citycenter: (Default)
The City ([personal profile] citycenter) wrote in [community profile] citylogs2023-10-19 09:00 pm

EVENT: Ripples in All Directions (October 2023)





RIPPLES IN ALL DIRECTIONS.

SOMETHING DEAD THAT DOESN'T KNOW IT'S DEAD.
» THE CITY — INTRODUCTORY NOTES
Now that Halloween is just around the corner, the city is starting to come alive with seasonal cheer. You start to spot decorations scattered around the city: plastic skeletons sitting on benches, jack-o-lanterns decorating front stoops, and even a few places in the park near City Hall where the trees themselves have been decorated. It's clear that the autumn season is in full swing and the city is making the most of it.

From the morning of October 19, you also start to notice flyers hung up around the city that advertise the local university's homecoming Halloween party. They're cheerfully decorated much the same as the newsletter that was delivered to residents earlier in the month, and they're hung from light poles, pinned to bulletin boards, and occasionally fluttering on front stoops of apartment buildings. There might even be one taped to your door when you open it in the morning.

The flyer announces that the Halloween party will begin on October 22 and will run through October 31. It runs every night from sunset to midnight, and residents are encouraged to attend in costume! If they have their own costume, perhaps found at the Halloween Superstore, that's perfect—if they don't have a costume, though, one will be provided to them by the party organizers. Doesn't that just sound like fun? And the flyers really are everywhere, and that makes it hard not to take notice—but once you take notice, you really can't stop noticing.


Indeed, once you read one of the flyers, you just can't help but read the flyer every time you encounter another one. And every time you read one, you find yourself feeling a little more curious about the party being advertised. Will it be anything like the Halloween I know? you may think. Or, I don't even know what Halloween is, I wonder what it'll be like. It's not quite enough to compel you to pay a visit to the address on the flyer, which is one of the dorm buildings on the university campus, but it's definitely enough to get you thinking about Halloween. Maybe you ought to go find a costume…

But Halloween parties and costumes are not all you're thinking about. It's easy enough to write off at first, as tricks of the light or a figment of your imagination: flickers of shadow at the corner of your eye, cold spots in your apartment, creaking footsteps in your empty living room. There's nothing there when you turn your head to look, nothing there when you flick on the lightswitch to see if someone's in your house—but somehow, that doesn't reassure you.

By the evening of October 21, every resident in the city has been visited by some sort of entity haunting their house, and every resident of the city has been left a gift: a dorm room key, each differently numbered. You may find the key in your pocket, or on your bedside table, or in your favorite coffee mug.

Should you decide to attend the party, it will be up to you to decide: Is this just the City getting in the spirit of the season? Or is it something more… malevolent?



The flyers will be strewn about the city in various locations beginning on October 19. Characters who read them will find themselves feeling oddly compelled to go check out the advertised Halloween party, which will run from October 22 to October 31 between sunset and midnight. For the most part this will just feel like a sense of curiosity about the party, and astute characters may be able to pick up on the fact that they're being emotionally manipulated a bit.

Characters who choose to go can wear a costume of their choosing from the Halloween Superstore, or the City will provide one if they don't have a costume of their own yet. (Read on for more information about how characters can get their hands on a costume!)

Lastly, every character will find a dorm room key somewhere on their person before the party starts on October 22. This key may or may not correspond to a room in the dorm where the party is being held—of course, characters are not obligated to use the key, but they may want to know what's hiding behind those closed doors.

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ALL THESE GHOSTS COME STREAMING DOWN.
» THE CITY — GETTING THE PARTY STARTED
On the morning of October 22, every device in the city starts to buzz.

The screen illuminates, displaying a white page not unlike the orientation survey that welcomed you into the city. Unlike the orientation survey, though, there are no questions—only a single phrase in bold, dark text. THE GOOD OF THE MANY, it says, with a single "OK" button below.

For a minute, nothing else happens. You try to turn the device off, but the screen stays lit; you try to reboot the device, but the screen stays lit. It seems that the only way to get rid of the screen is to press the button.

…Have you done this before? Or are you having déjà vu?

