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Entry tags:
- !events,
- arcane: jayce talis,
- arcane: jinx,
- arcane: vi,
- arcane: viktor,
- black sails: anne bonny,
- castlevania: alucard,
- clair obscur expedition 33: gustave,
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- clair obscur expedition 33: verso,
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- final fantasy xiv: alphinaud leveilleur,
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- little mushroom: an zhe,
- marvel comics: marc spector,
- marvel's what if: stephen strange,
- mcu: clint barton,
- mcu: frank castle,
- mcu: karen page,
- one piece: roronoa zoro,
- original character: adrian silverleaf,
- original character: fern whitetooth,
- original character: nashua whelan,
- snotgirl: lottie person,
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- we happy few: arthur hastings,
- wwdits: laszlo cravensworth,
- wwdits: nandor the relentless,
- xmcu: charles xavier,
- xmcu: erik lehnsherr,
- xmcu: logan,
- xmcu: nathan summers,
- xmcu: scott summers,
- xmcu: wade wilson
EVENT ∞ LOG — July 125
Event ∞ Log
In the Flesh
∞ Prologue ∞
It's not real, it's not real.
Somewhere in the Blocks, late at night, a young woman repeats the words over and over, fumbling with her room key. She doesn't dare look over her shoulder again, begging her hand to obey. Her fingers are stiff and smooth, and it makes each movement more difficult. Eventually, the door gives way. She stumbles into the apartment, slamming it behind her and locking several bolts.
Leaning back on the door, she lets her key ring fall to the linoleum as she holds her hand up to her face. It isn't just her fingers now. Painted plastic has taken over her entire right hand, spreading up her forearm toward a ball-jointed elbow that creaks painfully. She grabs her neck with her flesh hand, sucking in a sharp breath as she tries to steady her heart.
It's not real, it's not real...
She takes another breath, then turns on the light. The bulb flickers. Hazy light flood the room with an incessant buzz.
She freezes.
A figure stands in the opposite doorway. It doesn't move, stuck in a pose with an outstretched hand—one made of flesh and bone. Her hand.
She screams.
Somewhere in the Blocks, late at night, a young woman repeats the words over and over, fumbling with her room key. She doesn't dare look over her shoulder again, begging her hand to obey. Her fingers are stiff and smooth, and it makes each movement more difficult. Eventually, the door gives way. She stumbles into the apartment, slamming it behind her and locking several bolts.
Leaning back on the door, she lets her key ring fall to the linoleum as she holds her hand up to her face. It isn't just her fingers now. Painted plastic has taken over her entire right hand, spreading up her forearm toward a ball-jointed elbow that creaks painfully. She grabs her neck with her flesh hand, sucking in a sharp breath as she tries to steady her heart.
It's not real, it's not real...
She takes another breath, then turns on the light. The bulb flickers. Hazy light flood the room with an incessant buzz.
She freezes.
A figure stands in the opposite doorway. It doesn't move, stuck in a pose with an outstretched hand—one made of flesh and bone. Her hand.
She screams.
Strange Visits
Panorama
For the first week or two of July, life goes on as usual. You have a lot on your plate—jobs, loans, rent, that creep who won't stop staring at you when you're filling up your car—and the last thing you've got time for is other people's problems. Or maybe you find room to listen, anyway? Whatever the case, it's mostly a lot of stories and pointing fingers: a shopkeeper accuses his friend of stealing from him, somebody claims their boss must've skipped town to avoid paying the employees, and a woman is frantic about her missing husband. He never goes anywhere without telling her.
If you decide to look into it, none of the incidents seem connected. After all, people frequently go missing in the Diadem, friends betray each other, and businesses often go bankrupt, leaving their workers to pick up the pieces. Funny thing, though: here and there, you swear you glimpse a figure who isn't entirely flesh. Their features are just...a bit odd. Is it your imagination? When you move in for a closer look, something gets in your way and the figure disappears.
On the other hand, you think to yourself, it's not as though everybody on this planet looks standard. If a man can have horns, why can't his skin also be a bit plasticky?
If you decide to look into it, none of the incidents seem connected. After all, people frequently go missing in the Diadem, friends betray each other, and businesses often go bankrupt, leaving their workers to pick up the pieces. Funny thing, though: here and there, you swear you glimpse a figure who isn't entirely flesh. Their features are just...a bit odd. Is it your imagination? When you move in for a closer look, something gets in your way and the figure disappears.
On the other hand, you think to yourself, it's not as though everybody on this planet looks standard. If a man can have horns, why can't his skin also be a bit plasticky?
Use the Event Interaction comment any time you need specifics or some direction for an element you're engaging within the event. This can be an NPC victim your character is questioning, an aspect of the diffusion zone your character is testing, or anything along those veins. While you're encouraged to make things up on your own, too, if you're ever unsure of the results or the answers you might get, approach us there!
First Contact
The Fringes
Inevitably, you take the risk and head back into the Fringes. It has what you need, and the bizarreness in Panorama isn't making the city feel like much of a refuge, either. Besides, long trips aren't unusual for anyone in the Diadem. As you drive, you might even find yourself reluctant to return to the city. After all, there's so much across the multitude of diffusion zones that regardless of how dangerous it can be, perhaps some part of you is attracted to the thrill of the unknown.
If the promise of loot isn't enough, a note on the Forum might be. Here, you'll scroll across a brief message from who else but the ever-eager Felix Bjurstrom, joined by his daughter, Olive "Ollie" Bjurstrom. (Looks like he's got a new phone again!) If nothing else, the investigative or curious nature in you gets you going. What if this is a piece of the puzzle you need to go home?
If the promise of loot isn't enough, a note on the Forum might be. Here, you'll scroll across a brief message from who else but the ever-eager Felix Bjurstrom, joined by his daughter, Olive "Ollie" Bjurstrom. (Looks like he's got a new phone again!) If nothing else, the investigative or curious nature in you gets you going. What if this is a piece of the puzzle you need to go home?
If you want your character to scavenge items, check how that works. The Map identifies where each Quadrant is located.
Among the Shadows — Abandoned Mall
In Quadrant 1, about a 10-hour drive from Panorama, a standard American shopping mall rises through the cracked and broken highway. A portion of its vast parking lot melts into the road ahead and behind. There are cars in the parking lot, each one perfectly preserved: no rust, no dust, nothing.
The mall's lights are on. The moment you step inside, you'll notice that you're not alone. Inside, shadow corpses are everywhere, frozen in time. Their bodies show no signs of distress. If you try to touch them, a dark, ashy residue coats your fingers. You see a young couple linking arms, a mother bending over to pick up her child, and a man ordering his last meal at the KFC. It's as though they all just...stopped. While eerie, whatever force swept through here is long gone.
The upside is that nobody will bother you while you look around—aside from other fluxdrifts, of course. The shops and their offerings are stuck in the 90's. Big electronics are cosmic touched, rendering them worthless, but smaller electronics like cassette tapes, CDs, and Walkmans are all viable. You can also grab clothes, snacks, and (cheap) jewelry.
And, as you pass by the store windows, you see many mannequins on display. That's normal, so you don't think twice. At least, until you swear one of them keeps moving around the store. Though its pose never changes, it almost appears to...follow you? That can't be right. You must be seeing things.
