A TRAIN COMES INTO THE STATION.
You wake up on a train.
Your phone is buzzing. It's in your pocket, in your hand, on the seat next to you. It's a normal phone, and you're on a normal train car. One of the lights flickers, a little further down. The world is very quiet. It feels like you're right where you're meant to be. On the phone's surface is a white screen and the words—
WELCOME TO THE CITY. BEGIN ORIENTATION?
▶ NO
Please take a moment to complete your orientation.
Once you're finished, the subway doors slide open to let you out onto the train platform. To your right, the platform continues on and eventually ends; to the left is a set of stairs that will lead you up into the station itself. The platform is quiet, clean, empty—there's no one else around, and the only sounds you can hear are your own footsteps, your own breaths, and the occasional faraway sound of a creaking pipe or rush of air. The train you disembarked will stay there as long as you do, its doors still open, until you finally decide to venture up into this new locale.
As you make your way up the stairs to your left, you find yourself in the belly of City Hall station. The station is large, a sprawling underground mini-metropolis of corridors and storefronts. Here, you may find others like you, freshly-arrived city residents from other realms (or even your own). There is also a subway map, which will give you an idea of the layout of the neighborhood, and ticketing machines, which can currently only be used to buy tickets to a handful of stations located on lines 1, 2, and 9.
If you're hungry or in need of any kind of supplies, there are plenty of storefronts inside the subway station as well—snack stands, convenience stores, restaurants, clothing stores, a pharmacy, and a variety of empty shops that may or may not have ever been in use. Everything is unlocked, and you can take whatever you need.
Characters may stay on the train platform indefinitely, and may re-board and re-disembark from the subway as many times as they like, but the train will not depart nor will the doors close. Once they go up the stairs into the train station, they may hear the train doors closing and the train departing. Another train will not arrive, no matter how long the character waits. Only once they come up the stairs into the station itself may characters encounter their fellow newly-arrived residents and take advantage of what the city has to offer.
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WELCOME TO THE NEIGHBORHOOD.
The station is located in the city center. It has three major exits that lead to areas of interest in the district, but there are several other smaller exits that lead in other directions around the neighborhood. You are welcome to use any of them, but may find the north, southwest, and east exits to be the most welcoming.
TO THE NORTH
The northern entrance to the station leads up into the sunlight and puts you out in a brickwork plaza. There's a modest building in front of you, three or four stories of stone with a welcoming facade. There's a sign above the entryway—it says City Hall. You may be tempted to explore, if you're interested in learning more about the city and how it functions, but prepare to find yourself disappointed—the folders in the records rooms are full of empty, blank sheets of paper, and the logbooks and balance sheets are similarly devoid of information.
Immediately to the southwest of City Hall, you will find a small building that houses the tourist information kiosk. It looks welcoming, with an inviting glass facade and a sign above the entryway announcing it as the "TOURIST CENTER." It's a humble building with a receptionist's desk on the back wall opposite the entrance, empty magazine shelves lining the side walls, and a few spinning brochure racks full of blank pamphlets. Anyone is welcome to peruse the tourist literature, though they won't offer much information, being primarily filled with pictures of the surrounding area—City Hall, the park, a statue garden, and the surprisingly heavily-featured cemetery. There are a few sentences sprinkled throughout about basic offerings of the city, such as apartment complexes and office buildings, as well as a few maps with the same limited scope as the larger version on the wall behind the receptionist's desk.
The main feature of the tourist center is the interactive kiosk installed dead in the center, right in the middle of a few rows of uncomfortable chairs that fill the small room. It's noticeably in the way of any would-be foot traffic through the tourist center, and something about the technology seems a little more modern than the computer behind the desk or the landline phone on the wall. The kiosk is a tall silver rectangle, about average adult height, and the upper half is a screen welcoming visitors to touch it to activate the kiosk. If you were to touch it, the screen would come to life with simple dialogue inviting visitors to ask it their questions.
However, residents should note that the kiosk is only programmed to assist with exploration within the available areas of the city. It may not be able to answer every question, and tampering with the kiosk may result in unreliable or inaccurate answers!