At sunset that same day, the Halloween party will open for the first time. The party's entrance is located on the ground level of a large three-story dorm building in the western half of the university campus. The double doors into the building are fully decorated with folded-paper bats and ghosts, cotton batting pulled apart to make spiderwebs, and a cut-out sign that says "HAUNTED HOUSE" in bright red, dripping-blood letters. The decor looks almost… corny, hokey in a way that can't possibly be threatening. Right?

But the decorated double doors aren't the only way that residents may enter the party. Of course, the organizers would prefer that you use the front doors, but if you'd prefer not to, they have other ways of getting you inside.


After the party begins on October 22, any door in the city that you walk through has the potential to become a door into the first level of the dorm building. You may exit your apartment and find yourself standing in the darkened lobby; you may walk out of the bathroom and run right into a handful of cotton spiderwebbing. Unfortunately, there's nothing to indicate whether or not a door might lead to the party until you're through it—and once you're through it, there's no turning around. The only way out, as they say, is deeper in.

Were you wearing a costume in preparation for the party? Fantastic, you'll keep that costume on! But if you weren't wearing a costume, don't worry—the party's organizers have you covered. You look down and find that no matter what you were wearing before, you are now wearing a costume of some kind. Maybe it's one you would have chosen for yourself, or maybe it's totally not to your taste. If you truly hate it, you can try to take it off… although you may not find it easy to remove.



Once the party begins on October 22, as stated above, any door in the city has the potential to become a door that leads directly to the first level of the haunted house. Characters will not be able to tell by any means whether a door is pointed there or not; only once they're fully through the door will they realize that they're actually standing in the lobby of the decorated dorm building and not in whatever room they intended to enter. Once characters are inside, there's unfortunately no way to get out, not without making their way through the haunted house itself.

Whether a character enters the haunted house via the main double doors or through another door somewhere else in the city, they'll need to come in costume. (Their own canon clothes do not count!) If they're already wearing a costume, they can keep it on arrival; however, those who enter the haunted house costumeless will be assigned a costume at random by the city. The actual costume is up to the player's choice. It may end up being something that suits the character, or it may end up being something totally embarrassing—that's completely up to the player.

Regardless, characters will have a difficult (but not impossible) time removing the costume until they have exited the haunted house. This includes both physical difficulty (feeling as though the costume is fused to their skin, feeling physical resistance to undoing zippers/buttons, etc.) and mental difficulty (an overwhelming sense of dread or vulnerability). Characters are able to overcome both of these difficulties to remove the costume if they're dedicated enough; the clothes they were originally wearing may be still on under the costume or might be awaiting them at home when they return.

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THEY GO TO GROUND AND ROT.
» THE HAUNTED HOUSE — LEVEL 1

CONTENT WARNINGS: One image containing fake spiders, mention of spidery feelings; mention of zombies (but no images)
The ground floor of the dorm is decorated much how one might expect a haunted house at a university to be decorated. The entrance to the haunted house proper is through a tunnel of cotton spiderwebs filled with little plastic spiders, so narrow that it forces you to hunch down and squish together to get through. Although it feels claustrophobic, and you may imagine the sensation of little spider legs crawling over your body, once you make it through the tunnel it becomes clear that the spiders never actually moved. Whew!

The tunnel lets out into the first-floor dorm, a long (too long?) stretch of hallway with doors leading to rooms on either side. Some of the doors are closed and locked, but many are open, allowing you a glimpse as you pass. As you walk down the hallway, you make sure to peer into each of the rooms. Some of the doors lead to total blackness; others lead to rooms decorated like an elaborate Victorian haunted mansion, and yet others even lead to perfectly normal dorm rooms, like someone forgot to get around to decorating. And sometimes—not every time, but often enough—when you peer into one of the rooms, there's something peering back.


Most of the frights you get on the first floor come in the form of animatronics, realistic-looking ones that jump out at you as you pass and give you a fright. There's a man with a bloody knife, or a zombie with flesh hanging from its teeth, or a clown with sharp, venomous-looking fangs—they leap out of the doorways with a startling quickness, but never come close enough to touch. They just brandish their weapons, then retreat back into the room they came from as if satisfied with the scare they've given.