Zone Effects
Touching any of the frozen shadows will cause the victim to believe that their companion(s) have transformed into monstrous creatures. Attempts to approach you will only register as an attack rather than placating gestures, while words will sound like snarls or spoken threats. An induced panic will make it more difficult to think logically and see through the hallucination. The illusory creatures can take the form of anything that might frighten or threaten you the most.
You can break free of the illusion through a variety of methods, including your own willpower, being knocked out by your friends, or seeing/hearing something that makes you realize it isn't real. The hallucination isn't overly intense, but it can cause a bit of havoc among you and your companions...and increase the likelihood a mannequin might make contact unnoticed.
The mall's lights are on. The moment you step inside, you'll notice that you're not alone. Inside, shadow corpses are everywhere, frozen in time. Their bodies show no signs of distress. If you try to touch them, a dark, ashy residue coats your fingers. You see a young couple linking arms, a mother bending over to pick up her child, and a man ordering his last meal at the KFC. It's as though they all just...stopped. While eerie, whatever force swept through here is long gone.
The upside is that nobody will bother you while you look around—aside from other fluxdrifts, of course. The shops and their offerings are stuck in the 90's. Big electronics are cosmic touched, rendering them worthless, but smaller electronics like cassette tapes, CDs, and Walkmans are all viable. You can also grab clothes, snacks, and (cheap) jewelry.
And, as you pass by the store windows, you see many mannequins on display. That's normal, so you don't think twice. At least, until you swear one of them keeps moving around the store. Though its pose never changes, it almost appears to...follow you? That can't be right. You must be seeing things.
Zone Effects
Touching any of the frozen shadows will cause the victim to believe that their companion(s) have transformed into monstrous creatures. Attempts to approach you will only register as an attack rather than placating gestures, while words will sound like snarls or spoken threats. An induced panic will make it more difficult to think logically and see through the hallucination. The illusory creatures can take the form of anything that might frighten or threaten you the most.
You can break free of the illusion through a variety of methods, including your own willpower, being knocked out by your friends, or seeing/hearing something that makes you realize it isn't real. The hallucination isn't overly intense, but it can cause a bit of havoc among you and your companions...and increase the likelihood a mannequin might make contact unnoticed.
Wall of Refuge — Strange Temple
In Quadrant 1, about a 6-hour drive from Panorama—and on the way to the abandoned mall above—stands a geometric structure made of metal and stone. Sharp angles shoot up from the ground to form a distorted hexagon. The gateway is littered with sigils: some weathered by time, others freshly carved into the rocky surface. They glow when you drive forward, beckoning you closer. Come in, whispers an unknown compulsion in your mind. You are home.
You may succumb to the whispers for any number of reasons: sleep deprivation, desperation for a place to rest overnight, or a need to hide from raiders or dangerous creatures lurking in another nearby zone. Regardless, you give in and enter the triangular entrance. The stone gate lifts to grant you passage, revealing an effigy of a multi-limbed being. A deity? A symbol of power? Though you're unsure, you continue deeper. Your footsteps echo across the cavernous halls.
Behind you, the heavy gate slowly closes with a rumbling finality. Despite the chilly entranceway, the interior of the temple is warm and inviting. Candles line the walls. Fountains flow peacefully. You can enter one of the many rooms to find a soft bed, fresh cakes, succulent meat, and fine wine available for you. Behind a silk curtain is a steaming bath lined with soothing floral herbs and oils.
Meanwhile, throughout your explorations, you might sense a figure or a shadow in the passageway. A glimpse of shiny plastic appears oddly out of place in a temple of this kind.
Zone Effects
You may succumb to the whispers for any number of reasons: sleep deprivation, desperation for a place to rest overnight, or a need to hide from raiders or dangerous creatures lurking in another nearby zone. Regardless, you give in and enter the triangular entrance. The stone gate lifts to grant you passage, revealing an effigy of a multi-limbed being. A deity? A symbol of power? Though you're unsure, you continue deeper. Your footsteps echo across the cavernous halls.
Behind you, the heavy gate slowly closes with a rumbling finality. Despite the chilly entranceway, the interior of the temple is warm and inviting. Candles line the walls. Fountains flow peacefully. You can enter one of the many rooms to find a soft bed, fresh cakes, succulent meat, and fine wine available for you. Behind a silk curtain is a steaming bath lined with soothing floral herbs and oils.
Meanwhile, throughout your explorations, you might sense a figure or a shadow in the passageway. A glimpse of shiny plastic appears oddly out of place in a temple of this kind.
Zone Effects
- If you are a believer and decide to trust the gifts bestowed upon you, then you may safely indulge. The wine will warm you up, the food will fill your belly, and you can sleep through the night. When you awaken, you can safely leave the temple refreshed. Your vehicle will be outside, untouched, as if some power within was protecting your belongings.
- If you are a heretic and doubt the offerings you've been graciously given, the gifts will begin to rot and all amenities will crumble to dust. The more your cynicism betrays you, the more the temple will take until nothing remains except the oddly textured walls bearing down on you. As you examine the surface, you realize the stone is built from a manifold of dozens—no, hundreds—of twisted bodies. Their arms are raised in reverence, piled upon each other like human bricks. Their gaping mouths are frozen in a silent scream. As for you and your companions...what fate will await the nonbeliever?
The Last Stop — Foggy Town
In Quadrant 4, about a 3-hour drive from Panorama, east of the currently unused train tracks, a thick mist rolls through the highway. Here, the sky darkens rapidly into night and the temperature drops. If you've traveled unprepared, presuming the heat in Panorama spreads into the Fringes, you'll find that's not so. A chill spreads into your bones and creeps up the back of your neck.
Then the ground rumbles. The tremors shake your vehicle. Maybe it even makes you lose control briefly or sends you swerving off-road, straight into the fields. And in the middle of the fog, you see it: a figure standing in the middle of the field. Behind it are a few houses, making up a tiny rural town. The houses are dilapidated, many crumbling. Supplies within are minimal, and many items are broken or spoiled.
Do you approach? Do you drive past? Merely staring for a second too long will be enough for the hitchhiker to choose you as its ride, but its appearance may not be all that keeps you in place. In the distance is another bigger shadow. A much bigger shadow. It looms in the distance without true mass or form. Within the void of its body, a searchlight sweeps over the misty town. It does not move. It simply looks while the ground shakes. Each time its light catches a glimpse of something that doesn't belong—an animal, a vehicle that drove too deep into the tall grass, a raider that went too far into town—a sonorous howl reverberates through the zone.
Then the shadow will teleport to its target and crush the intruder without mercy before retreating back to its watchful post. And the intruder is indeed crushed: any living organism caught by the Light Guardian will be flattened with a horrifying crunch of broken bones and squished organs.
Zone Effects
While the Light Guardian can't be defeated or confronted, you can outrun or hide from its sweeping beam. If you stop far enough on the side of the road, it won't notice you...but you can still watch as it mangles an unfortunate raider or traveler. Possibly, you see the spray of blood or hear the screams before you run. Perhaps you realize how easily you could've met your own gory fate.
