affect the entire town. We also might mix things up and do a weird combination of the above. (The arrival event will be constant, however.)

In addition to all of these, there will be mini-events which involve a single character, or small group of characters, receiving a special interaction, clue, or other plot tidbit. These will be given randomly to one (or more) of the characters who meet certain qualifications, (mostly to do with their explorations, location, their relationships with npcs, things like that). We will do our best to spread them out so that no one character will receive more than their fair share of these special extras, but you can increase your chances by exploring and asking questions ICly. You can also reach out to the mods if you're interested and haven't been chosen by the RNG. While they may be one-on-one, these threads will not be screened from other players, so everyone can see what's going on.

ICly, it's up to the characters to share, but we have backup plans in case someone decides not to and it keeps the rest of you from doing something important.


ooc mechanics

About how long will this game last?
At the moment, the timeframe is two years, with an extra year of wiggle room depending on player actions.

Is there a fixed ending?
Nope! There are several possible endings for the game, and which one you get will depend on what the player characters do and decide. Keeping in line with the themes of the game, however, we want to stress that a perfect ending where everyone comes back to life and goes home is... pretty unlikely. It's not entirely impossible, but we want to be upfront about the sort of direction the game will probably go in.

What's the ratio of IC/OOC?
In the Night operates on a 1:1 ratio. One day IC = one day OOC. The IC date is the same as the OOC date.

What timezone does the game use?
EST. Sorry, everyone else, but this is where your mods are.

What is AC like?
AC for In the Night has three parts.

The first part is your standard AC requirement: a total of 10 comments, with network and TDM comments counting as half a comment. So 20 network comments would equal 10, and 4 would equal 2, and so on. Any combination (such as 5 log, 10 network) is fine as long as it adds up to 10. Please use no more than four threads as AC proofs. Inbox threads count toward AC, as well, with the same network/log rules as above. TDM comments only count as half a comment, regardless of log/network. Please let us know when you link the thread whether it is network, log, or TDM. Otherwise we'll just assume everything is network.

The next part of AC is a short (and we mean short, no more than a paragraph) summary of what your character has been up to this past month in-game. The content of this write-up will not be judged, (so feel free to be entirely informal,) we just want to keep track of what's going on with the characters since we can't read every thread.

On that note, the third part of AC is entirely optional. If you choose, you may link us to threads that are important for plot (or player plot) reasons or for character development, or that you would like to draw our attention to for whatever other reason. If your character is up to something that you think we should be aware of, link us. (These can be threads you used for the 10 comments requirement.) Again, this last part is optional.

Information gathered from these last two elements may be integrated into events and plot points.

Can we use threads that started in another month for AC? What about using the same thread for more than one activity check?
Both of these are fine, so long as the thread(s) in question have enough comments from the current month to add up to AC.

Won't this encourage people to only tag the same CR/threads for months on end?
If we notice a player passing AC by way of using the same thread multiple times, using a lot of TDM threads, or other "iffy" things like using a lot of threads with the same characters/players or continuously collecting the majority of their AC in the last few days of the month, we may privately reach out to the player to ask for a wider variety of threads in the future. None of these things are explicitly disallowed, but we do want to make sure players are active participants in the game since we have limited slots. All of these things will be handled privately on a case-by-case basis.

Can we take an AC strike?
Yes, if you don't have enough activity for the check, you can choose to take a strike that month. Just make sure to actually check-in, otherwise you'll be swept. Characters who take a strike must then make AC for two consecutive months to clear it. If you attempt to take a strike while you already have one, you will be swept.

Is there an AC warning list?
No, In the Night does NOT do an AC warning list. Please keep track of AC periods and mind the announcements!

Do you have any other requirements outside of AC?
Yes, we do! All characters apped to In the Night must have a Permissions Post linked or present somewhere on their journals. These will be linked on the taken characters page. In addition, players are required to post to our bi-monthly HMD.

Is there any restriction on violence/sexual content?
Not much, but everything graphic (in one way or another) must be labelled as such. Also: no characters under 16 in smut threads or horrific bodily violence threads. We're not saying you can't hurt or kill kids, just... Don't be Gross about it. And speaking of being gross, no rape plots.

How do you feel about playercest/muncest?
Honestly, we don't really care. It's a small game, characters are bound to run into each other or at least know of each other, and that's fine. Our only restriction here is that you can't use playercest threads for AC.

What's the difference between a player plot, player project, and exploration?
A player plot is essentially a player-run event. Typically, we just sign off on these, slap them on the calendar, and then everything else is up to the player.

A player project is a player-maintained resource. We typically just sign off on these too, and then we add the description to the player projects page. The function of the page is to list all the player-maintained resources in one spot so that other players know about it and can quickly access it.

