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TDM #15

(cw: potential for severe disorientation/vertigo, claustrophobia, arachnophobia, body horror)
It happens in the blink of an eye. You may have been asleep. You may not have. You may have stepped through a door or turned a corner. You may have seen a flicker of something at the corner of your vision and turned to look. Or maybe you didn't.
It doesn't matter. What matters is that you find yourself somewhere entirely new and entirely unfamiliar. The arrival point is not always the same. (If you're lucky, it might be a canteen or an open office. If you're not, well... you aren't claustrophobic, are you? Or arachnophobic. These ducts do seem to be a bit cobwebby.) You might even arrive in a section of building that has been demolished, leaving a pit of rubble open to the sky–hope you're up on your tetanus shots! There is no one waiting for you but you don’t seem to be alone, either. Even in a janitor’s closet or the bathroom, you’ll find at least one person who seems to be just as out of place as you are. The one exception is the demolition zone off what used to be one corner of the building: it seems the security teams are keeping a particularly close eye on that area to document new arrivals and bring them in quickly.
If characters have arrived in a location devoid of NPCs, they may want to work together to figure out what is going on... or to avoid their 'kidnappers.' If you’ve arrived in the middle of the entry foyer or the gym, there may well be a few people who startle a bit at your arrival and try to approach (or discreetly leave the room... where are they going?). Will you cooperate or fight? Do you even understand what they're saying? You might need to find a translator, if you’re not immediately willing to follow a stranger.
After characters follow their new hosts (or are forcibly taken in) there will be a limited tour and the chance to settle in at the ADI-provided housing. (Do you enjoy living with strangers? Well. It's a new situation to navigate, anyway.)
(cw: Impersonation, unintentional gaslighting, potential violence)
Weird things happen in Dogtown, everyone knows it. And the weird things have been getting worse. Much worse. The rise in dangerous rather than merely uncomfortable or startling phenomena has put an end to ADI's use of Dogtown as a testing ground for new recruits. Under ADI's advisement, the City of Gloucester has officially and indefinitely closed Dogtown to the public, and work is ongoing to construct barriers around the entire park to prevent trespassing. Dogtown's borders are now patrolled by Gloucester law enforcement as well as ADI employees from the Investigations and Security divisions, who document phenomena visible from outside its borders and actively keep people out. New arrivals who volunteer for the work may still find themselves dropped off outside the borders of Dogtown in order to beef up patrols and help document paranormal activity while receiving an introduction to the kind of work ADI does. An employee will give you a GPS device where you need only press a button to alert ADI there is severe danger and someone needs to come help you right away, explicitly instruct you not to actually enter Dogtown unless it is absolutely vital to rescue a civilian, and leave you with another person at the edge of the park. Maybe they're a new arrival, as well, or a more seasoned 'veteran.' Either way, you're together for the next while and you've been asked to record any paranormal activity visible from outside the park. Those who succeed in documenting anything peculiar will receive a $100 reward to be used as they see fit.
This month, it’s quiet again. The horrors seem to be keeping behind the fences. Mostly. Except a convenience store at the corner you like seems to take a terse tone with you despite the friendly greeting just yesterday. Someone else seems to shy away from you, wary fear in their face. Perhaps you know them, maybe you don’t, but if you can press them enough they tell you it’s because of how awful you were. How you hurt them. No, they're certain it was you, down to the little tick only you do. How could you forget?
An odd conversation, surely. Except it keeps happening. A close friend giving you an odd look, a shift at the ADI completely mishandled, enough so they’re considering having you ‘take a break’ for a while. More and more, you’re told of all the cruel things you’ve done. What is this rotten new leaf you’ve turned? It surely must be you, anyone you talk to gives you intimate details of the oddly out of character behavior you’ve been exhibiting. Are you alright? Why could it be you don’t remember?
It only takes those with a sharp eye and some luck to notice: you aren’t the only you in town.