If you've left your car and gone too deep into the town before you realize the danger, you can do one of two things: you can risk hiding in an abandoned house in the town and hope that the sunrise comes. In zones like this, the day/night cycle is unpredictable, and many places are permanently cast in darkness. Or, you can try to run back to your vehicle and pray you don't get caught.
Alternatively, you've plowed directly into the field when raiders in pursuit force you into the zone. Should fortune favor you, they'll be obliterated by the Light Guardian while you flee. The beam tracks quickly, but can only shine in one direction at a time so the key is to bob and weave.
Then the ground rumbles. The tremors shake your vehicle. Maybe it even makes you lose control briefly or sends you swerving off-road, straight into the fields. And in the middle of the fog, you see it: a figure standing in the middle of the field. Behind it are a few houses, making up a tiny rural town. The houses are dilapidated, many crumbling. Supplies within are minimal, and many items are broken or spoiled.
Do you approach? Do you drive past? Merely staring for a second too long will be enough for the hitchhiker to choose you as its ride, but its appearance may not be all that keeps you in place. In the distance is another bigger shadow. A much bigger shadow. It looms in the distance without true mass or form. Within the void of its body, a searchlight sweeps over the misty town. It does not move. It simply looks while the ground shakes. Each time its light catches a glimpse of something that doesn't belong—an animal, a vehicle that drove too deep into the tall grass, a raider that went too far into town—a sonorous howl reverberates through the zone.
Then the shadow will teleport to its target and crush the intruder without mercy before retreating back to its watchful post. And the intruder is indeed crushed: any living organism caught by the Light Guardian will be flattened with a horrifying crunch of broken bones and squished organs.
Zone Effects
While the Light Guardian can't be defeated or confronted, you can outrun or hide from its sweeping beam. If you stop far enough on the side of the road, it won't notice you...but you can still watch as it mangles an unfortunate raider or traveler. Possibly, you see the spray of blood or hear the screams before you run. Perhaps you realize how easily you could've met your own gory fate.
If you've left your car and gone too deep into the town before you realize the danger, you can do one of two things: you can risk hiding in an abandoned house in the town and hope that the sunrise comes. In zones like this, the day/night cycle is unpredictable, and many places are permanently cast in darkness. Or, you can try to run back to your vehicle and pray you don't get caught.
Alternatively, you've plowed directly into the field when raiders in pursuit force you into the zone. Should fortune favor you, they'll be obliterated by the Light Guardian while you flee. The beam tracks quickly, but can only shine in one direction at a time so the key is to bob and weave.
Hitchhikers
Anywhere
Not everyone who enters the diffusion zone will pick up a mannequin, but the possibility is there. Once you make first contact, you will gain a hitchhiker. Unlike most aspects of the diffusion zones, this one has gathered into a storm, meaning the effects will breach even normally stable and anchored strongholds like Panorama.
Some fluxdrifts will brush off your problems while a few might believe you. Others will offer solutions in their own way, including a doctor who'll pay to obtain strange plastic limbs. Not everyone will pitch in to help. The city's big, populated, and somebody on the street turning doll-like doesn't affect them (...until it does). They've got a job to get to and mouths to feed.
Some fluxdrifts will brush off your problems while a few might believe you. Others will offer solutions in their own way, including a doctor who'll pay to obtain strange plastic limbs. Not everyone will pitch in to help. The city's big, populated, and somebody on the street turning doll-like doesn't affect them (...until it does). They've got a job to get to and mouths to feed.
Unwanted Passenger
When do you first notice your passenger? At any point, really. Perhaps it goes like this:
But there's a small chance you run into someone who seems to be going through what you are. Unfortunately, they seem to actually have it worse and aren't making much sense. Still, you can try questioning them and see what answers you get. At least, before you lose them for good. For some of you, the victim you run into is in especially bad shape...and you have to wonder how long before you end up the same.
You glance in the rearview mirror and glimpse a figure in the backseat. When you spin around, there's nobody there. Then it happens again. This time, you realize it's not a person, but a dummy. A mannequin. It's sitting upright. And is it...wearing a seatbelt? Or maybe it's thrown itself across the back bench as though somebody tossed it there, uncaring.Or it goes like this:
This time, when you look back, it's still there. You pull over and dump it on the side of the road. That's taken care of, you think. You drive some more. For a few hours or even a day or two—depending on how long you've traveled—you don't think much of it. Then suddenly, it's back. And it keeps coming back no matter how much you try to get rid of it.
You return from a standard trip into a diffusion zone. It went pretty well, you think. You found some clothes at a creepy mall and now you're ready to get some sleep. When you open your trunk to retrieve your belongings, you notice a mannequin stuffed inside, limbs bent at odd angles. You're a little weirded out, but you decide to dump it on the street and move on.However it plays out, you realize that people around you do notice it...sometimes. That doesn't mean anyone will believe you that things are just that weird. Most people have better things to do. They don't know you, after all, and even if they did, well, this place does have a habit of driving people a little crazy. Witnesses casually push the mannequin aside and tell you that's a funny prank. Your regular waitress pats your shoulder and suggests you get some sleep. You're not looking well. The shopkeeper demands you take that thing before you go. He's not responsible for your junk.
You shower. In the bathroom mirror, the mannequin suddenly appears behind you. Over the next few days, this continues. The mannequin appears in a booth across the diner as you're eating your eggs. It's behind a shelf in the corner store. It's in your closet. Each time you check, it vanishes...but then, sometimes it doesn't. Sometimes it's right there in plain view. It'll even let you throw it away, burn it, anything you can think of. But it always comes back.
But there's a small chance you run into someone who seems to be going through what you are. Unfortunately, they seem to actually have it worse and aren't making much sense. Still, you can try questioning them and see what answers you get. At least, before you lose them for good. For some of you, the victim you run into is in especially bad shape...and you have to wonder how long before you end up the same.
Trading Places
For some of you, the mannequins might not do more than be a nuisance. While that's not ideal, either, it doesn't completely upend your life. Others are less fortunate. If you're one of the latter, you'll begin to notice symptoms.
The first time it happens, you're startled to hear the mannequin speak. To begin with, its voice might be guttural and unnatural, incapable of stringing more than a few words together. Then it seems to learn. It talks in full sentences. Its voice smooths out. It starts to sound more and more like you...right down to your speech patterns and accent. As symptoms progress with varying intensity—over days or weeks—you realize with dawning horror that you're losing parts of yourself. When you wash your hands, you notice a part of your skin is smooth and shiny. The next time the mannequin appears, its previously plasticky appearance is more flesh and blood.
Eventually, the mannequin becomes independent. It shops with your money. It steals while wearing a face that looks nearly identical to yours, especially from a distance. It calls your friend and says the things you would never say out loud to them. They're thoughts you've had, sure, but you know better than to hurt your friend's feelings...except apparently, you have. And now you can't even use your own voice to explain yourself. Your leg has been getting stiff. Your joints don't bend properly.
Meanwhile, the mannequin is now striding around smoothly. Its appearance is still uncanny and odd if anyone pays attention, but at a glance, it easily passes as a part of the crowd. As its final act, it's even absorbed small bits of your abilities if you have any. Not all of them, but enough to cause trouble. Throughout everything, you cannot harm your hitchhiker. Some unknown force stops you any time you think about it. You simply can't.