An exploration is where the mod interaction comes in. Explorations are typically mod-led adventures into an unexplored area of town, but the explorations page is meant to serve as the catch-all for any attempts to interact with the setting or plot. If you want to have your character venture into the woods, hack their tablet, experiment with an ability or game mechanic, build/destroy/alter something in the setting, interact with the forest spirits, or anything else that could complete the sentence "hey mods, what happens if I...?" then the exploration page is where you want to be.


applications

What kind of characters are appable?
Canon characters, canon AU characters, and original characters are all welcome without restrictions. CRAU characters with one game's worth of history are allowed. Silent/malleable protagonists can be apped so long as they have enough actual canon to fill out a personality section. Fictionalized versions of historical figures are welcome, (such as characters from Hamilton,) but must be from a fictional canon of some sort. We do allow tabletop OCs, but it must be understood that their numerical stats (like those of video game characters) will be translated into their "real-world" effects. Hit points and dex scores do not exist in this universe, but characters can be hardy or agile.

What kind of characters are NOT appable?
Fandom AU characters (such as Rule 63s), fandom OCs, and straight-up historical figures or celebrities. A stage persona/alter-ego of a celebrity (someone from Steam Powered Giraffe, for example) is also disallowed, unless this character also has an actual canon to go with it. Mythological figures cannot be apped unless you're apping a specific interpretation from a specific work of fiction.

How much canon is needed for a character to be appable?
As a general rule: you can app a character (of an acceptable type) so long as your personality/history is at least 50% canon. If more than half of your characterization is headcanon or CRAU, they do not qualify for the game. This obviously does not apply to OCs, but we will expect them to adhere to the traits outlined in their applications (with acceptable variation based on in-game development).

Do you allow doubles?
No, at this time we do not allow doubles of a character, even from different iterations of a canon, or from different canon AUs.

Can we re-app a character that was dropped previously?
If you drop a character and want to return them to the game, you may do so, but you must wait one month from the month in which they were dropped. The character will remember their previous time in-game, unless for some reason you don't want them to.

If you wish to app a character that was dropped by another player, you may do so whenever you wish (assuming apps are open). We're going to subscribe to the multiverse theory here and say they can't remember anything their previous iteration did, because it wasn't really them.

Can we re-app after being swept?
Yes, you may, with the same character or a different one, but you must wait two months from the month in which you were swept. This applies even if you still have active characters in the game; you cannot app a new one until two months have passed.

In addition, there is a two-strikes rule. If you are swept twice, even if it's with different characters, you are no longer allowed to app new characters to the game. This is regardless of whether or not you still have other characters in-game.

What's the rule on new canons?
A new canon or new season/episode/book/whatever of a canon must be out for at least one month before you can app from it. This is a hard rule, even if the "one month" would be up during the month you're trying to app into.

Are there cast caps?
Yes. Casts are capped at 7 per cast. (And yes, mod PCs count toward this.) A single cast consists of an entire franchise, even if it has different AUs. For example, the MCU and Marvel comics will be considered a single cast, even though these are different versions of the same characters.

There is only one exception to the "whole franchise is one cast" rule: series such as Final Fantasy, where each installment is an entirely distinct world. There is no cast cap for original characters.

What if someone apps a character from a spin-off that isn't an official part of the franchise's overarching universe?
Generally speaking, these would still count toward a cast's overall cap. Though we do understand it can be frustrating to play with a very different version of a character that your own might generally have pre-existing CR with, taking them out of the single-cast umbrella opens up the possibility of having to allow duplicate characters that goes against the above ruling on "do you allow doubles?".

Because this might seem confusing in certain cases, here are some examples to underly our thoughts on this criteria:

  • Separating DC Comics, DCEU, Gotham, and other spin-offs or variations could potentially allow for multiple Bruce Waynes, all with their own similar backstory and pre-existing CR, all from the same general setting.

  • On the other hand: although Kingdom Hearts shares characters from the Final Fantasy franchise, these characters exist in a self-contained world that operates by its own rules, influencing that character's history and interpretation. Therefore, characters from these canons would not fall under a single cast.

We're are, of course, aware that this is a subject that comes with a lot of debate and gray area, so we're fully willing to consider exceptions! If in any instance you believe that your character has been placed under the incorrect heading and should be either removed from or assimilated into a pre-existing cast, please contact us. We ultimately reserve the right to make the final call, but will consider these situations accordingly.

All that said, we encourage all our players to embrace the unique CR opportunities that come from engaging in panfandom RP! What may seem inconvenient at a glance may lead to some of the most exciting thread opportunities you never realized you could have!

