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Doctor Moreau
Captain

PostPosted: Fri Aug 05, 2005 10:28 pm


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The lobby is located in the frontmost area of the largest of the Laboratory complex. In the center of the opposite wall is a heavy wood receptionist's desk; plush, inviting couches line the walls, and small endtables are stacked with magazines. Any of the titles that would be remotely entertaining, such as Entertainment Weekly and People are at least six months out of date; the home gardening magazines and geriatric magazines are surprisingly current. Comforting music plays soothingly from speakers that are well hidden around the room.

This inviting facade seems to alleviate apprehensions about the sterile laboratory environment beyond the windowless doubledoors.
PostPosted: Sun Aug 07, 2005 12:02 am


Guild Rules



  • This guild is Role-play ONLY. General OOC should be done at the Main thread
  • Only Dr. Moreau's subjects (people who "own" an experiment) can be members of this guild.
  • Threads - The Guild is now divided into three main subforums - the Duplexes (for Journals, and what goes on inside the duplexes), the Village (for all RPs around the village proper or in the rooms of the town hall, etc, and Outdoor Areas (for any other location). You are welcome to make new threads, but please only do so in the subforums smile
  • Journal Titles If you create a journal, please do so in the Duplexes subforum. Title the journal in the following format:
    [Journal]Character Name's Journal (or Duplex)
    Essentially, it must begin with [Journal] and contain your character's name.
  • Titling Roleplay Threads
    To make an RP thread you must post [ORP] or [PRP] in front of your title. ORP means Open RP, which means any subject can join the RP. PRP means Private RP, which means only those invited on the first post my join the RP. For example, a post title should look like this:

    [ORP]River at Midnight

    RP threads without [ORP] or [PRP] will be edited or deleted.
    Please also put FIN in the title of an RP thread to indicate when the RP is complete so others can read a complete storyline and the thread can be locked by a crewmember.
  • No God-modding
  • Any and All Escape Attempts (And outside communications) Will Fail unless worked out previously with me out of character. You are FREE to RP an escape attempt, however, you must also work in an imbedded failure. The RP Managers do not have time to thwart each one personally, and the RP here is not a game of "beating the system". So, take into account that Moreau has thought of just about every contingency or paid someone to do so. The role playing is restricted to the island. Please do not repeatadly attempt forced GM intervention to stop you from leaving the island (you CAN work out your own escape and failure attempt posts if you wish). If you force GM intervention too often you may get your wish, temporary explusion from the island and the role play.

  • Attempts to harm Moreau will Fail this also applies to other staff role played by other people. Moreau has set up certain contigencies to stop any attempts, but trying to work out constant ways to get him despite defenses (and looking for loop holes I might have missed) detract from the interaction you''d be able to have with other people. You cannot have an Island of Dr. Moreau without a Dr. Moreau.

  • All Subjects have had a microchip implanted in the backs of their necks that are in a vital area and so cannot be removed - This has several affects. The day that they arrive on the Island, usually that night while they are asleep (the A/C filters can filter in knockout gas) they are implanted. The implant allows any of the staff on the Island to moniter their location as per a GPS system, and trains cameras to them. Additionally, with the stroke of a key OR a verbal command from one of the staff, the chip can render the subject unconscious immediately.

  • Fighting and Escape Attempts Because of the implants in their necks, Feel free to start a fight if you feel that your character would. However, after only a few blows are struck, if it looks serious, anyone monitering the subject is under the orders to render both particpants unconscious. NO killing anyone with a few blows - I don't care how good you are - that is unrealistic. You can RP that there were injuries (that the medical staff will take care of). Likewise, the "knockout" aspect of the implants are another failsafe if someone gets particularly clever with the escape attempts/damage to the facilities. YOU are responsible for RP'ng this out without GM intervention. This translates to it may be up to YOU as a player to have your character fall unconscious. If two characters are fighting, and one is on the defensive, it may very well only be the attacker that falls unconscious unless the defender tries to take advantage of the new unconscious status of the attacker.



Official GMs

Official GMs are the only ones allowed to God-mod. Their word goes above all else, and they are the ones that can deem things cannon or not

  • Doctor Moreau
  • Aubrey Lockheart
  • Sabin Duvert

Doctor Moreau
Captain


Doctor Moreau
Captain

PostPosted: Sun Sep 18, 2005 7:29 pm


Additional REQUIRED READING Information: The Island Setting and NPCs


NEW AS OF Jan 5, 2007 As most of you are aware, the Island has come a long way since the first islanders arrived over a year ago. It has gone from a small community of islanders to quite a large colony. Dynamics have been shifting, events have occurred, and rules have been tested, stretched, etc.