The first time it happens, you're startled to hear the mannequin speak. To begin with, its voice might be guttural and unnatural, incapable of stringing more than a few words together. Then it seems to learn. It talks in full sentences. Its voice smooths out. It starts to sound more and more like you...right down to your speech patterns and accent. As symptoms progress with varying intensity—over days or weeks—you realize with dawning horror that you're losing parts of yourself. When you wash your hands, you notice a part of your skin is smooth and shiny. The next time the mannequin appears, its previously plasticky appearance is more flesh and blood.
Eventually, the mannequin becomes independent. It shops with your money. It steals while wearing a face that looks nearly identical to yours, especially from a distance. It calls your friend and says the things you would never say out loud to them. They're thoughts you've had, sure, but you know better than to hurt your friend's feelings...except apparently, you have. And now you can't even use your own voice to explain yourself. Your leg has been getting stiff. Your joints don't bend properly.
Meanwhile, the mannequin is now striding around smoothly. Its appearance is still uncanny and odd if anyone pays attention, but at a glance, it easily passes as a part of the crowd. As its final act, it's even absorbed small bits of your abilities if you have any. Not all of them, but enough to cause trouble. Throughout everything, you cannot harm your hitchhiker. Some unknown force stops you any time you think about it. You simply can't.
Related Incidents
The impact isn't contained only to those directly affected. The hitchhikers' influence spreads through the city. For some incidents, it's difficult to trace back to the source. For others, that's a little easier. Regardless, these occurrences could help you determine how to solve your own situation. Alternatively, if you've escaped unscathed, you can still find yourself dragged into a situation involving someone else.
Return to Sender
July 11 — The Forum: An anonymous poster contributes this bit of information that might catch the eye of those affected. You can try the same method, but it's a risk going back into the diffusion zones. No one can guarantee the specific zone you found the mannequin in is still standing. Further, you have to remember where you made contact to begin with.
If you decide to try it, be sure to take a friend. The less independent the hitchhiker, the more likely it will stick to your side even as you return it home. If the assimilation has progressed too far, though, you might have to utilize methods such as duct taping inside your trunk or strapping it down with ropes. It may struggle and say vile things to you or your companion.
If you decide to try it, be sure to take a friend. The less independent the hitchhiker, the more likely it will stick to your side even as you return it home. If the assimilation has progressed too far, though, you might have to utilize methods such as duct taping inside your trunk or strapping it down with ropes. It may struggle and say vile things to you or your companion.
Victimless Burn Victims
July 14 @ 03:00 — The Pavilion (East End): A handful of troublemakers grabbed some freaky mannequins wandering the street and, in a drunken stroke of genius, set them all on fire for no reason other than that they wanted to. Not only has this resulted in damage to the corner store nearby, but Enforcers have linked the incident to four hospitalizations at roughly the same time. Doctors from Saint Margery's Hospital (located in the Blocks) report that all four individuals suffered massive shock and claim to have endured unimaginable agony as if they had been "set on fire."
Curiously, none of them bear any physical wounds and, by all accounts, are completely fine (trauma aside). Notably, all four individuals were also suffering from various stages of "joint stiffness" and "hallucinations"...which have since completely vanished. You might wonder, is this the solution? Or perhaps the better question would be, is it worth it?
Curiously, none of them bear any physical wounds and, by all accounts, are completely fine (trauma aside). Notably, all four individuals were also suffering from various stages of "joint stiffness" and "hallucinations"...which have since completely vanished. You might wonder, is this the solution? Or perhaps the better question would be, is it worth it?
The Sculptor
July 15 — The Pavilion (Medical Clinic): Around July 14 onward, word begins to spread that a Dr. Maggie Wright (who insists on being called the Sculptor, though nobody seems to heed this request) will not only do an amputation for free, she will pay you for your limb if you are boasting an "unusual trophic change to the skin, resulting in a smooth and shiny texture." All she asks is she gets to keep the sample. Her promise is that she will study it to find a more permanent cure and, if she does, she will return the limb to you for reattachment.
Some end up trusting her. You wonder, maybe she could help? Dr. Wright will happily accept you as her patient if you agree. Her methods are indeed proper and sterile: she'll put you under and provide you with plenty of pain meds. She appears to have all of the equipment required to preserve the limb, too.
If you're suspicious, you can also pay her a visit, but you won't have much luck getting her in trouble or sniffing out any evidence of nefarious deeds. Her office hasn't got anything strange, she is indeed a real surgeon, and there are testimonials from patients who've had success under her care in the past. Plus, nobody's going to her who isn't doing so voluntarily (they've signed waivers)—even if you could argue how much desperation plays into their decision. Still...the thing about her "title" is a bit weird, right?
Some end up trusting her. You wonder, maybe she could help? Dr. Wright will happily accept you as her patient if you agree. Her methods are indeed proper and sterile: she'll put you under and provide you with plenty of pain meds. She appears to have all of the equipment required to preserve the limb, too.
If you're suspicious, you can also pay her a visit, but you won't have much luck getting her in trouble or sniffing out any evidence of nefarious deeds. Her office hasn't got anything strange, she is indeed a real surgeon, and there are testimonials from patients who've had success under her care in the past. Plus, nobody's going to her who isn't doing so voluntarily (they've signed waivers)—even if you could argue how much desperation plays into their decision. Still...the thing about her "title" is a bit weird, right?
Dr. Maggie Wright is 5'2, Caucasian with a light Northeastern accent and silver hair often worn in a bun. She's in her 50s and looks fairly good for her age. Her voice is soothing. She has intense, wide blue eyes, which some might find unnerving, but that's not necessarily her fault.
∞ Notes ∞
- Mannequin contact is not required. Not everybody who goes into the diffusion will make first contact, and many won't. Characters can explore the mall, the temple, and the foggy field without ever picking up a hitchhiker.
- The diffusion zones described are only examples. Others will exist where mannequins can be found, including grocery stores, gas stations, abandoned parks, and more. You can make up your own, but check with us if you have any questions about limitations!
- The speed and intensity of all mechanics are entirely up to you. Generally, the earlier a character makes first contact, the more severe their consequences.
- Investigating the zones or helping others are perfectly fine ways to participate! Since the hitchhikers are meant to be more insidious, it won't be strange if your character isn't in the middle of the action right away or notices things a bit late.
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marc spector ⏾ marvel comics
cw | violence, blood, hallucinations & disorientation | moon knight thematic cw apply )
⏾ temple, open
the temple doesn't get mentioned, not in the same way the missing girl had been mentioned, but word had spread in its own way, and once he catches sight of it, marc finds himself stopping. he's not sure he even really means to do it, not even when his bike's parked off to one side and he's stood in front of the structure. he knows he's not alone, there are other vehicles parked up, none of them carrying enough signs of disuse or neglect to imply that they've been here for an inordinate amount of time.
it's the sort of detail he notes absentmindedly, that sits at the edges of his thoughts as he finds himself thinking of selima.
he hadn't been looking for a daughter then, but a father and daughter had ended up changing his life (death—?) entirely. it'd been hot and sticky, and he'd been hot and sticky, but it'd been something he'd done enough times for the unpleasantness of it all to be bone-deep familiar.
here and now, he's hot and sticky and clammy, heat having given way to a chill, but it's different. there's no desert, no sand finding its way into every crevice, and no unrelenting sun bearing down on him. no dehydration. no shivers, no headache. now, it's just the discomfort of sweat; then, it'd been blood and sweat combined, and for a long time, he'd never quite been sure if the voice he'd heard had been real, whether it'd been madness, or whether he'd just been delirious.