Is there a game cap?
The game is currently capped at 70 players, not including the head mod and aux mods.

Is there an app cap?
Well, sort of. The number of apps we accept from new players will depend on the number of player slots we have open at the start of the application cycle. At this time, we don't have a limit on the number of apps we accept from current players who are apping a second character.

Where do you go to reserve a slot?
In the Night no longer utilizes a reservation system.

In the interest of creating a streamlined process for new and current players, we've decided to have our applications operate on a completely first-come, first-served basis. It's our hope that this will create an even playing field for those interested in grabbing any available player slots, as well as remove unnecessary wait times for second and third character applications.

How many characters can one player have in game?
Three maximum.

How many characters can one player app in the same month?
Just one.

How many characters can we play from the same cast?
One. This applies to original characters as well; you can't app more than one from the same story/universe/setting.

Do you allow app challenges?
No, we do not. Applications are on a first-come, first-served basis.

How does the app cycle work?
Applications open immediately to everyone. Any available new player slots will be filled on a first-come, first-served basis, with applications for new players being closed once they are filled; all apps are screened initially, so those who may apply past the limit of available slots will be notified ASAP. Apps stay open for current players for the duration of the cycle.

How are apps processed?
The mods begin reading apps as soon as apps start to come in, and decide whether to accept, reject, or ask questions. App responses are sent out all at once after apps are closed. Those receiving questions have 48 hours to respond, after which time the mods will issue their acceptance or rejection.

It is worth noting that all of the mods (auxiliary included) are involved in the app process, and questions may come from any of them. Prospective players will not be informed which mod the questions come from.

Are there character age limits?
Nope!

Does a character need a soul to be in this game? Since everyone is dead?
Nope x2!

Can I app an immortal/undead character?
Sure, so long as you can figure out a way for them to die. Even if it's just for a second, so they can be snatched up to Beacon. For undead characters, they’ll need to die deader than usual. Meaning Beacon won't just snag them while they're going about their daily/nightly activities since they're technically already dead; they have to be Really Dead.

What about ghosts/robots/computer programs/inconceivable eldritch beings?
All perfectly acceptable, so long as they are sentient. And as long as you can find a way to "kill" them. A character does not need to be alive or organic in order to come to Beacon in the first place, but upon arrival they'll find their body is a little different than normal. It's up to the player whether or not they get "humanized", (if they're completely digital or just a cloud or a mass of tentacles or something,) but they will have a corporeal form, and this form will have certain needs they may not have had before. If you're ever unsure, you can feel free to talk to the mods about your ideas. We're pretty open, so long as it doesn't break the game.

Animal/non-humanoid characters?
Sure, so long as they're sentient and able to communicate in some fashion. These characters will not need to be humanized, and can remain in their original form. The only exception is if the character is too large to fit inside a building, in which case they will be shrunk down to a size appropriate for fitting through a standard doorway. We don't have a hard-and-fast height in mind for what constitutes "too large", but let's call it roughly 8-10 feet. If a character is around that size, it's up to the player as to whether or not they will be resized upon entering the game.

Can my character bring a pet or items from their homeworld?
Pets? No. Items? Maybe. Characters may come to Beacon with everything they had on their person (and only what they had on their person) at the time of their death. It will also be in the condition it was in at the time of their death, so, sorry about all those bullet/sword/knife holes in your clothes. Items which possess magical properties or other powers may need to be nerfed, depending on their qualities. (See powers question below.)

What about a "pet" that's part of the character’s soul?
Characters in this game don't need souls, ergo they do not need their soul-creature/daemon. So that's a no.

However, the above rule also means that if you want to app the soul-creature/daemon itself, (by itself,) you may do so. Provided, of course, it is sentient enough to qualify as a character. For example, Pantaliamon from His Dark Materials would count as an appable character.

Are powers going to be nerfed in this game?
To an extent. We want this game to be fun, but we also want it to be challenging and fair. No one should have powers which allow them to simply cheat death, shrug off all danger, and safely navigate the setting without worry. You can keep powers, and they can even be useful ones, but you'll either lose your "cheater" abilities, or they won't work as potently as before.

"Cheater" abilities include the following: healing, teleportation or other instant long-distance moving, abilities that create light or allow you to see in the dark, and abilities like altering reality or destroying the world. If you have items that can mimic the effects of these powers, they will need to be nerfed as well.

Healing may work slower than normal, or if you could heal others, you may now only be able to heal them from wounds which would already be non-fatal. Abilities that resurrect you simply don't work at all; you'll have to come back the same way everyone else does.