So here is new information that every player should know.

See the following post as well to a link to more information about the labs and the organizaiton.



  • The Cameras

    The Everpresent Eye/Big Brother of the island. The cameras are what the staff use on a daily basis to moniter the goings-on of the island.

    Currently, there is one primary monitering room in the labs. There are usually only two staff members monitering the cameras at any given time (the job rotates). There are over 80 islanders.
    The camera density is the greatest in the village. Other areas with a lot of cameras are: along the trail to the labs, congregation areas such as the beach bar or where they can be stationed at the beach, large caves, and open areas. The cameras are most widely spaced in the thick parts of the jungle. WIDE open spaces, such as the middle of the beach, or the near-ocean obviously cannot be closely monitered.

    The cameras themselves range in size from the very obvious to the practically indetectable. Every islander's chip in the back of their neck serves as an activation for any camera that they pass, allowing the staff to only need to keep an eye on a smaller number of cameras at a time. At least, ideally. Some islanders might note that a camera activates and follows their movements.

    With Jamal and Annie loose in the jungle, the labs also need to do random sweeps of even cameras that are not triggered by a nearby islander's chip. But they can only do so much.

    One thing working against them with those two is that by the time one of them is spotted on a camera, by the time a team of guards gets to the location, they've either moved on, or their movement through the dense folliage alerts them. Annie has other methods that have not yet been revealed.

    Most of the time, those monitering the videos will pay the most attention to congreagations of islanders or anyone obviously up to something suspicious. Also, while there are audio devices along with the cameras they can only feasibly listen to up to two conversations at once (one for each staffmember). The audio that they pay attention to will likely either be a big group of people, what looks to be a heated argument with the potential for violence, or (depending on who is on moniter duty) intimate relations between islanders. All of the audio/video is recorded, however there is a LOT of logs that is difficult to go through.

    When an islander goes off-camera, the chip in their necks serves as a GPS device to track their position on the island. It raises a flag, but most of the time, nothing is done. Likewise, it raises flags if there is a congregation of islanders off-camera. Depending on the acessed threat level to the labs, a jeep might be sent out to investigate if there is a large congregation that includes "problem" islanders. ((Ie a grouping of Ambrose, Angelina, Nita, Lauren, and Colche probably would not raise an alarm. Tommy, Chubbs and Billy meeting together off camera would.)) But there still would be a response time depending on how close the islanders are to an accessable trail.


  • The "Buzz"/Chips

    As stated in the Cameras section, because there are so many islanders, it might take a guard on moniter duty a bit of time to notice when a fight starts. Islanders can get in a few good hits before the participants are buzzed out.

    The purpose of a fight, in the role playing sense, is an expression of hostility between two characters, not the physical feel of fist on flesh (or fur or scales) or taking the other character out of the RP due to injury. You can still start a fight. If your character would attack someone, then have them attack them. If anything, the fact that a fight would be halted would probably only embroil these emotions. Ultimately, how severely a character can be injured is up to their player OOCly. Keep in mind that injured characters will be pulled into the labs for medical attention. Depending on the severity of the injury they may be held in the labs for a period of time until they are well enough to be taken back to the village. This means that if your character is severely injured, then you will not be able to play them again until sufficient time has passed. You do not need to grab a GM to have your character taken into the labs for medical attention. ((see the NPCs section for more information on allowable "godmodding" of NPCs)).

    However, use common sense and if you cannot put your RP on hold until you ask a GM, we reccomend that you err on the side of caution. Characters that are physically more dangerous would be monitered more closely at the fist sign of aggression (ie Chubbs or Joli or Zach). The chips serve as a monitering device of basic physical properties (heart rate, adrenaline, etc). When someone's heart rate spikes, it raises a flag for the attention.

    If a character's vitals seem to be unhealthy and they are off camera so that the situation cannot be accessed (or if they look like they need it on camera) they will be buzzed.

    For Example, with the situation with the Truth or Dare session gone awry with the Annie attack - there was a cluster of islanders off-camera. However, none of them were flagged as threats (at least not that had chips). The heart rates were relatively normal, and there were implications of alcohol in the blood. When Annie attacked, the labs saw that the heart rates went through the roof of several islanders, and began buzzing them out until they could access the situation and sent a jeep their way. Ambrose was buzzed first, as he had sustained damage.