TO THE SOUTHWEST
The western exit of the station takes you up into a city park, lush and green with a very light fog still hanging about the trees. There are lampposts on the walkways and benches where you could rest, and plenty of flora, although you can neither see nor hear any signs of animal life. You walk the paths that meander idly through the verdant grass and you feel a sense of peace, some of your unease about this place easing into a pleasant calm. The air smells fresh, like it's recently rained, and you'll find the grass ever so slightly damp should you decide to take a seat.
As you make your way deeper into the park, the trees grow denser and the smell of soil and plant life grows stronger. This is the older part of the park, very nearly a forest, with ivy climbing the trunks of the trees and plants and shrubs growing riotously around their bases. As you turn a corner, you find yourself first in the statue garden, although the statues are harder to see now, choked as they are with ivy. There are many statues, some partially obscured, some fully—very few of them still stand free of the vines and clinging roots. (It doesn't feel quite as peaceful here.) If a statue's face looks a little bit familiar, you may not want to look at it too long.
Continue down the path and you will find yourself in a graveyard, one that seems centuries old. Most of the headstones are worn away by time and covered in moss, rendering them impossible to read. The few that are free of moss are blank, or bear only suggestions of names too faint to be understood. (Was that the name of—no, it couldn't have been. Could it?) Many of the headstones stand at an angle or are toppled over completely, having been subjected to either strong winds or the roots of the trees that grow up from some of the graves, spreading branches toward the sky.
TO THE EAST
The final exit of the station, to the east, puts you out on a quiet surface street. Are you hungry? Or are you paralyzed by choice? There are plenty of restaurants, offering options of almost any food you can imagine. You could try a convenience store—it's well stocked, and the items there seem free for the taking. How about a restaurant? There's no one to take your order, but when you look in the kitchen, there's something on the stove, and it's just what you've been craving. Imagine that.
A few blocks down, you come in through the lobby of a tall building and find yourself in a corporate office. The fluorescent lights are steady and unforgiving, and the cubicles and offices are empty. There are a few pieces of paper on desks, a few folders left in organizers, but everything is perfectly blank. Despite how empty and quiet the office is, it nonetheless gives you the feeling that just a few minutes ago, this place was bustling with workers going about their daily business.
You enter another building and find yourself in the lobby of an apartment complex—finally, a place to rest. The first door you try opens easily into a completely empty living room, freshly vacuumed but without a single piece of furniture. It's a nice apartment, quiet, but with a little too much echo for your taste, maybe. Still, and perhaps oddly, you have no trouble envisioning what life here would be like.
The second door you open leads to an apartment that feels lived-in. Why does it feel lived-in? It's fully furnished with items that seem to go together perfectly, true, but the feeling is more than that—the room feels like someone was just here, maybe standing right in the kitchen only moments before you swung the door open. The air is a perfectly comfortable temperature, and it somehow smells like home despite that you've never once set foot here before. The refrigerator is stocked, and the cabinets are full of spices and flatware and kitchen utensils.
As you look around the living room, you find that there are pictures in frames on the walls and some of the flat surfaces—a seascape, a field, a shot of a city park bench. In each of the photos there's something just slightly wrong with the angle, as though the photographer were aiming for a subject that can no longer be seen.
Characters are welcome to explore the district around the City Hall subway station to their heart's content. The City Hall building itself contains several floors of offices and file rooms, but none of them contain any particularly interesting information. Nonetheless, characters may wish to team up with other newcomers and try to find some hints about the nature of the city. They can also spend a while in the park, the statue garden, or the graveyard. In the blocks surrounding the station there are plenty of options for food and housing, as well as office buildings, storefronts, and alleyways to look around. There are no workers in any of the buildings, and there does not seem to be an honor system for payment, nor any consequences for taking food from the stores or setting up camp in an apartment or office building.
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SO A TURKEY WALKS INTO A BOWLING ALLEY...
There's a bowling alley open in the newly-accessible district, and you're invited to come test your mettle!