(marlene had certainly thought it delirium. jean-paul, too. marc, meanwhile, had placed all sense of and belief in self in a statue.)
"come to me and be reborn in my light."
"you will be mine. you will be my hands. my eyes. my vengeance. you will be my knight."
he remembers the words, but it's not what he hears now. home. is he? (isn't he?)
the sound of movement just behind him doesn't go unnoticed, but he does little more than turn his head an almost imperceptible amount. it's not because he assumes there's no danger, it's not even arrogance or ego, it's simply because it holds more of his attention.
it doesn't occur to him, not yet, that it could be someone he knows, and he certainly doesn't wonder why they'd stopped — the same reason he had, oddly drawn in? or because they'd noticed his (still blindingly bright) orange bike? )
—She could be in here, ( he murmurs, seemingly apropos nothing, tone caught somewhere between soft and gruff, as if he's caught between knowing why he's here and having quite entirely forgotten.
and that's it, that's all he says as he walks towards the gate, barely hesitating as the stone gate lifts. )
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The second is home.
Which... the mountain had never been a home to her. Maybe a sanctuary. A bastion. The culmination of all of their efforts and desperation in equal parts. So the association should feel strange, out of place like diffusion zones are supposed to be — but she's half a step behind Marc as the two of them approach like this is where they were supposed to be all along. She's starting to think it could have been; that it's not so bad if it is.
There's a hum instead of a proper response, eyes darting from one end of the gate to the other. No hesitation as the gate rises in time with their approach. The inside looks warm and familiar without it looking decadent, and the tension she's been carrying since the six odd weeks seems to ease from her frame step by step ( like she's home; she hasn't been home in years ). ]
... Perhaps we should look around. [ For the girl? For their sakes? Does it matter, anymore? ]
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when it'd come to it, though, he hadn't wanted to die. he'd been afraid. he'd given away everything — faith, god, people, heritage — in return for a promise of living in the same way he'd been living.
it'd been oddly, embarrassingly easy, and though he regrets it now, there hadn't been even a flicker of doubt when he'd first said yes — nor has it ever occurred to him that it was less a choice than it seemed.
not once, either, had that temple felt like home. he'd stolen a robe and departed immediately, determined to kill raul in kind for what he'd done. this— there's a part of him, louder than he expects, that doesn't want to leave.
the slight chill of the outside world is forgotten as warmth hits, temperate and comfortable. it's a little belated, his looking back towards lucina, and he parts his mouth as if to speak before hesitating.
a beat, then— ) It's quiet.
( he doesn't say that he doesn't recognise the sigils — why would he? none of it's of earth. perhaps khonshu would be able to shed some light, but in all the weeks since marc found himself here, khonshu's been silent.. it'd be disconcerting, unsettling, if marc didn't recall their last interaction. khonshu's I cannot help you. I will await you, my son. when you can take your seat at my side. maybe this is what he needs to—.
(does he even want that? it hadn't been to khonshu he'd prayed, after all — but it is the ending he deserves, he thinks.)
and so, despite it all, despite the pleasantness of it all — or more likely, because of the pleansantness — marc can't help the slow creep of suspicion. the doubt even in the face of food and beds. what god would invite him with niceties? morpheus had tried it and had been faced with the immediate, irrevokable fact that marc doesn't know what to do with happiness. he doesn't trust it.
his footsteps echo against the stone, and he makes his way to a soft, plush, clean curtain — blue! — that separates one chamber from another, much smaller room. he brushes it aside before commenting, voice feeling disproportionately loud in the silence, ) Be careful with the offerings.
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( The palace — her home, not the one she came from before arriving here — is rubble now. She hasn't thought of the place in years, not with the startling clarity that she feels now. The last memory she has of it is knowing that once it was out of her sight, she would never see it again. Not like that, half-collapsed and devoid of life. Not if she could help it. )
Behind them, the gate closes. Lucina's entire body turns to watch, and her posture finally rigid again, eyes narrowed. It doesn't feel like a trap, but she's not sure what to make of it either. The nostalgia starts to sit strangely under her skin.
Nothing to be done for it now — she joins him in looking through each of the rooms, each footstep quieter than the next until it's rings less when she walks. There's a tilt of her head as she notices the bath behind the blue curtain — steam rising from the water. The next room is larger, two beds pressed up against the wall, a washbasin set on the nightstand between them.
Quietly, but warily: ] ... Who could this be for? [ Not them, surely. But there's no one else here. ]
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semi-wildcard
Regardless, every day he sees more people with plastic appendages, plastic limbs, some serene and accepting and some in seemingly unbearable agony. There's no rhyme or reason to it, just people who happened to be in the wrong place at the wrong time, who had lost some divine coin flip without ever being aware of it. Martin had named Raphael the archangel of medicine, but when Adrian reached out to him on behalf of his patients, his silence remained unchanged.
Solutions had surfaced on the forums instead. Some said removing the limb might work, while others swore by walking backwards with a mouth full of salt. The only solution that people seemed to mostly agree on was burning and that was, by all reports, agonizing.
Still, Adrian had added a flask of gasoline to his bag of spell components. It would be best if he didn't bring home a mannequin of his own, and this was a reasonable precaution during his few trips out to the mall. Even all these weeks later, that girl is still missing. At the very least, they owe it to her to keep searching.
He stops at the temple only to stretch his legs and refuel on his way, but that garishly orange motorcycle parked outside is impossible to miss. Marc must be here. He'd promised not to enter the temple alone but... This would mean that he isn't alone, technically. He should look in. It would be rude not to.
The fact that he can almost feel the warm tug of an invitation from within is — incidental. He knows, after all, where these sorts of invitations lead. He places a hand over the pact mark between his collar bones even as he crosses the threshold.
He spots Marc almost immediately. ]
Ah, I thought you might... [ He trails off, falling silent. At a glance, the flickering shadows in the far corner of the room had looked like Marc (had they been... shiny?), but there isn't anything there, now. Just a strange shadow that his mind had cast into the role of something else entirely. Perhaps he's simply tired. Perhaps not.
Feigning unawareness, Adrian turns toward the statue with its many arms outstretched in welcome (and its banquet table set). How bows his head in greeting. The welcome makes him nearly as uneasy as the gate that closes behind him.
When he speaks again, it isn't in the common tongue, but the language of the Upper Planes. He speaks it rarely; everyone he knows finds it unpleasant to listen to, even if they don't understand the words, but it's the language that he uses to communicate with his patron and those like him. ] Generous host, have I mistaken your invitation?