    The chips can be used to lock the impulses of the body as well, but this procedure still has its flaws, and can leave aftereffects for a few days in the form of locking limbs or phantom pain.

    The chips are located below the base of the skull on a vertebrae. The chip is small - approximately the size of a grain of rice and cannot be felt through the skin. It has two longer wires that extend into the spinal chord. It is implanted usually during an islander's first night. when they go to sleep, the room is filled with a knockout gas, and they are removed to the labs to have the chip implanted before returned to their bed. They might have a soreness about their neck, headache, and strange dreams as an after effect of this process.

    Additionally, whenever someone is injected for their next change, they are buzzed when they sleep. The lab retreives them and brings them to the lab for their injection, and then replaces them where they were prior to the buzz. Likewise, vague impressions and flashbacks might stay with them or affect their dreams. Finally, if for some reason a subject needs to be examined - physically, acessments of the change, etc that cannot be done through the basic chip moniterings, they are usually collected when they are asleep, the chip keeping them that way, and returned the following morning. For safety's sake and subtlety, anyone else in the room is usually buzzed out to prevent them from waking during the collection/return or while they are gone.

    If someone attempts to remove a chip: First off, the location needs to be determined somehow. This is also very very delicate surgery on the back of the neck and requires at least one islander in addition to the one being operated upon. Any attempts to remove the chip will MOST LIKELY have effects on the character. we will randomly determine the severity of physical damage to the recipient - anywhere from chronic pain to paralyzation. This damage to the character is IRREGARDLESS of what you filled in on your character plot device form. If you decide to have your character's chip removed, then you are willingly foregoing any decision to keep that character from permanent harm.

    The first step/problem is the incision into the back of the neck and all that entails. If the chip is touched with a metal device, a painful buzz is triggered and a warning is sent to the labs. The buzz will not really harm the person operating on them, but wil be continuous as long as metal is in contact with the chip. Additionally, pressure on the chip will likewise set off the buzz. This is a security device in place to deter even those with a surgical skill from removing a chip. The only way around this is if for some reason the chip was deactivated.

    Finally, the chip will need to be removed without undue damage to the host - keep in mind the long prongs that go into the spine.

    If the attempt is successful, it is then vital that that character get off camera and stay off camera or they will be caught and rechipped. As long as a character is loose on the island and unchipped, their changes will halt. THe labs cannot administer another injection. Likewise, if they remain loose for a long period of time and are not complete, then they run the risk of additional side-effects and health problems that come with an incomplete serum.


  • The NPCs There are several groups of NPCs on the island. Not every NPC encounter requires RP with a GM. There are some basic interactions that a player can godmod an NPC. Once again, if you have a question, please ask.

    *Intercom Staff The intercom staff is whatever staff member is on duty at the time to answer calls from the islanders when they press 0. Their primary duty is a forwarding service (if the senior staff member is available) and they can take material requests. They generally are uninterested and bored.

    Generic requests that do not include a contraband material (see below), and ordered by an islander not on bad standing with the labs (you should know who you are) can be filled without needing an RP with a GM. Just post your order. We do like knowing what islanders are ordering, and if it would be appreciated if you send the Island of Moreau mule a PM letting us know what you're ordering. If for some reason there is a problem with the order, we'll let you know. If the PM is not answered (assuming it's been read) within a week, you can assume that the order was okay, and that your islander got their goods, as most generic requests will take a week to fill anyway.

    ICly the intercom staff makes a note in the computer system on your character's file and sends it for approval to be flagged for order.

    Contraband Material ((Items that cannot be ordered without special circumstances/GM involvement))
    ~ Weapons
    ~ Powertools
    ~ Any material that would promote/assist escape (This can range from anything from a book about currents or navigation or prison breaks to rafts, compasses, or scuba gear; The labs aren't stupid)
    ~ Communication devices
    ~ Any flying/Airborne device (including signal flares, radio airplane with any kind of range, etc)
    ~ Hard drugs
    ~ Explosives (or obvious components to create them)
    ~ Poisons
    ~ Surgical equipment
    ~ Vehicles, with the exception of small, self-powered terrestrial vehicles like bicycles and wheelchairs.
    ~ Any item worth more than approximately $2000 (without approval). Also, if an islander rakes up a large amount of lesser valued items, things might start getting declined. A character's standing with the labs can also affect the 'bill' that they can rake up. The staff wants to keep the islanders in the labs' good graces happy as an example to the others.