Perhaps you find them in a dark alley or the middle of a crowded street, or a coffee shop in the middle of the day. Maybe you don’t find them at all. Somewhere in town, is your double, almost exactly like you and actively trying to be you, down to the way you fiddle your fingers in passive thought, but it’s not….quite right. More importantly, there’s really only room enough for one you in town and they’ll do whatever they can to ensure everyone knows who the right one is.
(cw: unnatural sleep, altered mental states, being trapped in nightmares)
It's likely not a surprise to anyone but the freshest of newcomers when people begin falling asleep all around Gloucester. Native staff, paranoid about the return of the mysterious music that wafts from cemeteries around town, are quick to warn everyone: stay awake. You won't like the dreams that come to you.
Unfortunately, there's not much to be done about it. Last year's experimental measures to keep staff awake during a similar period were less than successful, and the program hasn't been revived. ADI's focus is on patrols and research to find and take out the avatar known as Ava the Lullaby Girl before she can trap all of ADI in a shared nightmare again...but unfortunately they've got other problems on their hands:
People have started walking to their deaths. Some walk off of roofs, some into traffic. Some even make the long trek to the beach and walk into the surf. A few run, clumsy and seemingly blind to obstacles in their path, but most of those affected simply trudge slowly into mortal danger. Not all of them are killed, of course–many are stopped by frightened friends and family, and others awaken to find themselves grievously injured but still alive.
Awaken is the key word. The glassy-eyed stare gives it away: these are sleepwalkers, unaware of the danger into which they stride with apparent purpose. All who survive, though, remember the dream that led them on their way. They remember catching sight of someone gone to the embrace of death: a lover, a parent or child, an enemy. The familiar streets of Gloucester, the familiar hallways of home, all twist in on themselves until it's impossible to find one's way back–but always there is the one lost to you ahead, just out of reach. The sleeper strides on after them, perhaps following where they are beckoned or perhaps chasing after someone who stays just out of reach. For a few, the roles reverse. A dead enemy might stalk behind you, darting out from the shadows, driving you to run and run and run.
Those in the waking world will find it nearly impossible to wake up the sleepwalkers before the dream has run its course, but their voices may be able to get through. Question and response when one person is asleep is likely to be somewhat incoherent, if they can hear you at all. Supposedly the best thing to do is to lead a sleepwalker back to bed…but bed might be nowhere nearby when the music sends you off to dreamland.
(cw: burning, death, hallucination, physical hypersensitivity, thanatophobia, unknown and debilitating illnesses)
Deathbed Bread is sweeping Gloucester as a phenomenon! Whether it's delight at the novelty or morbid curiosity, people line up around the block at Better Loaf Than Never, a hot new bakery that's only popped up in the past year. Proprietor, Bryn Fletcher, hasn't been seen out front the past week, but his staff have assured that he's hard at work making the shop's hottest (and tastiest) commodity. The bread is a small loaf that features an imprint baked into the underside that has the epitaphs of gravestones. Anyone asking will discover this is an old practice brought new life during this year's spooky season. Bakers used to steal headstones and use those as bricks in their ovens, as proper slabs cost too much.
Anyone who's able to pick up one of the Deathbed Bread loaves will discover that it's a tasty sourdough. But looking at the underside, every now and again, the epitaph on it seems to change. It's not with every loaf, and it's not all the time, but it goes from being some random person's to being… their own. Bread connoisseurs may well be aware that that's not normal behavior for a crust. Especially when it's providing death dates for you… or maybe someone you know. The changes can last for a few seconds and people might be able to occasionally see the same thing if they're quick enough to show a friend.
Unfortunately, anyone who does see their epitaph and eat the bread, may have some regrets. It starts with nightmares of a young girl, crawling from under an industrial oven. She might be familiar to some who were in Gloucester last year. After the dreams come the marks. Seven black lines on the forearm. They disappear one per day, as if counting down to something.
For some, that something might be an intense (but brief) bout of illness. Others, a searing pain that courses through you for what seems like hours, but only lasts for a few minutes. Still others might find themselves becoming hypersensitive to all stimuli to the point that any movement, sound, sight, or touch can feel excruciating. The effects vary, but they all share two traits: they're short in duration but seem long… and they make you feel like you're going to die.