Teleportation (and similar) will be limited to shorter distances, either within the unlocked map or within line of sight of the locations inside it. So you can still teleport, but you can only go as far as you'd still be able to see some part of the town.

Light-related powers won't work as intended at all; you can glow or be lit up, but this light will not extend past your person, nor will it do anything to affect the darkness of the setting. You can light up, but you can't generate or cast light. Fire does not catch in Beacon, so you could produce a flame that would appear shadowy in nature, but it wouldn't burn anything. Since this is confusing, here's an infographic.

As for massively destructive abilities and items, anything that could wholesale kill everyone or destroy the entire setting won't work. Lesser destructive abilities, like powerful spells, rocket launchers, etc. are allowed, but before using them, we would prefer to be notified.

For the most part, we're leaving it up to player discretion to decide exactly how nerfed their characters' powers are. Just keep in mind that we don't want anyone "cheating" the setting. If this needs to be adjusted, the mods will inform you when your app is accepted. And as always, if you want to, you can feel free to discuss with the mods beforehand.

How do revisions/rejections work?
Revisions aren't really a thing in our application process. Instead of asking the player to change their app, the mods may ask clarifying questions or for further elaboration on some element of the app. Essentially, it's a dialogue between player and mods to help us better understand things and reach a decision.

An application with problems that a mod/player dialogue will not fix may be rejected outright, but rejections may also be due to the character not meeting our game standards, or unsatisfactory answers to mod questions. If rejected, a player may re-app the same character one more time (assuming the character was not rejected for being non-appable). If rejected again, they may not re-app the same character to the game.


ic mechanics

What kind of setting does In the Night have?
For starters, it's just as the title indicates: the whole game is in the darkness, it's eternal nighttime. There is no day whatsoever. There is, however, a moon and stars. The moon functions a bit like a sun for the purposes of the characters; when it's out, it does somewhat illuminate the setting (outside of the forest, anyway), though not enough to make things entirely safe. Of course, it's not always present. There is a lunar cycle, after all.

The area characters will inhabit is a small ghost town called Beacon. It's situated in a dense forest which has grown into the town itself, and it is set a little inland from a freshwater lakeshore. The opposite shore is not visible through the dark, but what you can see is a lighthouse, which stands on a small peninsula in the bay. At present, there is no way to access this location.

For (many) more details on the setting, check out the setting page.

Are there seasons?
Yes! Beacon has a fairly temperate climate, and experiences four seasons. They come in roughly three month blocks. Spring: March, April, May. Summer: June, July, August. Fall: September, October, November. Winter: December, January, February.

What is the IC date?
For ease, the IC date is the same as the OOC date. This will be accurately reflected on the in-game tablets.

Okay, but my character can see in the dark?
No they can't. Not anymore, at least! This darkness isn't just an absence of light, it absorbs light, and it blocks even the keenest of eyesight. No darkvision for you.

So how do we see, then?
There are only five true sources of light in Beacon: the moon/stars, the lighthouse, the lanterns each character has upon arrival, the bonfire, and the candles in the church. Everything else is dark because that is largely the point.

What about light powers or magic? Items we brought from home? What if we start a fire?
None of these items/abilities cast true light, and neither do the network devices. They can glow, or they can be lit, but they do not illuminate anything outside the character’s immediate person. Fire does not catch in Beacon or its environs; it won't burn or consume anything, and it will not spread. It also won't illuminate its surroundings. Magical fire can generate heat, but not light, and again it cannot catch.

Since we realize this can be a little confusing, we've prepared this handy infographic to help!

How do the lanterns work?
Each character arrives in Beacon with a lantern. It can look any way the player wants it to, so long as it's a lantern. It contains a single flame, one of the few sources of true light. It illuminates a small area around the character holding it, equivalent to a real-life lantern of its sort. It doesn't seem to need a source of fuel, and if left to its own devices, it never stops burning. The lantern can, however, be broken or lost. Be careful with your lanterns! If the flame goes out for any reason, your character will die. Whoops.

Can we steal/trade/hide our lanterns?
You can, physically, but it might not be a good idea. Characters cannot go too far from their lanterns, or the light begins to dim until it goes out. You should be fine within the same building, but any further and you’re probably in trouble.

How does the bonfire work?
The bonfire is a communal source of light, located in the town center of Beacon. The fire doesn't seem to consume the logs and sticks that it burns on, but it still flickers and crackles like a normal flame. It also, unlike any mundane fire, is capable of casting light around it.

When a character wishes, they may take a torch from the bonfire. This will diminish the size of the bonfire by an amount roughly equivalent to the torch's size. That's right, this fire is a finite resource, and it can be lost if you're not careful with it. If the fire gets too small, bad things may happen. When you're finished with the torch, you may return it to the bonfire to restore that amount of flame. At full power, the bonfire lights up the entire square that it's in.