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(grant manor—? steven's, really, not his. it was what steven thought of as home, and marc had destroyed it.)
he tells himself it's for the girl, and he's not lying. it is, but that's not the only reason. he hasn't admitted, not even to himself, that he's lost part of — is losing? — himself. flesh turning into plastic, stiff and painful and unpleasant, all the while something wears his face (mask—) and his suit, pretends to be acting in khonshu's name. riding a motorbike hadn't been easy, but he's succeeded at more questionable actions in worse conditions (probably), and the roads themselves are lacking in the sort of traffic that'd be enough to make marc mindful, and so here he is.
he doesn't hear adrian arrive — the sounds of vehicles outside the temple don't travel deep enough, and more pressing matters have his attention. it's not the food, it's not the shadows, the maybe-creatures lurking in the darkness of the temple, it's the invitation, the implication of answer me and I'll give to you. he'd given to khonshu, and he's regretted every damn moment since—.
adrian's voice, distant enough for the words to be indiscernible, is what draws him from the chamber he'd gravitated towards. the food all but ignored, impatience —anger! — had led him to search without care, to yell into the void variations of the question what do you want? — all of which had come back unanswered until he'd lapsed into petulant silence.
his footsteps echo as he approaches adrian and the effigy, gait uneven and heavier than usual, his features twisting into a discomforted scowl as he catches the tail-end of adrian's words. he comes to a stop a short distance behind adrian, gaze travelling the height of the effigy before he asks, )
What are you doing?
( although it's not clear if the question's directed at adrian or something else entirely. )
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Speaking to a god who, despite inviting me here, does not not wish to respond. [ His tone is modulated by the kind of careful restraint that leaves one to wonder if it's a bitter complaint or a simple statement of fact. Adrian presses the hand flat to his chest, inclines his head politely as if excusing himself from a social obligation, and then turns from the statue. ] I saw your motorcycle outside so I thought you might be in here. Do you know this god?
[ Perhaps a better question would be are you familiar with but he isn't thinking of that right at this moment. He looks Marc over with a critical eye; though he doesn't say anything about it just yet, he makes no attempt to hide the fact that he's assessing for injuries. ]
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⏾ mall, open.
TWO.
Two - clothes
So he doesn't really fit a suit shop but he's interested at least in looking around. The suits he's worn were for work when pretending to be FBI, and they never fit him well because they were meant for other people. He typically has a very simple style, jeans and t-shirts, so even the flannel is not right on him. And colorful. He raises his eyebrow watching the man in white looking at more and more white. Raising his eyebrows moves his forehead so a pair of sunglasses falls down onto his eyes. He has to push it back up.)
Aren't you worried that too much white will get stained?
( Jack wears plenty of white but he is meticulous about not getting anything on it. Maybe this guy is just the same way and really good at avoiding it. It would seem like a shame to wear a white suit and then drop food on it.)
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No. ( blunt, immediate, decisive, even if the truth is — yes, but only in very specific scenarios. dry cleaning's not as abundant as it'd been at home, he hasn't yet found someone he's certain he trusts to ask no questions about how often and why. he can do laundry himself, but that doesn't mean he enjoys attempting to get blood out of his clothes, and having to do it is the unfortunate reality of his particular lifestyle.
(he should've been more appreciative of his housekeeper, he thinks—.)
food stains, though? those'd just be embarrassing.
unhelpfully, then, he adds, ) I've had a lot of practice wearing it.
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I've ruined a lot of white things. Food or blood, both I'm not very good at getting out in laundry.
( Jack likes doing laundry. It's very soothing for him in its simplicity and it makes him feel like a good caretaker to do it for everyone else around him. He's a domestic person at heart. He gives Marc an appraisal himself but with a sort of wide-eyed curiosity more than anything else.)
But it would be hard here, wouldn't it? Because of the city having a lot of dirt and grime. Is there a reason you like white so much? I'm sure it looks very good on you, but so would other colors.
⏾ mannequins, open
TWO.
one
No, maybe she would be better off simply focusing on her job for now, mundane as it is to make up beds and serve meals in what functions as an "inn," in this city. Something slightly nicer than a motel, if out of her own price range for the moment.
She's done with her shift and on her way back to where Adrian last parked his car, but it's the middle of the night by now. That's not usually enough to worry Fern much, she's more than capable of handling herself when dealing with the typical thug who might think she's an easy mark, but something is different tonight.
She keeps feeling like something's watching her, or like she's spotted the outline of a figure from the corner of her eye, lingering at the end of a vacant street, only to turn and find nothing.
Something in her veins tells her to just continue on, to push forward to the closest thing she has to safety for now, but then she does hear something, a commotion coming from down a dark alleyway. The brutal smack of flesh against flesh, the faint splatter of spilled blood. It isn't her problem, it truly isn't her problem, and yet—
She casts a glance down the dark alley as she passes by it, at least, and that's when she sees something familiar. It's a man in a stark white outfit, one she'd seen from a distance once before — all the way back at the mall. He'd been attacking someone then too, someone who was pleading with him or trying to reason with him from what she could tell, but by the time she hurried down from a higher floor of the mall, he'd been gone.
Now, here he is, crouched over someone else, his victim beaten black-and-blue. Worse than that, he's carving something into the person's arm — a sigil of some kind?
He turns and addresses her as if there's nothing strange about what he's doing, and Fern tenses, already grabbing for her dagger. ]
What do you think you're doing?! Let them go! [ She can't be sure that this person, the object of the masked man's ire, is truly innocent. (The person in the mall might have been, though.) But she can see that what he's doing is a step too far, that he's clearly mining some sick enjoyment from it, and she can't simply move on and let it happen. ]
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in the brief silence, there's a groan, and the mannequin looks down at the man. enough has been done—, and so he steps over the body — still alive, still breathing, and closes the distance between himself and fern. marc prefers to leave them alive when he can, but he doesn't always succeed, and HE isn't that precious. the lack of willingness to kill is relatively recently, a trait that ebbs and flows — waxes and wanes with the phases of the moon? no, not quite — but he knows how thin the line is, between want and relief and shame and regret, and— ) He deserved it.
( a blunt remark carrying marc's accent, his cadence, and it's punctuated by a hand brushing at its jacket. it doesn't look comfortable, doesn't quite look natural, but it might not be easy to tell why beneath dirty, flickering neon lights, might be easy to explain away as an injury based on the trail of blood left behind. ) Vengeance. Protecting the travellers of the night. ( it's not as articulate as marc would be, perhaps, but it's a reflection of the reasoning.
there's a pause. it'd be weighted, heavy if the mannequin were anything else, but as it is it's just quiet. ) You're a daughter of the sun.
( well. she might not be, but the closest it can get in terms of recognition is a memory that isn't his, an echo of a conversation held between god and avatar. the cat-woman is aligned with the sun. )
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Serial killers often leave calling cards with their victims. Could this be...?
The masked man approaches her, but it doesn't appear to be with the intent of violence. That, she might have expected, if he didn't want witnesses, but he seems almost... proud of what he's done? It's hard to know, with that mask and the eerie flatness of his voice. The closer he comes to her, the more she tenses, ready to dart forward with her dagger to defend herself.
He deserved it, is the claim, and Fern shoots a glance at the man still crumpled on his side on the hard ground of the alley, clutching his arm and then his battered face. She has no way of knowing that, but she can't keep her attention from the masked man for too long, not when she's still anticipating how this can go further south.