There are also a handful of real scare actors on the first floor as well, perhaps even some faces you recognize. They lurk in the darkened rooms and leap out with growls or shrieks, then chase you a few meters down the hall before leaving you to run away. Just like the animatronics, though, they never get close enough to touch or harm you—they just want to get your blood racing.

The rest of the scares come from paintings that abruptly change form to show a ghost's face, or candles that swoop down across your path and then move back up. And behind it all are the spooky sounds of groans and screams and tearful begging, a solemn soundtrack to your trip through the haunted house.

Oddly, you never do see a speaker. And even more oddly still, none of the rooms on the first floor match the number of the key you're holding…



The first level of the haunted house consists of fairly cheap scares, mostly relying on animatronics, voiceover tracks, and tricks of the light or optical illusions to deliver scares to the residents. Players should feel free to use their imaginations to come up with potential scares or animatronics—think something moderately more scary than Haunted Mansion but less than Halloween Horror Nights. The animatronics may feature enemies or monsters from characters' home worlds, or may be simply generic creatures you would find at a Halloween store.

In addition, the first level is also populated by characters working as scare actors. These characters may be those who attended Robby and Tsuruno's house party, or may simply be characters with a sense of humor who enjoy making other characters jump and shriek a little. Either way, these scares are harmless and non-contact. The scare actors won't harm anyone going through the haunted house, even if they do a little chasing down the hall.

Although the hallway looks oddly long and is perhaps a bit more winding than it ought to be, there doesn't seem to be anything particularly odd about the dorm building itself. Characters may, however, find that the trip through the haunted house feels shorter when they're accompanied by another.

For characters who don't wish to venture up the stairs to the second level, there is a well-hidden emergency exit tucked out of sight behind the staircase that leads upward. This is the opt-out for players who don't wish to engage with the events in the second and third levels of the dorm.

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WE WILL NOT REMAIN UNSCATHED.
» THE HAUNTED HOUSE — LEVEL 2

CONTENT WARNINGS: Generally spooky images including some ghostly ones; mention of hanging. Prompts include violence (such as mutilation) potentially leading to serious injury or death. As always, please warn appropriately!
It's once you reach the second level that you realize something has shifted.

The metal door at the end of the hallway swings shut behind you, and you immediately realize it's far too dark and far too cold. Even with your eyes wide, you can barely make out the shapes of the decorations around you; they are lit mostly by the flickering orange of electric candles and the glow of the emergency exit sign above your head. Your breath condenses into steam as you exhale, and although you rub your hands together, you can't quite seem to gain any warmth. You feel a little bit dizzy and off-kilter, and from the distance you can hear the sound of a voice murmuring in quiet, urgent tones, interrupted by brief bouts of sobbing. You try the door behind you, but it doesn't give: you are stuck here, and must make it out.

The hallway is decorated, but even the same decorations that felt corny downstairs now give this floor an air of discomfort and desperation. As you make your way down the hall, you notice that many more of the doors on this level are open, and in the sickly, dim light cast by the fake candles, you're able to catch glimpses of what's inside: shadowy figures moving in the blackness. These are creatures that seem made of the dark itself, congealed into something more or less resembling a person. There's one sitting at the desk like a good student, its too-long fingernails rasping over the surface as it scratches something into the wood. There's one sitting on the windowsill, its too-long limbs hanging out into the night. There's one hanging from the ceiling, its feet at eye level, swaying slightly in an unfelt breeze. There's one standing dead in the middle of the room and staring straight at you, its eyes two embers in its featureless head.


You lock eyes briefly and the creature starts to move: this ghost is coming after you, and this one means it. There's no animatronic rigging to stop it and pull it back into the darkness of the room, and it's no scare actor that will stop after a few meters of pursuit—no, its hands reach for you, for your hair, your throat, fingers clutching and grasping. You turn and run, but it pursues, and that voice you heard murmuring earlier is now a fever pitch of syllables behind you, half-whispered, half-screamed in a language you can't understand. The noise of it draws more ghosts out from their rooms, and they follow as you sprint down the too long, twisting length of the hallway. You can see the glow of the exit sign at the end lf the hallway, drawing closer as you madly dash for it—

And then you trip. Or maybe you're pushed, you're not sure. You hit the carpet hard and then the ghost is on you, its hands scrabbling at your throat, fingers prodding at your eyes. Of course you fight back—if you don't, you're going to die—but as you fumble blindly for something with which to beat the ghost off, you realize that this ghost has weight to it, that the fingers trying to tear out your throat aren't incorporeal and ghostly but rather the fingers of a pair of very human hands. As you blink, eyes straining in the darkness, the features of the ghost begin to resolve into those of a person.