The bonfire is managed by an NPC named Rastus, whose permission you will need to take from it. Of course, you could always try to steal a torch. Good luck.

What about the church candles? Can we take those?
You can... try. The church candles throw light much like the lanterns, but they seem at home in the sanctuary. It's probably best not to disturb them, don't you think? (And if you do decide to disturb them, please let the mods know in an exploration.)

How do the tablets work? Is there a network?
All characters will arrive with a tablet in addition to their lantern. This tablet is enabled with a public network app (basically a community forum) and what is essentially a texting/call function, which will also serve as the character's inbox. (There is no option for video calls.) The tablets also have a camera app, but keep in mind there's no ambient light in Beacon, and the tablet does not have a flash. Other apps include a clock, a calendar, a notepad, and settings you can monkey around with to your heart's content. There are text-to-speech and speech-to-text functions for those with disabilities. For up-to-date info on the tablets' various applications, visit the tablets & network page.

It is possible for tech-savvy characters to develop new apps for the tablets. These would be player projects.

Can we make anonymous or private posts on the network?
Yes to both, on the public network at least. All inbox posts are considered private, as they're made through a different app, and you can't send anon messages to an inbox.

How does my character appear on the network?
Characters will choose a username when they first turn on their tablets. This username cannot be changed later unless someone smart figures out how, so choose wisely. It also cannot be a username that is already in use (though you are free to use a name that was used by a dropped character). A list of character usernames (with links to inboxes) is located here.

What if I break or lose my tablet?
If you break or lose one, you'll get a mysterious replacement next time you sleep. If you don't sleep, it'll show up somewhere you frequent, like your room, while you're not in it.

How are language barriers dealt with?
Characters in Beacon can mysteriously understand each other when speaking, regardless of original language. This includes sign language. The tablets use a language that can be read by anyone. (A character may intentionally write in a foreign language, if they so choose.)

Okay so... What are the characters, if they're not souls?
Essentially, the bodies of characters in Beacon are the consciousness physically manifested. In 99% of cases, this means the character will appear in-game exactly as they did in canon; they do not appear as they wish they were, but as they know they are. If, however, your character's self-conception differs drastically and strongly from their actual physical form for some reason, you can talk to the mods about how they will appear (mostly because there isn't a space for it on the app). An example would be a trans character whose body in Beacon reflects their gender identity. A player would not have to go this route if they chose not to, but it would be an option.

As a side-note, characters will not be aware of this ICly, unless they puzzle it out themselves.

Are characters able to learn new spells or abilities in Beacon? Can they "level up"?
That depends! If a character can find someone with the required skill or who knows how to cast a certain spell, they would be able to learn it just like they would when alive. For the sake of fun pretendy times, even characters from non-magic worlds will be able to learn spells from magic-users unless they're explicitly incapable in canon or the player wishes for them to not be able to.

Characters cannot, however, "level up". For example, when a character levels in D&D, they gain new spells and abilities, usually from a deity or from sort of nowhere. Without contact with their deities or native magic source, characters in Beacon can't gain new abilities in this way. Basically, if you can't learn it from being in Beacon or from someone else here, you can't spontaneously gain the power after you accomplish enough tasks or murder enough critters.

Do characters need to eat, drink, or sleep?
Short answer, yes. You'll still get hungry, thirsty, and tired. You can deprive yourself of these things, but the longer you do so, the more potential consequences you may face. You'll feel weaker, you'll be uncomfortable, and worst of all, your lantern will eventually begin to dim. In roughly two weeks, it will go out entirely. You can get by without one of the essentials, (say, sleep,) but not all of them.

How hard are the characters going to have to work to survive?
Supplies come in on the ferry at the start of every month, with these supplies being used to restock the shops in town. Characters will also be provided with a place to sleep. There is a general store in Bonfire Square that provides very basic food, clothing, and supplies. (A list of the items available in the stores is located here.) If anyone wants to eat anything else, eat more, have a nicer house, have warmth, get new clothes, etc., they'll need to work for it. This can be accomplished by finding new areas of town, exploring the forest for supplies, renovating abandoned areas, scavenging, and more. Get creative!

From time to time, events or seasons may force characters into more survival-oriented situations as well, or may prompt the characters to cooperate toward some common goal or project.

How do item requests work?
Characters can request special items through Rastus. These items will be delivered on the ferry at the start of the following month. They cannot request specific items from their home world, but a general version or equivalent might be fine. Of course, it's important to remember that Rastus is the one choosing the items. Hey may request a favor in return, and he may not always know exactly what you're looking for.