At his assessment of her, she frowns and shakes her head. If she's associated with night or day, she would say night. Not in the way a vampire is, or even a werewolf (appearances aside), but because she is a rogue, an assassin, and night is where she does best. ]
... I don't think so. [ Her reply is uncertain, but mainly she's trying to keep his attention so that maybe the injured man can get to his feet and make a break for it. ] I work better in the night, but that's beside the point. You were attacking someone back at that mall too, weren't you? Just what made any of them deserve it?
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wildcard - combo(ish) and lmk if this doesn't work or isn't enough to work with!
He still hasn't gotten a room for himself, though he will soon. Sleeping in his jeep doesn't go easy on him; he's just resentful enough of the debt he's been saddled with to want some money saved up first. And while he could just leave anytime he wanted even if he did rent a room now, it's something about just being in his own jeep and able to move freely that gets him from settling just yet, or even making a home in a room somewhere. This means, though, that this fairly nomadic take on things has him attuned to the comings-and-goings of the people here. He doesn't pay that much attention mostly because he doesn't care what people are doing here, how they're living their life. He just notices who's around, which means someone new pings him. At first, not for any other reason than, alright, new guy. One of many.
— But that white suit stands out.
Amos has reclined his seat back about halfway, enough that he still has a decent view of where the guy is going. How many other people around here are wearing suits like that? So he assumes it's Marc, from the bar; where some might be inclined to step out and get the attention of the guy they'd shared a drink with, maybe of the hey remember me variety, Amos is...not like that. Even if he was, the mask is — something, but not enough to compel any deeper thought; Amos is real 'live your life' about it all. But that changes when he stops in front of Room 210, the room Amos is pretty sure that mom and her kid came in and out of the other day. Unless they left and found a better place — which would be a good thing — the guy has no business — ah, yeah, no, he's definitely breaking in. Amos sits up a little straighter now, staying quiet at first, thinking this through.
If he's just stealing some cash for himself, if it was just the woman there and not her kid, too, he might just settle back and leave it. Doesn't think it's right, stealing like this, but ain't his business usually. But there is a kid involved. There's a mom trying to give them a good life, and that doesn't sit right with him. Amos is waiting to hear voices, but they seem to be out for the night, at least. So Marc's breaking into an empty room to take from them. Didn't seem the type. Well, fuck that.
Amos gets up now, moves right towards the guy and promptly yanks him by the collar, dragging him back out. ]
The hell's your problem? [ Normally, Amos doesn't bother with talking in this kind of situation. This warrants action, immediately so, and words are just unnecessary fluff. The guy needs to leave, now, and not come back. So Amos stands over him, while the guy starts trying to scramble to his feet, and Amos puts a hand on his chest. ] You're gonna leave, you won't come back.
[ He has a lot of questions, too, like — what the fuck, brother, didn't peg you for this. But again, that involves words, and really — what's the point? He clearly misread him. ]
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he, it, doesn't have all of marc's memories. it has the ones printed deeply, the ones that helped make the man, the ones marc doesn't talk about — elias, marlene and jean-paul, hospitalisations, and the ones that he does — a death in selima, a temple, khonshu. amos is new, and the mannequin doesn't recall marc's encounter with him at the resort, doesn't recall a conversation about vodka and tequila. all it thinks is that this is a man getting in the way of his mission.
it doesn't blink — it can't — but it does try to stand, even as amos presses a hand to its chest to hold it still, to stop it from escaping. where marc would utter a growl of frustration, the mannequin remains silent and then opts to lean into it the press, raising its chin towards amos. you're gonna leave, amos says, and beneath the mask, the mannequin attempts something that could be classed as a smile, thin and unpleasant. a beat later, and it wraps a hand around amos' wrist, more flexible, more pliant than a mannequin's wrist has any right to be. )
No. ( firm, an echo of marc's accent and cadence, any uncanniness, any not quite right-ness of it all the sort of thing that can be explained by the muffling effect of the mask. it pulls, sharp and sudden, on the arm it's holding, an attempt to pull amos off balance, to pull him to floor.
close quarters is always where marc has excelled, and the mannequin remembers boxing. remembers fights in underground, illegal rings, where money and blood and reputations were traded as one and the same. where crowds would call fights that ended in injury rather than death soft.
the pull, then, is punctuated by a headbutt, the solid thunk of plastic against flesh before the mannequin adds, with no pause for breath (unneeded!), ) You don't make that decision.
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Been in enough fights now that he doesn't expect this to be easy. Doesn't expect anything at all, really, except the simple action of cause and effect: someone does a shitty thing — like stealing from a working mother — and that invites the effect of being handled swiftly.
That hand around his wrist doesn't feel like an especially rough grip, and he makes a move to grab at him with his other hand, but then he takes a hit to the head and it knocks him back a little. Enough to daze him briefly, slow him, but not to stop him for long. He yanks his hand back, hard as he can, but rather than shake it free, he twists his hand around in an attempt to bend back Marc's, in the kind of way a wrist shouldn't bend. If Amos injures his own self in the process, so be it. At the same time he attempts to bend his wrist back, Amos moves his other hand towards Marc's throat, trying to wrap it around his, disorient him enough to calm him down. ]
Ain't a decision left to make.
ᴛᴡᴏ;
Walking in on a mannequin dressed like himself putting a bullet into a friend... Catching a glimpse of blonde hair and a familiar jawline on a feminine plastic shape, vanishing at the mouth of an alley, but could swear it looked like-
The point is, these things aren't safe, and if he sees his again, he's gonna do everything in his goddamn power to put it down.
He doesn't find it. What he finds instead is a man standing over an unconscious body, holding a weapon. When Marc whips around, there's a rifle pointed at his face. Warning, threat, Frank doesn't give a shit. His gravel voice sounds unnervingly calm. )
How 'bout that guy you're standing over? Wrong place, wrong time for him, too?
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but he thinks it says something that the guy hasn't shot first. )
Yes, ( he answers at length, gaze flickering towards the — kid? he looked to be in his twenties, a rough and hard twenties, but in that ballpark all the same. young enough to still feel invincible, old enough to know better.
his tone's as level as frank's, blunt and matter-of-fact. there's no hesitancy, no want to hedge the answer in explanations. no 'it wasn't me', purely on the basis that it could have been and it might have been, that the difference between one man calling himself moon knight and another doing the same is in details no-one but marc is privy to.
the one word seems to be where he's inclined to leave it, the sole of his shoe crunching against rough concrete as he starts, ever so slightly, to turn — a dare, a silent go on, shoot me hanging between them, before—
the white.
the recognition is palpable, there in the odd, jerky way marc catches himself to look at it properly, features twisting in a clear, blatant expression of what the fuck? )
—Punisher?
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Two, mostly. Skipping right past the One of it all.
First, though—He’s seen them around, pressed at the pattern of them out of (professional?) curiosity. More of those familiar crescent-shaped calling cards, a number of them. Painted on walls, doors. Then, a few times, brutally carved into miscellaneous hogtied creeps and company. (Or at least, one would hope they're creeps and company. They don't seem very interested in answering questions.)
Jason doesn't have a chance to ask from the horse's mouth, because interrupting one conspicuous man in white on a rooftop the first time just gets that energy turned his way. Despite that mask tied hastily around his face—(who does he really think he’s kidding)—he's familiar enough. Even after just a few traded blows, fights the same as he did taking care of business in the motel. Moves fast, hits like a truck, doesn’t bother very much about dodging. Knowing that in advance ought to make it easier to deal with, but Jason isn’t exactly at his best right now. For, y'know. Reasons.