And it is a person. It's a person you may even know, a friend of yours, a fellow resident of the City. Not a mannequin facsimile, but someone real, someone who fights you with everything in them as you struggle to break free.

Your grasping hand grips something firm, maybe a flashlight or a fire extinguisher, and you swing it as hard as you can at their head. You don't want to, this is your friend, but what choice do you have? After all—it's either them or you.



Once characters enter the second level of the haunted house, those attuned to energy flow will immediately be able to recognize this as a place full of negative ghostly energy. Characters may sneak extremely carefully and quietly through the hallways, avoiding every single ghost; they may be pursued by ghosts, but ultimately make it to the exit, beyond which the ghosts will not pursue; or they may be caught by a ghost (or "ghost") and be forced to fight for their lives.

Not all of the "ghosts" on the second level are truly ghosts. Players may opt to have their characters participate in the event as the considerably more deadly "scare actors" of the second level. Only they won't be acting: to these characters, anyone who passes by in the second-floor hallway (the "partygoer") is an absolute threat that must be dealt with immediately. Scare actor characters will be possessed by an irrepressible need to hunt down and attempt to injure or kill any partygoer or other scare actor they encounter, and can only be stopped by either death (of either the partygoer or the scare actor) or being knocked out and removed from the hallway.

These characters may also be those who attended Robby and Tsuruno's Halloween house party and ended up getting a little too in-character in a negative way (see their plotting post for more information). However, characters do not have to attend the house party in order to participate in this mechanic. Any character who enters the haunted house can become a second-floor ghost if the player so desires.

Either the scare actor or partygoer may be seriously injured or even die. If this happens to the partygoer, the haze of bloodlust will immediately lift from the scare actor and reveal to them what they've done. (If the scare actor is knocked out or dead, obviously this realization will take place after they've returned or regained consciousness.) Killing and death as a part of the October event is not subject to murder or death consequences.

If a character chooses to sneak through the second floor and avoid the ghosts, and does so by entering any of the decorated dorm rooms, they may find shorthand messages scratched into the desks, closets, or doors. These messages might just be names, familiar ones belonging to people from home, or might say things like HELP ME or ITERATION 4█ or LOOK BEHIND THE APOCALYPSES. Characters may also find small, non-magical, recognizable personal effects belonging to people from their home worlds, tucked into drawers or kicked under the bed or in some otherwise unobtrusive location, easily overlooked.

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WHEN YOU HAVE NOTHING TO SAY, SET SOMETHING ON FIRE.
» THE HAUNTED HOUSE — LEVEL 3 AND CONCLUSION
After the second level of the haunted house, the only way to go is up… assuming you survived, that is. Exhausted and battered, you make your way up the stairs—perhaps alone, perhaps with a friend, or perhaps dragging the unconscious body of your assailant-friend—and let yourself into the third-floor common area.

This is where the Halloween party is taking place! Congratulations, you made it! There's a bass-heavy soundtrack throbbing in the background, and the room is decorated once again in the cheesy Halloween decor of the entryway. A large casket full of ice holds beers and sodas, and a table in the middle of the room bears all sorts of spooky snacks: peeled-grape "eyeballs," candy corn "teeth," sour gummy worms in brownie dirt, and any other kind of snack one might imagine.


If you made it through the haunted house with a friend, you will find a letterman jacket in your favorite colors, with your name embroidered on the back, hanging on a peg on the far wall of the room. You can take it with you now, or when you go home, or you can leave it on the peg forever—it's your choice, but it is a symbol of having survived the haunted house, so it might be nice to have. Don't you think?

