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The Nurse ([personal profile] thenurse_tlv) wrote in [community profile] theclipper_tlv2022-08-21 10:43 pm
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SHIPWIDE EFFECT

[After Dracula self-detonates in the treehouse, the damage is clear and immediate: both the treehouse itself, as well as the entire canopy and the top 15 feet of the trunk, are all gone, leaving nothing but heaps of charred wood and unidentifiable rubble (is that a melted binocular?) in their wake. What's more, a good chunk of the ceiling has been blown out, leaving a gaping 20-foot hole through which characters can see the void of space.

Anyone standing too close to the hole will begin to suffer the effects of altitude sickness, and anyone who lingers for too long - regardless of their intentions - runs the risk of suffering random, inexplicable bouts of paralyzation. As the Clipper has no proper deck, anyone interested in getting up there to explore will not only have to push past these obstacles, but will have to get creative as well, fashioning ropes or makeshift ladders to throw up from the damaged trunk or the topmost level in-ship. Should anyone manage to reach the exterior of the ship, they'll find that it has the rough shape of a submarine. Careful not to slide off the edge! Or stay too long, come to think of it, because that altitude sickness isn't just going to go away on its own.

The following effect will set in ship-wide, starting immediately and continuing indefinitely:
  • Power caps will begin to fluctuate unpredictably. For anywhere from thirty seconds to five minutes at a time, Assistants may lose their powers completely, and Patients may regain their powers in full.

  • Water in sinks and tubs will sometimes suddenly go ice cold or boiling hot. (The Sick Ward, as ever, does not contain supplies to treat anything more substantial than minor cuts and bruises.)

  • Assistants who attempt to use their wearables to paralyze a Patient will run the chance of having the effect backfire, paralyzing themselves instead.]