    *Guards
    The Guards are a generally gruff, irritable group, particularly after several of their ranks have been picked off by Annie. They see a wide separation between themselves and the islanders - often treating them like animals in order to deal with the position that they themselves are in and to distance themselves psychologically. they are always seen carrying firearms as well as a tonfa/night stick at their belt.

    There are guards:
    ~ two are always posted on the outside of the main electified gates to the labs
    ~ recently, a few guards have been seen around the village from time to time
    ~ At least one guard always accompanies a staffmember when they go outside the labs
    ~ Usually two groups of guards are roaming the island on the look out for Jamal and Annie.

    Most of the time, guards do not have "buzzing" authority. They each have a small "panic button" that flags the staffmember on camera duty to immediately buzz the islander in their area (brings their attention to the camera and the situation to KO the appropriate islander). IF they are off-camera, any islander in their viscinity will be buzzed if they hit the panic button.

    You can say that your character saw or interacted with a guard, that they were gruff, gave the character a dirty look, escorted the character somewhere they needed to go, etc.


    *Delia
    Delia an older woman; the matron of the Town Hall. She is the pretty much only staff member who resides in the village, though now she does have a few staff members under her (janitorial/supplementary cooks) but is mostly in charge of things in the town hall. She is a registered nurse and can assist with basic injuries at the small clinic in the town center - she can give basic medicines, first aid, set sprains/ simple breaks and the like.


    She is also the primary cook for the cafeteria and can loan out cleaning supplies.

    She is surprisingly unphased by the drastic changes of most of the islanders, and generally pleasant. Think of her as like the dorm mom of the village.

    She can be generally godmodded doing her simple jobs as long as you don't try to go into her backstory (we have one in mind already) or have her do anything rather out of character.

    She can sometimes cook up a special request or loan the use of the kitchen (but the islander will be monitered during this time).

    If you for some reason want an actual interaction with Delia, contact the GMs.


    *James Broadstrom James is the big, severe, helicopter pilot that brings almost all of the islanders to their new permanent residence. He is generally stoic and quiet, disliking interactions with the islanders. If he gets to know them, then he feels worse about what he's doing. He pilots the helicopter under duress and not-so-veiled threats from Moreau about his family and blackmail on an ambiguous history.

    Most islanders arriving on the island don't actively RP with James but can emphasize his stoicness during the flight. More interactions would require RP - generally Hige is in charge of James.



    *Angharad "Annie" Anderson - Angharad, a former special PC, is the insane female wolf that is now chipless and terrorizing the jungles. She is larger and stronger than her lupine serum would normally suggest, and after she killed her best friend Fiona during her final change and ripped out her chip, she has never been the same. She has been picking off guards slowly; usually after a kill things are quiet for a time before she resurfaces again.

    Scattered wolf tracks and the occasional remains of an animal corpse might be seen in the jungle, but further involvement requires GMng. Seek out Kamiki for Annie.



  • Above All! - If you have a question, feel free to ask! If it's not outlined above, or if you have an idea, a plot, etc that you want to see if you can start up, let us know! You can either PM the Island of Moreau mule or find Sabin, Kamiki, or Hige on AIM.
    There are a lot of options within the lines of things above and with the existing plot seeds in place around the island. While you still cannot outright kill the senior staff ( Moreau, Aubrey, Sabin, etc) - if your character would attempt to do so, then you can bounce things off of us. Yes, an escape attempt will not be successful as of yet, but everything that characters do can have an impact on the metaplot and storyline. IoDM is a role playing game and as already announced will have a climax and a conclusion. What happens between now and then can affect that outcome. So while no one will escape and kill Moreau tomorrow, or next month, things cause ripples. We're working with a general time frame. We don't want the game to end TOO soon.
PostPosted: Mon Jan 02, 2006 8:19 pm


RESOURCES

OOC knowledge, but important informatino for players to know about the Island, Feral Labs, etc

This Thread in the Quester's Guild is the place to go for information about Feral Labs and the organization of the Island itself.

This thread has information about the history, public face, and resources/underbelly of Feral Labs on the mainland; the organization and ranks and staff of the island, the basic organization of the lab facilities themselves, and the some of the projects that are ongoing.