You may have to do this again, you realize. Now that the doors in the city occasionally open straight into the haunted house, there's no telling how many times you'll have to survive this before the Halloween party draws to its close. Maybe you do need a beer after all…

Oh, and you still don't know what dorm room that key goes to. Maybe you had better just hang onto it for now.



The topmost floor of the dorm building, the third floor, is where the "party" part of the Halloween party is taking place! The food and drink is abundant and, of course, free. There's just about any type of drink or Halloween-themed snack imaginable, so characters can help themselves. When they're through partying, there's an outside staircase that leads directly from the common room back down to ground level.

Characters who survive the haunted house in a group of two or more will find that that there is a custom-made letterman jacket with their name on the back, perfectly their size, hanging on a coat rack on the far side of the room. While wearing this jacket, characters will be less susceptible to the scares in the haunted house, and the ghosts of the second floor will not pursue them as intently (although it has no effect on scare actor characters). To any characters who are particularly sensitive to this sort of thing, the jackets do have a moderate protective effect against various negative status effects, so to speak; this effect does not diminish after the event is over. Characters can only get one jacket, their first time through the haunted house; subsequent trips through will not result in additional jackets.

The dorm room key is not a usable item during the October 2023 event, but will become usable in November and December, so characters are advised to not lose them.

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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.

This month's event headers come from "Landscape with Fruit Rot and Millipede," a poem by Richard Siken.

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100more: (c13)

[personal profile] 100more 2023-10-24 03:07 am (UTC)(link)
[ Dream is worried about him? Hob is touched. ]

I got some exercise in. Lots of running around on the second floor, but as you can see, I'm just fine.

[ A smile as he lifts his arms, though he doesn't notice the scratch he obtained on the side of his neck, just above the collar of his shirt. A minor thing. ]

You didn't encounter too much trouble, I hope?
hypnagothic: (15939257)

[personal profile] hypnagothic 2023-10-24 03:13 am (UTC)(link)
[ Dream does not return the smile, eyes glancing over Hob quickly while the rest of him remains still, a moment later focusing on his neck and narrowing just slightly. ]

Did you sustain that by accident?
100more: (c09)

[personal profile] 100more 2023-10-24 03:27 am (UTC)(link)
Sustain what?

[ He feels like he's under a microscope all of a sudden. ]
hypnagothic: (15939259)

[personal profile] hypnagothic 2023-10-24 03:28 am (UTC)(link)
Above your collar.
100more: (c21)

[personal profile] 100more 2023-10-24 03:40 am (UTC)(link)
[ Hob blinks, then looks down. He can't see it, of course, but he lifts his hand to touch the area above his collar and that's when he notices the scratch. ]

Oh!

[ He would've noticed it later, but the adrenaline of escaping the second floor meant he didn't even feel the discomfort. Now, he sees the bit of dried blood on his fingers. ]

Hm. It was dark. There were hands, swinging at me. I guess one of them nicked me. Did I get it on my shirt?

[ Because that's the real concern. ]
hypnagothic: (15990474)

[personal profile] hypnagothic 2023-10-24 03:45 am (UTC)(link)
[ he watches Hob, seeing the blood on his fingers too. ]

But you were not otherwise harmed?
100more: (c02)

[personal profile] 100more 2023-10-24 03:51 am (UTC)(link)
[ Hob breifly turns to the table behind him to pick up a napkin and dab it at that spot. ]

I don't think so.

[ He's sure he would notice a major injury. His expression softens again. ]

You don't have to worry.
hypnagothic: (16162334)

[personal profile] hypnagothic 2023-10-24 03:56 am (UTC)(link)
[ he doesn't look appeased just yet. ]

And what did you see?
100more: (08)

[personal profile] 100more 2023-10-24 04:07 am (UTC)(link)
[ Hob holds his breath a moment as he thinks, then huffs. ]

Like I said, it was dark. I heard a terrible howling. Screaming. I tried to see if someone needed help. I felt hands, grabbing at me. Must've been when this happened.

[ The hand holding the napkin gestures at his neck. ]

So I broke free, and I ran.
hypnagothic: (15939233)

[personal profile] hypnagothic 2023-10-24 04:13 am (UTC)(link)
No ... familiar apparitions?
100more: (09)

[personal profile] 100more 2023-10-24 04:23 am (UTC)(link)
[ His expression is momentarily startled. ]

I.. didn't want to look.