Walking into the lobby, you're struck by a peculiar combination of scents—shoe polish, floor wax, pretzels and nachos, and something pungent and a little oily. On the wall behind the desk is a shelf full of pair after pair of shoes, in every size you could possibly imagine, and there's a low rack filled with brightly-colored, heavy bowling balls that are ready for the taking. You can also hear the low hum of machinery and the rattle of pins being reset every time someone knocks them down, the bowling alley a well-oiled machine despite the fact that no one seems to be manning it.
You can bowl alone, start a match play (1-v-1), or bowl as a team, but you'll quickly find that bowling is much more fun (and somehow easier) when you're playing with others. Maybe it's because being around other people raises your spirits, but you feel more confident when you step up to bowl, and you find that when you're playing as part of a team, the bowling ball travels faster and in a straighter line, and you seem to be making strikes and spares with much greater frequency. Teamwork really does make the dream work!
If you occasionally see what you think might be the shadow of someone passing behind the machinery at the far end of the lane, don't worry about it—that's probably just your imagination.
If you stop by the bowling alley at night, you will find the place totally transformed. There's a disco ball hanging from the ceiling and brightly-colored lights flashing and dancing around the floor and walls. Any white parts of your clothing glow a delightful blueish color, and you find that you're illuminated in all kinds of interesting shades by the blacklight bulbs glowing in the ceiling. This is cosmic bowling, truly not for the faint of heart!
When you've finished bowling, you may want to stop by the snack area for a pretzel or hot dog, a soda, or—if you're there for cosmic bowling—maybe even a more adult beverage from the food counter on the far end of the building.
There isn't anything especially spooky about the bowling alley—except, of course, being forced to wear shoes that have been worn by a hundred strangers before. Characters are welcome to find their shoe size, grab a bowling ball, and go to town! Characters who come during the day will encounter a normal bowling alley, but they can always come back at night to get the full cosmic bowling experience. There will always be shoes in their sizes, the pins will reset themselves, and the balls will always be returned. Just be careful, those ball chutes can crush your fingers if you're not careful!
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WILDCARD.
The city is by no means small, and there are plenty of things for you to see. There's no rush in exploring, so feel free to take your time looking around and peering into various nooks and crannies and alleyways—and don't worry, you're not very likely to find anything peering back.
If none of the above prompts appeal, feel free to check out the Locations and Maps pages and write your own freestyle prompt using one or many of the available locations.
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harry du bois | disco elysium
[ WOMAN TRAPPED IN IVY: Among the statues, your eyes are drawn to the empty melancholy of one particular woman. She stands on a pedestal, her soft face carved gazing down with sad pity at anyone who approaches her. Most of her body is held captive by the overgrown ivy, as though she was a prisoner of the green, save for her visage.
INLAND EMPIRE: There is something *eerie* about this woman. As if you have met her before, as if you *know* her intimately.
EMPATHY: You must free her. She wishes to dance in the sun again.
LOGIC: "She" is a statue. A piece of stone can't wish for anything. ]
Don't worry, I'll free you.
[ He decides his choice and begins to pull on the vines and foliage, scratching up his hands almost immediately. It also isn't easy, as he quickly discovers when a firm vine refuses to let go of the fair maiden. You may catch his hands beginning to redden from a particular poisonous leaf brushing against his palm, or blood beginning to trickle from gripping thorny vines. Embarrassingly, he may pull too hard on a vine and fall onto his back with a harsh yelp. ]
Bowling (night) - 21+ characters only please!
[ Fuck yeah, now *this* is disco. Does he know how to bowl though?
ENCYCLOPEDIA: You know the basics. Put fingers in the ball holes, aim, and throw to hit the pins.
ELECTROCHEMISTRY: Heh! *Ball holes*.
There's also a lot of people here, which means a lot of people to impress. He can't mess this up. This is a great chance to make a first impression on the local population. Harry widely grins and grabs a bowling ball, a cosmic purple color that beckons irresistibly to him, then turns to the nearest person: ]
Hey, wanna watch me hit a strike?
[ No way he's going to whiff it if someone is watching. ]
wildcard
[ throw a prompt at me if you don't like the above, or lets chat via pm if you want to thread but neither of these options work for you ]
gutter girls 4 life
Kamui, one to trust in his gut, stops. He'd been passing by with a pair of gross shoes in hand, prepared to bowl alone-- but the last time (the only time) he'd done this, it'd been with Travis. If anyone would want him to try to socialize, well...]