How easy is it to get lost in the woods?
Very!

Are there plants and animals in the forest?
Sort of.

There are certainly plants, of the sort one might expect to see in a temperate forest/lakeshore environment. As for animals, however, that's a little tricky. The animals in Beacon's woods may look like typical creatures one might find in the area; deer, rabbits, foxes, bears, moose, etc.. But sometimes, they look a little... off. This is because the "animals" are actually a sort of forest spirit, though different in appearance to the kind found running shops around town.

Most of the time these creatures will behave as regular animals would, but spells or powers that target animals will not work on them, and they may react differently to being approached. Characters are welcome to attempt to interact with them if they wish.


death/drop/hiatus/etc.

Can characters die? If so, what happens?
Well, everyone's already dead, but yeah, you can "die" again. If your lantern flame goes out (if it gets wet or something, someone maliciously puts it out, etc.) you automatically kinda drop dead. You can also die from any wounds or conditions which would kill a living member of your species. If you die in this manner, your lantern flame will go out on its own.

When you die, your body and lantern will disappear the next time they're left alone. (If you die alone, congrats, you'll come back faster.) You and your lantern will reappear a few days later, in one of the pews of the church near the town square. The lantern will be re-lit and all your injuries will be healed. Your items, however, will not necessarily come with you. Anything not attached to your person will be left where you died, or with whoever picked it up afterward. You'll definitely have your lantern and your tablet. If someone loots your body, you might not have anything else.

What happens if someone keeps vigil over a body?
Hmm... guess you’ll have to wait and see.

Are there any consequences for repeated deaths?
There sure are! If you die more than once, you'll start to notice yourself coming back a little... wrong. Maybe something's missing, maybe something's changed. These effects will continue to stack, getting worse each time you die. At the moment, there is no way to reverse them.

How are drops and hiatuses dealt with ICly?
A dropped character is missing, presumed dead. Maybe they wandered off into the woods, never to be seen again, or maybe they fell into the lake, or maybe they just mysteriously vanished. This also applies to characters swept due to inactivity.

For a hiatus, the player has more options. The character can be on autopilot (doing their normal activities), or they can temporarily become lost in the forest. Perhaps they died and just stayed dead for a prolonged period of time. It's up to you!

How long can we hiatus a character?
Players may hiatus all of their characters for up to a month at a time. Assuming the hiatus covers the AC period, they will not have to make AC for that month for the hiatused characters. After the hiatus ends, they will be expected to start making AC again. You cannot hiatus for more than one month in a row.

Are hiatused characters exempt from AC?
Only if the hiatus lasts for at least two weeks. These two weeks don't have to be successive, but must encompass at least half the month in question. These characters still need to tag the AC post as a sort of "check in".

Characters hiatused for the entire month do not have to make AC or check in.

How do canon updates work?
Short answer: they don't. We don't allow canon updates in this game, as it wouldn't make sense with the premise. You're already dead, there's no going back. If you really need to play a more updated version of your character, you're free to drop them and app again. The new version will not remember anything, as they have never been to Beacon.

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rules

May. 9th, 2018 11:17 pm
inthenightmods: (Default)

RULES


  • Don't be a dick. The universal rule, and kind of goes without saying, but do unto others, etc. We're all adults here (or hopefully very mature teenagers), so please act accordingly.

  • Watch your language in OOC discussions in all official game channels (discord, plurk, ooc posts, pms, memes). This doesn't mean you can't swear, it means don't be insensitive. No slurs, and no off-color jokes about things that a person can't change or that are an inherent part of them. Just remember that you're engaging with a community, and that what you say should be appropriate for a game environment.

  • OOC =/= IC. Try not to take things personally that happen in character, and avoid bringing OOC grudges or issues into the game. Similarly, try not to let negative CR affect your OOC interactions. Remember, the opinions of a character are not necessarily those of the player, and the actions of a character are not necessarily condoned by the player, either.

  • Godmodding and infomodding are strictly prohibited. You may not dictate how another player's character behaves or reacts, and you may not use strictly OOC knowledge in IC interactions.

  • Communication is key. If you plan to do something IC that could affect other players' characters, positive, neutral, or negative, please communicate with them beforehand.

  • Respect all permissions posts. We require them for a reason. Also, if someone opts out of certain (or all) interactions with your character, keep to it, even if you don't understand why. The other person does not owe you an explanation.

  • Use CWs for common triggers. This includes things like graphic violence, discussions of abuse or assault, suicidal ideation, self harm, etc.. There's no rule against this content in game, just make sure you mark it so that nobody is surprised. The mods will do the same for event posts. If in doubt, slap a CW on it just in case.