[ But that's not really an answer. ]

Did you see someone you know downstairs?
bemist: (But I knew all along)

[personal profile] bemist 2023-10-24 04:29 am (UTC)(link)
[ Well. She listens to it. All of it.

And finally-- ]


I've never met someone who simultaneously loves themselves so much and cares so little about themselves. It's almost impressive.
hypnagothic: (15939226)

[personal profile] hypnagothic 2023-10-24 04:30 am (UTC)(link)
I saw something with a likeness. As other things have been since arriving here, an obvious attempt to frighten.
100more: (04)

[personal profile] 100more 2023-10-24 04:32 am (UTC)(link)
A likeness?

[ He frowns with concern. ]

Of who?
hypnagothic: (15939236)

[personal profile] hypnagothic 2023-10-24 04:42 am (UTC)(link)
[ he's not looking at Hob at the moment, face turned slightly away. his earlier frown of annoyance makes an appearance again, but now it has a layer of a deep ache as well. ]
unrequite: (02)

[personal profile] unrequite 2023-10-24 05:20 am (UTC)(link)
[ Midnight laughs. ]

That does sound a bit contradictory. I'm not sure if even I understand what you mean... The innerworkings of your mind are a beautiful mystery.

[ ...? Of course he cares about himself. He is awesome. Someone like him doesn't need that much maintenance, is all. ]
kampfgeist: (serious | i need to tell you something)

[personal profile] kampfgeist 2023-10-24 05:41 am (UTC)(link)
[ whatever creak of floorboard or breath it is that heine hears, he turns his head just slightly to see if he can catch sight of it—but it's just a ghost vanishing into one of the dorm rooms, its attention totally elsewhere than heine.

when he looks back down the hall toward where daan had been standing, there's nothing there. nothing but more ghosts, coalescing into some kind of writhing mass of darkness, twisted limbs, eyes like coals in the hollow sockets of their many eyes.

heine is so tired of ghosts, he thinks.

it's the idea that daan might be somewhere in that mess of bodies and limbs that spurts heine forward, using all his strength to close the distance. he launches himself over a chair and flings himself into the ghosts (into daan—he just doesn't know that yet), his fingers curling into claws in an attempt to hook onto whatever he can reach. ]
kampfgeist: (shock | about to get ugly)

[personal profile] kampfgeist 2023-10-24 05:55 am (UTC)(link)
[ the boot connects with a thud and a pain that's truly stunning, blossoming immediately across heine's entire right ribcage. it hurts so badly he chokes on it, but heine's body is trained to move whether or not his mind is cooperating, and so even as he's reeling with the ache, he's throwing himself over top of alhaitham, sitting straddled across his hips with his knees on alhaitham's biceps.

heine lifts his fist.

(in his mind's eye he sees lily, out of her mind with the howling dog in her skull, her eyes crazy as heine looks down at her. by the time things had started to get bad, this was the only way heine could ever get her to stop her rampage. exactly like this, his body weight holding her down, his fist cocked.)

he clocks alhaitham right in the temple, exactly over the sensitive trigeminal nerve. ]
limbical: (AND THEN THE CHORUS PLAYS)

[personal profile] limbical 2023-10-24 05:57 am (UTC)(link)
[Well. Shit.

Daan doesn't react quickly enough. By the time he turns around and sees that Heine is charging right at him, the doctor only just starts to try to move away -- but Heine is faster, vaulting over the chair and basically crashing into him.

He hits the floor with a grunt, then squirms to try to grab at Heine's wrists.]


Heine! Hey!

[As if that's going to wake him up, but. You know. He has to try.]
justscribing: (❖ 33)

[personal profile] justscribing 2023-10-24 06:08 am (UTC)(link)
[Alhaitham of his right mind knows that Heine is quicker. The Alhaitham of his wrong mind is caught off-guard and pinned under the weight of it. His fingers curl into fists, his legs pull up with the twist of his shoulders in an attempt to wrest himself free. His weight is a counter to Heine's.