Why not.
[He stops, takes a seat on one of the plastic chairs next to Harry's lane, and starts putting his bowling shoes on as he watches.]
Okay, I'm watching.
1/2
HALF LIGHT: You were scared shitless.
PHYSICAL INSTRUMENT: Your body was ready to literally shit itself in the anticipation of not shitting if you died.
VOLITION: Stop thinking about it. You're alive, right? That's what matters. ]
Prepare to be *wowed*, detective.
[ He winks and steps up to the lane.
HAND/EYE COORD: 3
EVEN 58%
+2 Cool under pressure
-1 Almost shit yourself in front of him ]
i rolled a 54 on this, close call tbh
HAND/EYE COORD: Shift a little to the left. Now adjust slightly to the right. Perfect. You're going to want to aim it to roll toward the right, as the ball will go leftward. How do you know all this? Easy: you've done this before. Your memories are fragmented, but the body remembers. Your hands know what victory feels like, fingers snugged in the holes.
ELECTROCHEMISTRY: *Fingers* in the *holes*. Just like you remember, disco stud.
COMPOSURE: Enough of that. This isn't fucking. This is *bowling*.
SAVOIR FAIRE: Indeed. Ignore your dick, and your raunchy sense of humor. Take a step back. Another two steps. Now lunge!
HAND/EYE COORD: Remember, rolling throw.
BOWLING BALL: The ball shoots out of your plump fingers and rolls forward, rolling off toward the right as intended. For a second it seems like it'll hit the gutter, but physics saves the day and it shifts left instead.
BOWLING BALL: *CLAAANG*! Bullseye on the middle side, the pins fall with ease. Good job, superstar. ]
HELL YEAH! That's how it's done, baby! Fucked it real good!
YA JUST MADE IT HARRIER
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in the spirit of the thread i also rolled a d20
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mister tequila sunset, huge fan. (statue garden)
the yelp makes her wince, but she's not so heartless as to let the man sit there for all eternity, especially when the beginnings of a rash blooms over his skin in his fight with the ivy. )
Your damsel in distress would applaud your tenacity were she of flesh rather than stone.
( a hand is outstretched - just please maybe don't accidentally drag her down also? she's fairly slight in stature. bearing the full brunt of his weight isn't wont to do well. )
I can abate the worst of the rash before it spreads, if you'd like.
disco fans are so sexy and cool
VOLITION: Forget about that. A stranger is trying to help you. Take their hand.
REACTION SPEED: Wait! Look at those *ears*. The ones on top of her head. Is she some kind of bunny girl?
ELECTROCHEMISTRY: Fuck yes. Forget this stone bitch, you have a verified *bunny girl* reaching out to you. Do not fuck this up for us. ]
Thank you, kind bunny girl.
[ He'll take her hand and use it as an anchor to get up. Miraculously he does not drag her down, mostly because he is very used to getting up from the ground after falling these days. He lets go and takes a look at his hands, swelling up red with the start of a rash. Yikes. ]
Do you have any salve on you for this?
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1/2
im so sorry for this btw
i cried just a little from laughing help
i aim to please!!
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statue garden | cw: drugs (it's a weed, dial 911 on the microwave)
Then she hears a yelp, and as she draws near, her pale eyes fall on the sight of a man who appears to have lost a tangle with a ghost. She knows well how the spirits make one bleed.
A thin stream of smoke slips past her lips and she lets the thin cannabis cigarette drop to hang by her side. Vanessa would never be one to waste time on pity; she would not even stop if there was not a sense of empathy for another who may be failing at their quest. ]
Can I help?
[ The question is sincere, despite the low grate to her voice; her eyes hold an understanding for the lost, despite the haze and shadow cast as she hovers above him.
The question was mostly for the sake of propriety, but Vanessa doesn't wait for an answer before crouching, setting her small bag down as dark hair falls over her shoulders. Normally it would not be cast so loose, but she was brought here at a trying time. Lucky that she isn't attending a ball.