Island of Moreau
Vice Captain


Sabin Duvert
Vice Captain

Winter Trash

PostPosted: Fri Mar 03, 2006 10:35 pm


WIDESWEEPING EVENTS

*****


((Edited and shifted down to provide more resources))

That night, at 3am on the dot, there is a LOUD sound of an explosion, originating from the sky above the Island. Looking out, or anyoune outside would look up to see a brief fireball in the sky. Following that, any power that is on begins to flicker, going through a few brownouts before finally shutting down altogether. If you happen to be awake at that point - you would notice all the lights around you, any electronic equipment that wasn't battery operated flicker and die.

All of the buildings on the island are in 'shutdown' mode. This means that everything is locked tight. If you attempt to force your way into any of the buildings, your own duplex and the Town Hall included, then you will find that from the outside at the very least, they are impenetrable. If any window was broken - it is now fixed. All of the lights are off - in every building. Even the electric fence surrounding the main laboratory is turned off - though still closed. Attempts to break into the main complex will be met with equal lack of luck as breaking into a duplex or the town hall.

The only items you have on you are the items that you would have been wearing when you were asleep/fell unconscious: including clothing and perhaps a few battery-powered electronics IF You would have been wearing them. That's it. Everything else is where you left it - if it was in your duplex, it still is and you can't get to it.

There is no sign of what happened to the staff. The labs are quiet from the outside.

Welcome to the Wild.
PostPosted: Sun Mar 26, 2006 10:04 pm


((Edited and shifted down in post order for more resources above))


Late in the night, far past midnight, at a time when only those animals whose eyes are well adjusted to the inky blackness that comes when the only light - the moon and stars- are blanketed by the thick rainclouds, the thick heavy droplets begin to slow... and then finally stop.

The buzzing of insects and birdcalls that had been all but absent during the steady drone of the falling rain slowly begin to pick up experimentally, then call out in a chorus welcoming the clear and rain-less night air.

However, the noise of the buzz and birds are soon joined by another humm. This one, however, is one that the Island has not heard in over two months. It is not the querying chirp of a cricket, or a methodical crick of a treefrog. It is a steady, mechanical humm, droll and mundane - but to some acute ears that catch its chorus that spreads across the Island from the Beach Bar to the Village to the Laboratories - it is the most welcome night noise of them all.

For those staying in the beach bar, if they are not already awake then the florescent lights that slowly flicker on probably does the trick.

In a loud resounding CLICK, the duplex doors unlock in unison.

About three hours following this, the scent of cooked food begins to spread from the now unlocked and open cafeteria.


**

Sabin Duvert, with a smile in the darkness somewhere deep in the bowels of the Island, leans back in his command chair and stretches his arms as he watches the moniters - the tiny cameras scattered all over the Island and waits to see the reactions.

"Ahh... it was fun... while it lasted." He checks his watch that boasts something akin to three in the morning. "But we must prepare for his return... I suppose~" He says to no one in particular, with lament. "Although.... I rather did enjoy this..."

Sabin Duvert
Vice Captain

Winter Trash


Doctor Moreau
Captain

PostPosted: Wed Aug 30, 2006 1:31 am


The loudspeakers in the village and the speakers in everyone's duplexes crackled through at once. The voice of Moreau resounding through the entire area. "Greetings my oh so precious subjects. This is Dr. Moreau, if you weren't already aware, recently an attack was made on my fiance Dr. Aubrey Lockheart, and a threat to me."

"Now while the threat has been dealt with, there is the issue of punishment. Many of you have been here for some time and already have learned what it is like to live without my hospitality, but obviosly some of you recent subjects seem to have gotten the idea that you might have some... leverage here." Moreau half laughed over the intercom.

"That said, the perpetrators of this henious act are to be punished, their duplexes will be locked and they will be left to the wild. They will not be allowed within 100 ft of the village. If they violate this they will be knocked unconcious and kept that way until someone drags them outside of range. In addition they will not be allowed food, clothes, or supplies from the village. They will be watched and anyone who is caught giving them any of these materials will suffer a simlar fate. Perhaps this was they'll learn the error of crossing me. If..." a smug grin on Moreau's face showing through the intercom. "...they haven't already."

"Learn your place boys." is Moreau's final message as the intercom goes off.
PostPosted: Fri Sep 08, 2006 4:34 pm


An annoucement booms across the speakers as Moreau's voice returns. "So that it is known, Zachary Bloodstone has decided to violate the policy that I laid down concerning the punishment of Tommy Christian and Alec Derring for the attempted murder of Dr. Aubrey Lockheart."

