snowblindmods: (Default)
Snowblind Moderators ([personal profile] snowblindmods) wrote2015-09-03 10:49 pm

Search Requests

Search Requests

For the most part, characters are allowed to travel from uncovered square to uncovered square and gather basic items on their own, provided they announce what they're taking on the appropriate page. However, it's important that we can keep track of how everyone is moving daily, and you and your characters may want to search for more plot-relevant items. There are also squares on the map that no one has traveled to, and remain a mystery until explicitly uncovered. Thus, the search page has been created for this use.

You must report your character's movements in your thread. We want to make sure you haven't made any math mistakes and keep characters from accidentally teleporting around the map, for one, and we also want to make sure your character gets to experience any location-relevant situations. We will respond to your characters' movement updates within 48 hours with any monsters they would have run into that day and anything that would happen of note on a specific square your character traveled through, in addition to pointing out any math errors. In the case of monster encounters, while the day they happen on is random, you will be able to select exactly where they encounter them. You will have to respond to us telling us how the character(s) handled the monster. Unless something unusual happens, we will not reply to your character movement updates.

How much searching and traveling your character can do is based on the weather, any movement penalties your character may have, and any events that may otherwise hinder travel. Common sources of movement penalties are injury and being over-encumbered--if you want to try and drag a mattress around with you, don't expect to get anywhere very quickly!

Travel and search are based on the squares of the map, and all actions are discussed in terms of squares. All searching uses up squares, which means every search reduces the amount of squares your character can travel. No searching is a free action, and is added on top of square movement, so make sure to double check your math! Moving to a square and searching a building in that square both have to be thought of as separate things, not as using the same amount of time. We will provide a limit of the amount of squares your characters have to act which encompass all actions a character takes that day; if they go over that limit, they will not be able to do anything beyond the last action that would have used up a legitimate block of time.

Much like finding normal items, searches are split up into quick searches and thorough searches. A quick search takes up one square of travel time per building or area searched, while a thorough search takes up two squares of travel time per building or area searched. If you thoroughly search three buildings on one square, that would take up all of your movement at once, two per building searched.

Residential Zone One:
November 22 - February 1
DAY 181 - 204

Maximum Allowed Travel: 6 Squares morning start, 5 Squares day start


Residential Zone Two:
November 22 - February 1
DAY 181 - 204

Maximum Allowed Travel: 6 Squares morning start, 5 Squares day start


Ice Caves:
November 22 - February 1
DAY 181 - 204

Maximum Allowed Travel: 7 Squares morning start, 6 Squares day start


Downtown:
November 22 - February 1
DAY 181 - 204

Maximum Allowed Travel: 6 Squares morning start, 5 Squares day start


Split Tunnels:
November 22 - February 1
DAY 181 - 204

Maximum Allowed Travel: 4 Squares morning start, 3 Squares day start


Entrance:
November 22 - February 1
DAY 181 - 204

Maximum Allowed Travel: 6 Squares morning start, 5 Squares day start


First, reply to this thread to make a top level comment where all of your location check-ins and advanced search requests will go. This thread should have your character's name in the subject line. Make sure to reference the setting page where necessary and let us know who is travelling with you. You can also use the character location spreadsheet that lists where characters are on various days, so you can more easily see where everyone is and how it relates to your character. This is player-updated, so feel free to make a row for your character and start adding where they've been! Additionally, there is a player-created and player-run character travel map that can be used, if you would like a more visual way to track things! Note that this is optional and not all characters may be included here.

To report character movements, just use this form, making sure to put the IC day in the subject line.


To inform us your character is searching for plot-relevant items or traveling into unexplored squares, use the following form, making sure to put the IC day in the subject line. Note that you will not always successfully find something, and the more specific you are in explaining how your character is searching, the better.


If your character would like to alter something written in the basic description of a square or building, this is also the place to put that! For example, if your character really is going to give dragging a mattress around a try, they can take one from a house if you let us know. We can both adjust the descriptions of the locations and tell you potential results/penalties. To do this, fill out the following form and reply to your top level, making sure to note the IC date in the subject line:


To search for items left in buildings by other characters, or have your character leave items in a building, please use this post and NOT the location alteration form.

This post applies to searches from day 34 onward. The old search page with the old search results is kept here.

navigation

rubikscomplex: (Default)

[personal profile] rubikscomplex 2015-12-20 06:26 am (UTC)(link)
6) Apart from those holding down windows and doors (non-beaconed people), the rest of the group will move into the greenhouse area to try to draw the lizards. While they are doing this, Haurchefant will take one of the poisonous plants, find a door or window that there is not a lizard directly in front of, and chuck it out before slamming the door/window shut. The idea is to draw the lizards' attention to the thing.

7) If (6) does not work, they will attempt this again, but throwing House's beacon-activated tablet (wrapped in poisonous plant vines for maximum effect) as far as he can before slamming things shut and seeing how the lizards respond.
Edited 2015-12-20 06:27 (UTC)
rubikscomplex: (Default)

[personal profile] rubikscomplex 2015-12-20 11:54 pm (UTC)(link)
8) Characters will see if they can dismantle portions of the house to use as weapons, specifically looking for metal things when they club through walls and try to pry up the flooring. Shep and Steve both have firepokers to aid in this endeavor. They're looking for any kind trap doors. ANYTHING. Where's a convenient tunnel when you need one? 8(

9) While they're doing this, others will check to see if there is a solid door that can be closed between the main house and the greenhouse. As an aside to this, is there a door or windows that let into the greenhouse? If there are and there is a solid door, characters will gather in the main house area while Haurchefant (and however many others are needed for window/door holding in the greenhouse, which may include, Shep, Rydia, Steve, and Angel) holds the door, then lets it go to book it into the main building. Characters will then bar the door and hope the lizards collect in the greenhouse area and focus on that door. If they're obliging, everyone save those needed to hold the door and windows will book it out of the building and scatter to other nearby buildings to the south and east. Those left behind will be able-bodied and quick people (see the group above) and will attempt to hold down the greenhouse doors/windows from the outside while others escape to more effectively corral the lizards. They will wait for the others to get away before collectively letting go and hauling ass away from the building and toward other buildings nearby.

10) If (9) is not viable because of missing pieces, characters will all move into the greenhouse area (minus those holding windows and doors down) while Haurchefant (as a test case) escapes through the front door. He will haul it to the nearest building and see if any lizards follow/attack him. If they do not, he will attempt to return while the majority group stays in the green house to distract the lizards. If all of that works out, people will begin leaving in pairs, leaving the most able-bodied and fastest characters for the last ones until they'd down to whatever number will no longer keep the lizards distracted. At that point, characters remaining (see the names above), will simply try to haul ass to escape the lizards and scatter as described above to try to keep them all from going after any one person.

11) During 9 or 10, Rydia will be attempting to talk to the lizards wherever they are along with turning on her tablet to transmit Frisk who will also be attempting to communicate with the lizards through the door or a window.
Edited 2015-12-21 00:03 (UTC)
rubikscomplex: (Default)

[personal profile] rubikscomplex 2015-12-25 03:49 am (UTC)(link)
10) They will, indeed, try to just book it. While the others scatter around to all different buildings, they'll leave Miranda and Shepard as the final two in the meeting house. Once there's only them, they'll take a deep breath, and run for all they're worth from the house together.