  • Please CW all graphic sexual content. On that note, rape plots are banned. Sexual content with characters under the age of 16 is also banned.

  • In The Night has a three-strikes policy with regard to serious rule-breaking, and the mods reserve the right to ban or remove players for severe or repeated infractions. Serious enough rule-breaking may trigger an immediate ban, skipping the three strikes entirely. (This would include things like abuse or harassment, but is ultimately up to mod discretion.)

  • The mods reserve the right to ban or reprimand players at their discretion. This includes instances not covered by these rules, but which constitute a detriment to the game or to others. We also reserve the right to pre-ban players who have a proven track record for ignoring these rules in other games or communities, or for generally causing discomfort and drama with other players.

  • IF YOU HAVE ANY ISSUES WITH OTHER PLAYERS THAT YOU CANNOT RESOLVE, PLEASE BRING IT TO THE MODS ASAP. We don't mind being pulled in if it's serious, so you won't be bothering us. Of course, we encourage players to attempt to problem solve on their own, but if you feel uncomfortable doing so, have tried and failed, or are otherwise unable to, do not hesitate to come to us. If you would like to inform us of a certain situation without asking for intervention, that's also encouraged. As mods, we like to be in the loop, and we can't solve problems we aren't aware of.

  • In order to officially "report" another player for bad behavior, you must have proof. Basically, you need screencaps. This is to prevent anyone from abusing the system. Additionally, there's a statute of limitations: infractions can only be reported if they occurred within the last week, or, in the case of ongoing issues, a new development has to have occurred within the past week. Anyone reporting another player and asking the mods to take action must be willing to have their name attached.

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premise

May. 9th, 2018 11:18 pm
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PREMISE


THE FOG HORN is what wakes you. That, and the slow, red flashes lighting up your cabin from the window. The lake churns beneath you, a gentle rocking that was likely the reason for your heavy sleep in the first place. You can feel the steady thrum of the ferryboat's engine in the floorboards. A breeze blows in off the water, billowing the curtains. You're cold. The horn sounds again, a whale song under the wind.

•••

IN THE NIGHT is an exploration-based mystery/horror game set in an afterlife that has fallen into perpetual darkness. Characters who have died (canonically or via AU left up to the player) will find themselves on a ferryboat on their way to Beacon, a small mining town on the shore of Lake Red Jacket.

Something is wrong in Beacon—the sun never rises, fires won't catch, and electric bulbs are all but unheard of. The darkness in the surrounding forest seems to suck up any attempts at light. A few meager light sources have been allotted to you, though: Tablets with a connection to the town's network, personalized lanterns that strangely never stop burning, and the Bonfire. The enormous Bonfire in town square is the most prominent source of light. You may borrow smaller fires from it, but be careful, as taking from the Bonfire permanently depletes its lights until that fire is returned.

Why the town is like this is unknown, but the Lighthouse Keeper is counting on you to fix it.


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TABLETS & NETWORK


All characters arrive in Beacon with a tablet in addition to their lantern. The tablets are roughly the size of a sheet of paper, very thin, constantly in "night mode", and built with a trifold design (i.e. it can fold into a more pocket-sized phone shape). Straight up, they're the tablets from Westworld. Very fancy!

Tablets are connected by a mysterious wireless network and they never need charging. There's a public network app that functions essentially like a community forum, as well as a private text/call function (you know, like a phone). There is no option for video calls right now, but you can send pictures! Assuming you can take them, that is—the tablet does include a camera app, but it doesn't have a flash. There are text-to-speech, speech-to-text, and any other accessibility functions your character may need, as well. Unless you're attempting to process a ridiculous amount of data, it's safe to assume the tablets can store all your images, documents, apps, and the like.

It is possible for tech-savvy characters to develop new apps for the tablets. These would be player projects. Characters may also ask Robin to create apps for them, though she might ask for payment in return.

APPS CURRENTLY AVAILABLE
THE NETWORK A community forum for everyone in town. Posts can be filtered from others and/or marked anonymous.
INBOX & VOICEMAIL You know, like a phone.
THE BASICS A collection of simple apps: a clock, an alarm, a stop watch, a calendar, a notepad, and basic settings.
ACCESSORIES A drawing app; an app that reads text in images aloud; a map, which can be updated by the community at large; a Sudoku game; a handwriting-to-text app; an app for sending multiple images/files all at once; Beacon Excel
FOREST SPIRIT TRANSLATOR This simple app provides all residents with ocarina playing instructions and sample audio files for a series of messages to communicate with the forest spirits.
WELCOME A program that automatically runs when a new username is entered into a tablet. This runs a welcome message for anyone who's just arrived at Beacon. Created for the people, by the people!
SONGBIRD A music-streaming app that links directly to Robin's personal music library. Her collection is freakishly expansive, and can include basically any songs you can think of. There are also functions to create and share playlists, and users can upload their own music to the app if they'd like.