Moreau's voice paused as it boomed across the village and much of the island. "Therefore, he is subject ot the same fate, anyone caught helping any of them with food, water, or any kind of supplies will be punished in the same way. They will not be able to approach the village and those new subjects who were unaware who have aided them, you are now warned."

Don't test me."

Doctor Moreau
Captain


Doctor Moreau
Captain

PostPosted: Thu Sep 21, 2006 6:25 pm


An announcement comes through the loudspeakers "Mr. Christian and Mr. Bloodstone have been allowed back into the village with the rest of you. I hope you'll welcome them back and advise them and remind them what a mistake it was to abuse my generosity in the first place."

"Mr. Derring on the other hand, is still under the same restrictions that I placed previously. Do not aid him, unless you want to end up like him." the voice cuts off after that.
PostPosted: Thu Nov 23, 2006 12:12 am


Happy Turkey Day


For those islanders entering the cafeteria on Thursday, November 23, they encounter a feast for the eyes, nose and mouth. The entire cafeteria is bedecked in decorations in red, brown, and yellow - festive decorations the likes of which are normally not seen outside a fourth-grade classroom pepper the walls: smiling pilgrims and indians, and fat, happy turkeys. Cornucopias, autumn leaves and scarecrows (both poster-decorations as well as the genuine articles) are strewn about the cafeteria: leaves around the floors, cornucopias on each table, and a stray scarecrow in the corner. Orange streamers hang from the ceiling, and linked construction paper chains traverse the circumference of the room.

However, the decorations are but a backdrop to the feast that has been laid out on tables.

The amount of food is enough to make even the super predators feel full just by looking:

Cornbread, cranberry sauce and jelly, candied yams, sweet potatos with marshmallows, green bean casserole with crispy onions on top, dinner rolls, and homemade cranberry bread, corn pudding, stewed beets, corn on the cob, mashed potatoes, and a large salad with a variety of available dressings.

A whole table is dedicated to a huge amount of desserts: apple pie, chocolate mousse pie, bread pudding, pecan pie, shoo fly pie, and, of course, pumpkin pie. A vat of ice cream sits near by, chilled, for garnish.

But in the center of the feast, is place reserved for the meat. Huge bins of gravy - both brown and white, are available, as is a mound of stuffing. However, in the center, there is no cooked turkey. In fact, there is no cooked meat anywhere on the buffet.

Instead.... a rather confused looking plump live turkey sits, pecking unwittingly at the cornbread stuffing. It sports a yellow wingtag with the number "0" on it.


However... that is not the ONLY turkey about for thanksgiving. No, a turkey for every islander (well, at least each one sports a tag with a number from one to 78, skipping the unmanned duplexes) is somewhere roaming the village. A good half dozen are in the cafeteria, another dozen or two in the various other rooms of the town hall, but most are wandering idly about the village. A couple may have wandered into the jungle, but it is unlikely that they will last too long out there even amongst the small native predator species.

These are the fat, stupid turkeys that have obviously been farm-raised, not the more clever wild turkies of thanksgiving "legend". These are the turkies famed for drowning in rainstorms from looking up at the water and who have been so glutted for girth that breeding without assistance and insemination is impossible. Most of them are too dumb and complacent to even move when in someone's path, let alone run from an islander regardless of how predatory they might appear.  

Sabin Duvert
Vice Captain

Winter Trash


Sabin Duvert
Vice Captain

Winter Trash

PostPosted: Sun Apr 01, 2007 5:04 pm


Where Has the Time Gone...?

Midafternoon ((around 3pm)) , on the first of April, a simultaneous wave of buzzing strikes all of the islanders. As one group, the chips are activated and everyone falls unconscious (at least, all of those who still have their chips).

When they awaken, they are back in their own duplexes, and many of the standard aftereffects of the buzzing are with them - though a bit more pronounced. Everyone has a headache, is cotton-mouthed. They feel dehydrated and achy.

Any calendar or clock on the island, they will find, is set to 9:38pm ((from when the first islanders start to awaken - and indeed, it is dark outside)), August 29, 2007.

Many of the duplexes have a layer of fine dust over the furniture.

If Delia is asked in the cafeteria, she will anxiously answer that almost five months ago all of the islanders had been pulled into the laboratories and she hadn't seen hide nor hair of them since then, until today.
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The Island of Dr. Moreau

 
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