The fist collides with his skull. His head knocks between bone and tile and a shocked gasp drags out of his throat. Then his eyes roll back into closed lids and he's limp.]
kampfgeist: (thinking | hol up wait a minute)

[personal profile] kampfgeist 2023-10-24 06:24 am (UTC)(link)
[ somehow it makes more sense to heine that this would be a costume assigned by the party and not chosen by don herself. although he couldn't say why, the bunny image just somehow doesn't jive with what he knows about don—now that they've spent a day in wolf form goofing off in the park, he tends to think of her more as a dog than anything else.

his eyebrows lift a little at the heels. they are sharp... heine knows that's not what they're for but he can't help pointing out, ]
I guess that's why stilettos are named after a knife.

[ heine knows almost nothing about fashion but he does know weapons. ]

Your bus's doors are like this? [ he turns a little so they can keep walking together, although he keeps his eyes forward to keep an eye out for any potentially irritable ghosts. ]
kampfgeist: (thinking | not too into that)

[personal profile] kampfgeist 2023-10-24 06:26 am (UTC)(link)
Yep.

[ in fact, he does have at least three of those tiny little cocktail napkins. he'd picked a handful of them up with his drink so he could wipe his own blood up, and these are the leftovers, relegated to serving the even nobler cause of staunching gebura's bleeding. ]

You get your ass kicked down there too? [ of course the fun fair would have just been a prelude to something worse. there was no way things could have been any other way. heine always knew that, but it's not stopping him from being mad about it. ]
icanfixer: (14)

[personal profile] icanfixer 2023-10-24 06:42 am (UTC)(link)
[ oh interesting... that would make sense. she gives a jab with one in front, adjusting her hand to fit in better. like that... at least one of them. she'll figure out what to do with the other while she keeps an eye on the side. ]

So to say. There are doors within its corridors that, if one were to enter it, would bring them someplace completely different. Such as to a station with a train within it.

[ like it's

absolute fucking normal

to have a railway in your bus. ]


This is far more familiar to me than it is to others, I think.
kampfgeist: (sigh | fully exasperated)

[personal profile] kampfgeist 2023-10-24 07:02 am (UTC)(link)
[ when alhaitham slumps back against the floor, unconscious, heine gives himself exactly fifteen seconds to recover. sorry, alhaitham, but what that means is his recovery involves dropping his head down to rest on alhaitham's chest, breathing slow and even, expanding his lungs until his ribs don't ache quite as badly. fifteen seconds, because this place isn't safe, even if the most immediate threat has now been neutralized.

in a fucking maid outfit, too. heine hates it here.

when his allotted fifteen seconds are over, heine pushes himself up and hauls alhaitham up with him. the dead weight of his body is another reminder that heine isn't as strong here as he should be, and he grits his teeth against the realization as he flings alhaitham over his shoulder like a sack of potatoes. it's the most defensible position for getting through the rest of the second floor, but thankfully they manage without incident; heine heads up to the third floor, but only so he can readjust his grip on alhaitham to carry him bridal-style as they make their way down the exterior stairs.

it's cold outside, or maybe heine's just noticing that it's cold outside because he's wearing fucking skirts and fucking thigh highs and if his combat boots are stomping a little extra hard on the sidewalk he'll thank everyone to not say a goddamn word about it. ]
kampfgeist: (shock | and also fear)

[personal profile] kampfgeist 2023-10-24 07:06 am (UTC)(link)
[ heine doesn't know much about nurses, but he's pretty sure they're not supposed to look like this—grimy and bloodstained, wielding a table leg as the person wearing the outfit comes flying down the hallway at him.

immediately he moves to defend himself, bringing his forearm up to take the brunt of the swing while his other arm, knife in hand, comes up to slash across the attacker's torso. heine is good with a knife—not half as good as he is with a gun, of course, but more than passable. he's even used to fighting in the dark. what he doesn't have is his normal reflexes, his normal strength that would give him an advantage over anyone who came his way.

he cusses under his breath as he twists away from the other person, dodging to avoid another swing of the chair leg. the knife can only do so much, after all, as it requires him to be up close and personal—heine is going to need a weapon that will let him do more damage at a distance. ]