A slender hand reaches out for his, palm outstretched and waiting. Something as simple as a cut she can help. That's a comfort. ]
420 what're you smokin
ELECTROCHEMISTRY: Oh yeah, that's the good stuff brother. There are harder things in life, but none as calming. This is a person to be trusted.
INLAND EMPIRE: She really does want to help, her eyes far kinder than that of the statue's cold pity. ]
Yes, please. [ He reaches out his hand, blood faintly smeared across his palm and more trying to escape the small little cuts. ] I was just trying to rescue her. Should have worn gloves.
[ Not that he has any. He misses the yellow ones the fake gardener gave to him, before she turned out to be the most calculating of all professions: a lawyer. ]
the purple kush of the 19th century
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statue garden
[ it's time for dimitri to test his strength, which is hilarious considering he's lost it. maybe if he succeeds, he can tell sylvain, and then sylvain will be overjoyed because now they don't have to be stressed about the ramifications of not having their abilities, but anyway -
- anyway, he was having a normal time jogging, as one does to keep up with fitness, when a man decides to ... do all that, and let the weight of gravity press down his soul. which, alright, he ran as fast as he can to prevent this tragedy and instead became a pillow for him.
which is then when dimitri discovered he can't even handle a grown man's weight, so, back to disappointment. especially a man of this size. ]
- sir.
[ dimitri stares at the sky, the wind knocked out of him. ] It ... that was not advisable.
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ENDURANCE: He must be athletic to get under you so fast and not be crushed under your massive weight.
LOGIC: Why on *Earth* did he fling himself underneath you like that? That could cause serious injury to him.
EMPATHY: He wanted to protect you, obviously. ]
Oh shit. [ Harry mutters with the wind out of his lungs, scrambling to get back up to his feet as quickly as possible. Yeah it's a person that cushioned his tumble, and a kid at that. ] Why did you do that? Here, can you stand?
[ He offers his hand to the kid... though it may be ill-advised to take it. There are small fresh cuts scattered around the palm, and he may have had an allergic reaction to some of the plants. ]
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statue garden
and so he does, and the first thing he encounters is a bedraggled-looking man trying to wrangle the vines off a woman statue, and he cringes when said man fell on his butt in his futile attempt. poor guy. stashing both his hands down his pockets, roland coolly walks over to him. ]
You need help standing up, man?
1/2
PHYSICAL INSTRUMENT - You don't need it. You're a champ. Get up on your own.
PHYSICAL INSTRUMENT 7
HIGH 72%
-1 Literally butthurt ]
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PHYSICAL INSTRUMENT - You take a hard snarling breath in, an ogre enraged, and plant your hands firm against the ground. Then you lift your legs, pulling them back in preparation, and lunge your whole body weight forward! You vault everything you have and get to your feet, legs pushing you up to stand on your feet.
COMPOSURE - You cannot resist the urge to grin, smugly.
HALF LIGHT - Now flip him off!
(Wait, is that really necessary? Seems a bit rude.)
HALF LIGHT - It's the whole fucking point.
AUTHORITY - Assert your superiority over him and his hands in his pockets.
Harry flips him off. ]
Get fucked, buddy.
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disco bowling.
a lack of interest which is obvious when McGillis turns, a brief pause held in the air between him and the man in question. but then, McGillis filters through his own decision making. he ought to take advantage of someone else's natural friendliness. so he shutters the moment behind another, smiling in a way that is perhaps a little too sharp. )
Ah, ( a lilting confirmation ) if you teach me how to play.
( bowling can't be that hard, but a very rags to very riches childhood hasn't left McGillis with any bowling parties to truly grasp the vibe here. small surprise when the man is dressed in a three piece suit — very clown like when paired with a garish set of bowling shoes — and going about with his hands in his pockets. he is not the cool superior officer one invites to work functions, either. )
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RHETORIC - Hardcore bourgeois liberal. I'm calling it now. Tell him to fuck off.
SUGGESTION - There's no reason to be antagonistic. You can get him on your side if you teach him well. Having a man of importance in your pocket is never a bad thing. ]
Sure thing. [ What could go wrong? ] Ok, so first: what do you know about bowling? A little, or nothing at all?
