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The Diadem ([personal profile] thediadem) wrote in [community profile] diademlogs2025-07-01 09:10 am

EVENT ∞ LOG — July 125

Event ∞ Log
In the Flesh
Jump ⇅ :: VisitsFirst ContactHitchhikersNotes
∞ 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.
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?

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 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.
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
  • 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.
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.
Unwanted Passenger
When do you first notice your passenger? At any point, really. Perhaps it goes like this:
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.

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.
Or it goes like this:
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.

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.
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.

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.
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.
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?
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?

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.
Questions? Ask here
longtooth: (001)

one

[personal profile] longtooth 2025-07-03 06:51 pm (UTC)(link)
[ Fern hasn't been back in the city for long. Those trips out to the diffusion zones had been long, this time, and with no shortage of eventfulness. The creature with the spotlight that killed anything that moved, the confusion caused by the shadow-people in the mall, and the strangeness of the temple — all of it has left her worn out, exhausted, and not eager to venture out for some time.

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. ]
Edited 2025-07-03 19:02 (UTC)
vestments: (mr knight: 49)

[personal profile] vestments 2025-07-04 06:44 pm (UTC)(link)
( the mannequin's gaze doesn't drop and it doesn't blink; there's no comprehension in its expression and there's no lack of it, either. it just is, although it does shift its weight enough that the man pinned beneath him is released. what do you think you're doing?, the girl — woman? someone not like him — had exclaimed, and the mannequin doesn't quite know how to put into words that it's doing precisely what it was made to do. he's marc spector, moon knight, a primal force stripped of emotion — isn't he?

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. )
Edited 2025-07-04 19:35 (UTC)
longtooth: (011)

[personal profile] longtooth 2025-07-07 12:45 am (UTC)(link)
[ Shockingly, the attacker in white does listen to her. The one he'd beaten half to death is left behind, and Fern gets just enough of a glimpse to see the mark of the crescent moon carved into the victim's arm, leaking at the edges.

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?
vestments: (pic#17934621)

[personal profile] vestments 2025-07-08 08:24 pm (UTC)(link)
( that's about where the comprehension ends — a game of play-pretend of marc's behaviours, of what and why. words to the effect, an imitation of what he'd say and little more. the mannequin has no ability to formulate new thoughts, to formulate opinions of its own. its point of reference is marc spector — marc, specifically, not steven grant and not jake lockley, both of whom would provide a different, perhaps more measured perspective, of a through c, even if b was missing entirely.

it doesn't recall the mall, of course it doesn't, that was marc. the only memories it has, the only recollections it can pass comment on — wants to pass comment on, as far as 'want' goes — are the things that embed themselves deep within a person. the sorts of things that, for marc, are filled with shame, from the first time he'd took a crescent dart to a criminal, had carved a moon into their forehead, through to the last time. to when he'd helped an unworthy god take over earth. to when marlene had walked out for the last time, with their daughter, and he'd been informed that for her safety — not marlene's, but her's — that marc wouldn't know where they'd gone. that he'd never get that chance, not after everything he'd done.

but what it does notice is the way she tenses. the way she refutes his assertion. it decides, in as much as it can, that if she doesn't agree with him, then she's a threat. marc has never had much in the way of a survival instinct, and in the immediate, it seems the mannequin's inherited the same trait, for it doesn't back down in the face of fern's dagger — or, perhaps, it decides her dagger's barely anything worth worrying about. )


The travellers of the night. ( what does that mean? don't worry about it

—or, you know, do, but the mannequin seems either disinclined or incapable of giving much more of an answer, instead opting to close the distance between it and fern with a sudden, surprising fluidity. one hand flesh, one hand plastic, the difference unclear thanks to the MARC SPECTORTM gloves-shirt-jacket combo, it favours the former, balled into a tight fist.

marc spector might not have any abilities, but violence is the one answer he knows to nearly every question, and so it's what the mannequin turns to, too. )
longtooth: (010)

[personal profile] longtooth 2025-07-10 11:20 pm (UTC)(link)
[ So much would make more sense in this situation if Fern had any means of suspecting that this figure was in fact one of those mannequins that have been haunting people, but it's impossible to tell — between the man's fully-covered body and the lack of information about him. All she's seen him do is lash out violently at others, and the incident at the mall happened before the mannequins, as far as she knows, so...

The travelers of the night, he says again, as if that explains anything. It doesn't. It didn't the first time and it doesn't now. Could it be yet another vampire-related thing? It's not like the mask allows her to see any potential fangs, though she finds it hard to believe that any vampire would wear this much white.

Still, she notes the way that his body language shifts, how he's readying himself to come at her with yet more violence (Perception: 25), and so she's prepared for it as best she can be. She jumps back before the punch can find her, hoping to draw him out of the alley and onto the sidewalk so that there's more chance of someone noticing the commotion.

Maybe she can handle him on her own, but she doesn't want to assume that either. He's already done plenty of damage, from the look of things, and the way he talks is some worrisome combination of crazed and rote. It makes her worry there won't be any reasoning with him. Thankfully, the injured man does eventually manage to drag himself to his feet and he starts running the other way into the dark of the alley; Fern didn't expect him to help her, but at least he's out of danger's reach now.

She, on the other hand, has plenty of it to deal with still. While she doesn't know if inflicting a wound on the stranger will be enough to scare him off, it's not like she has much choice when he's coming at her like this. After dodging the punch, she ducks down, trying to get under the reach of his arms to dart in closer to him. She aims the slash of her dagger at his side, aiming to slice at him but not grievously wound — yet. ]