MUTATION.

Feb. 12th, 2020 11:52 pm
goldtoxicity: (000000213)
[personal profile] goldtoxicity posting in [community profile] neopoints
There are some elements of BODY HORROR and MEDICAL HORROR in certain aspects of this event! They can be avoided if you're not comfortable playing with them, and be sure to warn appropriately if you're opting into them.

THE SETUP.

A total comedy of errors. The research wing of De Chima General has been incubating some promising new pieces of technology, most promising among them being their experiments with nanotechnology.

On April 16th, a overloaded piece of technology explodes and takes half the laboratory with it. Josh, being Josh, rushes in without thinking too hard about his own safety. He's able to save the trapped researchers at heavy cost to himself, ending up unconscious from the healing effort and in critical condition due to the injuries sustained getting them out.

Thinking quickly, one of the scientists jams him full of their experimental nanites to try to save him, not realizing that he'll simply heal on his own if allowed to regain his strength. By the time the fire department and his emergency contacts arrive, he's up and walking around again. All seems completely fine.

Except, perhaps, for the fact that his powers seem to have gained a significant boost. One that he has difficulty managing. And one that appears to be growing exponentially. And by the morning of the 18th, Josh will have lost all control.

His power is biokinesis. Manipulation of biological material on a genetic level. Josh largely just limits to healing and killing people, both of which will be happening in spades, but with the added bonus of (temporarily) rewriting people's genetic code. Characters will need to be within Heropa to be affected, but leaving the city will not undo the effects. They cannot be reversed until Josh has been dealt with.

This will happen while in Heropa and will create an area of effect that will cover the entire city for the duration of the week.

HEALING.

Your character might suddenly be the healthiest they've ever been, freed from all weakness and disease. Scars might even fade without a trace. At the end of the event things will revert back to normal.

GENETIC MODIFICATION. CIVILIANS.

People without powers are suddenly going to get them. Your average everyday citizens will be gaining artificial mutations which could really be anything you could imagine them to be. Some may suddenly be able to shoot fire from their hands and fly. Others might just turn a brilliant shade of blue.

Superpowers in the native populace can only really lead to chaos. Some kids might throw on a homemade costume and go out and try to fight crime, get themselves in trouble. Some folks might run out and live their dreams of being bank robbers. If you can think of a scenario with superpowers going wrong, you've got it.

To ensure things don't get too out of hand, the collateral damage is limited localised destruction of a building, and up to five NPC casualties per incident. Anything likely to have a larger impact on the setting or resulting in a higher death toll will require separate mod approval!

GENETIC MODIFICATION. IMPORTS. warning for BODY HORROR.

While imPorts aren't going to be getting any extra offensive superpowers from Josh's meddling, they can still be affected by his ability. Josh's powers will be triggering something akin to a secondary mutation.

If you've ever seen a mutant with a physical mutation, you'll know that some look pretty human and others really do not.

You can have these be as simple as your character getting some cute animal attributes, like cat ears and a tail (or losing them if they already have them), they could become totally bestial, or grow a splendid pair of wings. They could find themselves being made of liquid metal, or water, or even become made of rock or diamond. Hell, someone might wake up and find their head is now on fire.

Secondary mutations are usually either tied to an evolution of a character's abilities or their mental state. So feel free to be creative!

The level of pain involved in this transformation is entirely up to the player.

KILLING.

It's not all fun and games, though. There is a malignant side to Josh's abilities too.

Your character might suddenly be on their death bed with no explanation. as the week progresses they become sicker and sicker with a mystery ailment. Symptoms will include about what you would expect from a plague, with the added bonus of a weakening and/or losing control of superhuman abilities. How affected they are and what symptoms they have are entirely up to you.

This illness is not contagious in any way and cannot be passed on to other imPorts.

HOW DO WE END THIS?

Well, that is entirely up to you!

For the sake of keeping this playable for the expected duration, Josh will be unable to be taken out for the first few days of the event. His healing factor is in overdrive and he'll heal faster than anyone can inflict damage on him. imPorts can track him down but will find him still very much out of his mind and unwilling to back down. Anyone who approaches him, friend or foe alike, will find him turning the brunt of his lead powers on them, and injuries will heal too quickly to make a difference. This will change on April 22, at which point he will be vulnerable to psychic and physical attacks.

The only way to end it is to reach Josh and make him stop, but whether this is by killing him or through some other method is entirely up to all of you. I'm not opposed to whatever outcome ends up happening.

AFTERMATH
Everything will revert to normal once Josh has been dealt with. All effects will fade within 24 hours.

Characters who will sick will find themselves recovered though perhaps still feeling drained, characters who were healed will find themselves slowly returning to their baseline, and characters who had secondary mutations inflicted on them will return to normal.

The exact process and length of the transformation is entirely up to you.

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