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biggest apologies 🙏 (RL was weird this month...)
bowling | don't fuck it up mr. du bois
Well. Color him amused. Daan cracks a smile, though it doesn't quite reach is eye.]
Oh, I absolutely do.
Don't miss, old boy.
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1/2
[ SUGGESTION - He has *no faith* in you, but you're going to prove this one-eyed fucker wrong.
COMPOSURE- Don't crack under the pressure. You asked for an audience and you're getting it.
SAVOIR FAIRE - Shine on, crazy diamond.
HAND/EYE COORD: 3
HIGH 72%
+1 Have an audience
+1 Prove him wrong ]
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HAND/EYE COORD - Plug your fingers in, stare down the pins like a bloodhound, and get ready to throw. You're going to want to rush in from the right side, moving toward the left, and the throw will roll fast enough to strike the pins down without guttering.
INTERFACING - The ball feels right at home nestled in your fingers, an extension, a tool in your arsenal. It's purpose: to hit pins. Also, heads.
(Heads?)
INLAND EMPIRE - That's how we do it in Boogie Street, baby. You picked a fight with the wrong cop. *SMASH* *SMASH* *SMASH*! Holy fuck... ok, he's not dead. Load him in boys.
INLAND EMPIRE - You blink, and return from the ether with the sound of the ball slamming the pins down. You don't have any memory of even throwing it down the lane. ]
Oh shit! I striked! [ A beat. ] Obviously, I striked, like I said I would. Never doubt the disco cop, baby.
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bowling alley
A strike?
(He smiles. This man sure does seem confident!)
Mhm. Show me how it's done.
(He's watching!!!)
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[ HAND/EYE COORD: 3
EVEN 42% ]
[ FAILURE
HAND/EYE COORD - Ok, this rolling shit? Seems a little *ineffective*. Just throw it at the pins. New tech just dropped and you're bringing it into fashion.
PHYSICAL INSTRUMENT - That's the spirit. A bowling ball is still a ball, and balls are meant to be thrown at the target at *maximum velocity*. You step up to the lane, one hand cradling the ball in the palm, the other firmly over the top. Time to show 'em how real men bowl.
HAND/EYE COORD - Take two steps back. No, no, five more. Perfect. Now run up and *throw*.
BOWLING BALL - You rush up, wind the ball back with one hand and then eject it in a soaring lift off. It *smashes* into the ceiling, curves down, *slams* into the lane, and rolls... to knock down six of the pins. ]
Aw fuck!
1/2
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GUTTER GALS BABEY (sry I didn't know if I should take previous tdm as canon or not)
Odd, isn't it? He's been here for nearly a month now, and though he's lived a thoroughly full life, the one person he'd been hoping to hear from the most is the person he'd only known for a week. Which is deeply depressing, he realizes, and doesn't reflect well on him, but nobody else needs to know. ]
Harry?
[ He's here?
And bowling? Irresponsible, as first moves go. There's more important things afoot. They have things to catch up on, health crises to go through, a city of mystery to explore. They have to find a way home. He should probably say something like, god, I'm glad you're here. ]
Bet you three reál you can't.
gutter gals ride again (all good!!!)
[ Harry, meanwhile, is nothing but jovial in seeing Kim at the bowling alley. It doesn't occur to him that there should be shock and surprise at seeing his partner around. He figured they just got separated and they'd be back to business as usual later. Though that *does* mean party hours might be over soon, less he incur the wrath of Kim's judgmental stares. ]
Um... I don't have three reál to bet. Or any reál.
[ His grin turns a little sheepish. Oops, he's broke... again... ]
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statue garden
...Sooo... should I ask?
1/2
AUTHORITY - Seconded. This is a blatant disrespect of your authority.
VOLITION - Now, now. You remember how badly it went the last time you dealt with red-headed children. Keep your cool. ]
[ COMPOSURE: 6
HIGH 83%
-2 Reminds you of Cuno and Cunoesse ]
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[ COMPOSURE - There's no need to get upset over a teenager getting a chuckle out of you. Be as the statues guarding the park, stoic no matter how mistreated they are. Slowly you lift yourself back onto your feet, brushing off the bit of gravel and dirt on your pants, and sniff. ]
I'm trying to rescue the statue.
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