Upon arriving in Beacon, the tablets will prompt characters to enter a NETWORK USERNAME, which will be unique to them and cannot be changed after the initial input. All network usernames will be listed below, as well as links to IC inboxes and any notable contact information players choose to list for their characters (say, if your character is heading up an IC organization and wants other characters to know they can be contacted, for example).

This list will also serve as an IC directory, meaning all of the information on the table below is available ICly. If you would like to update the information in the directory, please post a new form with the updated information!

Name
Contact
Info
The Lighthouse Keeper @keeper NPC; the lighthouse keeper
Rastus @rastus NPC; bonfire keeper
Alisaie Leveilleur @aetherblade
Ambrose Spellman @warlock Magic, corpses, general helper
Angel @4N631 Local IT girl
Ardyn Izunia @username Poetry, strategy, friendly chess matches
Armitage Hux @hux Engineering
Audrey Flowers @hedgewitch Can help with nature, magic, meditation, and math.
Bruce @bruce
Carmilla Karnstein @elvira always accepting alcohol and/or blood donations.
Castiel @thursday
Catra @claws Catra would like to be left alone kthx
Cheryl Blossom @cherylbombshell
Daylight vis Lornlit @daylit General helper
Dean Winchester @ledzeppelin If there's something strange in the neighborhood, you know who to call.
Duster @lucky
Eddie Kaspbrak @kaspbrak
Elektra Natchios @badeaux
Eliot Waugh @earl.gay excellent drink making skills
Ellever Brandt @imadeyoureadthis
Ephrim @ephrim gardening. metalwork. herbal remedies. please keep inquiries short. thank you.
Fitz Kreiner @justfitz Music, adventures, having a laugh.
Fjord @fjord
Getaway @Escapologist Only if you need a handsome and clever rogue to help you escape from something.
Gregor Allaine @ninelives
Gwen Stacy @gwenzelle
Haein Seo @haein
Hana Song @D.Va
Ignis Scientia @scientia Cooking tips
Jason Grace @jupitersgrace Weapons/Combat Training. Patrol Schedule. Capture the Flag Coordinator. Here for heavy lifting or general assistance around Beacon. Yes, I can really fly.
Jason Todd @jtodd
Javert @javert Combat training, first aid lessons, police work, investigations.
Jo Harvelle @cuttingedge
Klaes Ashford @shouldbecaptain Good at hand to hand combat, solid knowledge of mechanical repairs
Kol Mikaelson @kol All things mystical. Hand to hand fighting/combat. History lessons. Literal heavy lifting. A fun time. :)
Kuai Liang @Grandmaster
Kylo Ren @kyloren
Link @lonk Warrior
Maes Hughes @m.hughes DO YOU WANT TO SEE PICTURES OF MY PRECIOUS WIFE AND DAUGHTER? Oh and investigations I guess.
Masaomi Kida @bacura For a good time call
Matt Murdock @HK Voice over text is vastly preferred.
Mary @missprincessmary Expert color-er
Megara @callmemeg might take a while to respond by text
Minimus Ambus @Ultra_Magnus Inspections, restructuring of processes and of public or office spaces, lawyer, soldier. Can provide some context for mechanical systems and heavy lifting.
Misty Day @silver
Nancy Wheeler @nwheeler journalism and investigation
Naminé @lingering-will If you need something drawn or altered...
Newton Geiszler @rockstar Science (biology, engineering) and music
Noctis @KingofFishing
Peter Parker @parker
Prompto Argentum @quicksilver Photography, odd jobs
Pudding @purin
Quentin Coldwater @SuprNerd Magic, quests, book discussions.
Rhys Strongfork @rhyz301 Computers! Hacking! HTML/CSS help, which I'm told are two different things!
Richie Tozier @r.t
Riku @riku
Rosalind Lutece @RLutece Science
Rosinante Donquixote @silent
Sam Winchester @winchester
Senri @senri
Sora @langit
Steve Harrington @harrington babysitting
Stone @stone
Tadashi Hamada @hamada Computers
Theon Greyjoy @ironborn
Todoroki Shouto @shouto rescue, policing, natural disaster.
Vanitas @darkness
Ventus @ven
Wanda Maximoff @witch Can do heavy lifting
Will Ingram @dr apps dealer/tech person
Winter Soldier @soldier
Xayah @Violet_Raven
Zihuan Cao Pi @kingofwei

Please copy and paste this form into a comment to add your character to the list:



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