Spector (not-Spector) tanks a hit and presses. Jason shifts his weight, prepares to pivot out of the way. And then his knee freezes up.
The Moon-Mannequin takes this opportunity to battering-ram him right off the roof.
Which might have been the end of little old him, but he was hopping around rooftops before he was in middle school. Reflex kicks in fast. He snatches the side of a fire escape and swings down hard enough to wrench at his shoulder, but steadies. Lands both feet to brace on the bricks of the walls and looks up just in time to see the smear of white-and-red above him vanish.
Great. And here he'd thought they'd had a bit of an understanding. He spits blood, then hauls himself onto the fire escape, crouching there until he regains feeling in his shoulders. And then he starts moving.
So: all that to say, when he catches a(nother) flash of white on dark sky, he zeroes in on it. Lands on the opposite edge of the roof that Marc is crouched on. All quiet, though he's not exactly planning on an ambush, here. And he's just close enough to catch—
"I'm gonna kill it."]
Y'know, keep saying that and someone might start to take it pretty personal.
[The first time they'd met, his tone had been evasive, sure. But laconic, provocative, curious enough. Even when he'd been leveling threats at the guys in the motel, there was a certain cool confidence, there. Now, though, for all the casual front, there’s an edge of restrained anger in his voice. A set in his shoulders and a hand at his belt that says he’s here spoiling for a fight. Or anticipating one. Or recently came from one, if the look of him has anything to say about it. Blood in his teeth. Bruises already purpling on a cheekbone, probably more that can't be seen. (A little to the left and you might have broken his nose, you jerk.)]
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the statement and marc's unasked question hang between them, the fleeting silence tense and uncertain as marc takes in jason's appearance. he knows what the aftermath of a fight looks like, knows what it looks like when someone's agitated and frustrated — when either said fight didn't go as was planned, or when said fight was lost. it's nearly impossible to guess which is the cause of jason's demeanour and, at the end of the day, marc's not sure the difference really matters.
marc doesn't move quickly, but he does move carefully. slowly. keeps his hands visible as he turns to stand and face jason fully. he's not naive enough to think that jason will take the fact that he doesn't reach for the truncheon as a gesture of peace, nor does he think jason will assume he's unarmed. their encounter at the motel had been enough for the both of them to get the vague measure of each other, and there's a certain readiness to jason that's impossible to miss. )
—I try and make sure death is, ( he answers, tone deliberate and certain. marc likes to think — hope — he's past the days where killing was just part and parcel of what was done, rather than a decision that's made as the result of what's best, careful and considered. ) Didn't expect you to have a problem with it.
( is that true? no, he doesn't know jason well enough for that, but he's fairly certain jason's response will give him the answer one way or another. )
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two:
( it’s the worst and most insidious doubt, isn’t it? the one that seeds itself deep within one’s own mind, which lays down roots, which pulls at and cracks the foundations of what one might have previously assumed to be ironclad and immutable fact until they feel as though there’s no true ground left to stand on. john has felt the unique touch of each and every one of the Fears, Marked as he is by them still, and even though the Web had gotten to him first and the Eye had laid territorial claim to him as an extension of itself, the Spiral had left a particularly deep and treacherous impression on him. it’s strange to think just a few years ago he took such concepts as personal agency, as free will for granted. he hadn’t questioned them. he hadn’t doubted whether it had been the nudging and tug of silk-thread strings which had brought him to a certain place at a certain time, or if it was his connection with something inexplicable and inexorable that was the root cause of this instinct, that impulse. the entire landscape of his perception, of his thoughts, of his very dreams has changed. there had once been a time where his kneejerk response to a perceived loss of control was to feverishly clamp down in a desperate play to claw it back. but the more time that passes in which he remains an “avatar” rather than a human being… the more he thinks it’s better to do the opposite. to let go. to just go ahead and accept that, because of what he is, his thoughts and feelings and wants will always be an inextricable melange of what is his and what decidedly isn’t.
the only fortunate thing for john in these circumstances is that, given that these mannequin doppelgangers are something external—something physical and tangible which can be observed—he feels relatively confident in the lines drawn between himself and the hitchhiker in question. others are more vague, of course. it might have osmosed several of his abilities from him, but the bond between himself as the Archivist and the Eye itself (however it still exists, in this place, after everything that’s happened) hasn’t duplicated itself. he has to imagine they now share it. so maybe that’s why some of his gnawing hunger has abated, though it brings him no relief to think of the damn thing “hunting” the way that he once did. for a short while, he’d followed after it, but it’s a practice he’s since abandoned. on the one hand, it’d felt… honestly rather pathetic, trailing along after it, powerless to do anything to stop it.
the other had been worse: a dark, treacherous feeling of jealousy that undermined his desire to even bother to try. after all, it’s been a long time since he had been able to “hunt” so freely.
he hasn’t found a solution. he isn’t sure if he wanders the streets of Panorama late at night, restless, aimless; his relationship with “sleep” is just about as healthy as marc’s is.
finding the man, almost an eyesore dressed all in white stark against the night’s gloom, standing over the unmoving body certainly hadn’t been planned. john stops where he is, gaze sweeping to collect the most salient points of interest: the aggression in his stance, the weapon in his hand. despite being the scion of an eldritch entity partially representing being seen and judged, john is remarkably without judgment in the moment. there is perhaps only the faintest squeamishness at the aftermath of violence as he slowly, carefully, raises his hands, palms outward, to the stranger. )
That may be the case, ( he says slowly, attempting a tone just as disarming as his gesture, ) but here I am, nonetheless.
( for better or for worse, his tone seems to say. )
no subject
( marc doesn't respond, not immediately. instead, he takes john in — the raised hands, the attempt at an unthreatening tone, the general dishevelment that, while not quite a mirror of marc's, isn't all that different. they're perhaps not too far off in age, though with the harsh shadows cast by the neon lights, it's hard to say for sure, but marc has both height and bulk on john, so whatever happens next, it won't be met with concern from marc.
the uneven paving underfoot crunches as marc shifts his weight, though he continues to hold the truncheon low, keeps his stance open. it's hard to say it's unthreatening, given the body slumped on the floor, but marc doesn't seem immediately prepared to do the same to john — at least, not without provocation.
(he doesn't attempt to say that it wasn't him; as far as anyone else is concerned, a man in a white suit had done this and, well, marc is a man in a white suit who's made a fairly prominent point of being a nuisance late at night. it could have been him, and depending on what the man — kid? twenty-something, probably, an age that's young enough to feel invincible, but old enough to know better — had been up to, there's a very solid chance it would have been marc.)
his acknowledgement's an inelegant grunt and, ) So who is it you want? Him, ( punctuated by an open-palmed gesture with his non-dominant hand towards the body. ) Or me?
( it's asked instead of 'what do you want?' or even 'so why are you staying?' it doesn't quite do the job of either question, but in theory the answer will let him know how CONCERNED he needs to be — whether this is incidental, an unfortunate happenstance late at night, or whether either he or the kid had people looking for them. )