For the most unfortunate? Proper death. Freak accidents that seem improbable but still technically within the realm of possibility. There are a few of these sorts of deaths that start popping up in the news for Gloucester natives. The mayor, Agnes Laguardia, puts out a joint warning with the chief of police that the holiday season is when most accidents happen during the year. People can get careless with their decorations or the like, and everyone should be vigilant to try to prevent these tragic events from happening to their neighbors.
- ARRIVAL (October 1 - 31): Two people will always arrive in the same general location together. Arrivals occur throughout the early month, not all on the same day or in the same place. Arrivals are not naturally fluent in English/other languages immediately upon arrival. Characters may attempt to evade capture, but they will eventually be snagged before they can leave the building (or the rubble that used to be part of the building). PC's already in-game are more than welcome to interact with and try to guide new PC's to get them oriented. Please refer to the Arrival page for details regarding the arrival and onboarding process, as well as information about the state of ADI Headquarters.
- KILL YOUR DOUBLE (October 5-Onward): Doubles will manifest as perfect replicas of characters, except embodying the opposite of a character’s positive traits and without any of the supernatural abilities a character might have. Their intention is to insert themselves into the life your character has here (or is trying to start here) and be as disruptive or damaging as possible. They will continue to do this forever unless they’re finally confronted and killed. If they’re successful in killing something that looks and sounds exactly like them (or helping their friends to do so), then characters will find the wounds inflicted reveal a sawdust filling beneath flesh. Undealt with doubles will remain in the setting.
- OUT OF TOUCH (October 5-15): Last year's Halloween fiasco is openly available information around ADI headquarters, with staff generally concerned about the return of mysterious music and sudden narcolepsy around town. Anyone may fall asleep and start sleepwalking; they will see someone they know who is dead (whether a loved one or an enemy) and feel an urge to either follow that person or run from them in the dream. Characters may sleepwalk, rescue each other from sleepwalking, or team up to save sleepwalking locals from themselves (players should feel free to invent and play any unnamed NPCs themselves).
- ALREADY ENDED (October 13-15): Characters are welcome to experience other effects from consumption of the Deathbed Bread. What is given in the prompt are examples. Anyone who goes in search of the proprietor, Bryn Fletcher, about the bread will find that he's inaccessible. He's not at his home in town, and seems to have locked himself into the bakery portion of the shop, only communicating with his staff via notes passed beneath the door. The bread comes out of a chute that's too small for anyone to go through. Bryn seems to have barricaded the doors and windows, and no one can get in. Trying to snake a camera through the chute to check on him has been met with just static-filled screens. Even characters attempting some sort of supernatural means of entrance or spying will find themselves stymied for the time being. More avenues for interaction will open up during the event this month.
QUESTIONS
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Just to double check, can we directly play the doubles getting into shenanigans?
For the ones infiltrating the ADI, do the doubles work the same way as the non-human characters in terms of onsite/offsite appearance? Would Eda's be in witch form or harpy form if they do?
Do any of the vanished characters have doubles around?
For the nightmares, is it necessarily people who are actually dead or people the character believes are dead?
Thanks!
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Bruce Banner | Marvel Comics 616
[CW: Disorientation, Paranoia, potentially others TBA]
It's not the first time he's been like this, waking up in rubble and dust. His head spins as he tries to shake off the vertigo. He's a heap among cracked concrete piled up into the caved opening. The chill autumn air breezing in made him shiver. Surely a stark contrast to the beat-down heat of the Nevada highways he'd been travelling. He counted himself he was lucky he still had his same ill-fitting clothes on.
Then things started to make less sense. He didn't remember hulking out, and even if he did, even in his dazed state he could tell his clothes weren't tattered or shredded, they were all still in-tact. His glasses still on his face, for crying out loud. The memories started to click, all he remembers is taking a short break. Resting out behind a pit-stop on the side of the road.
Dread settled into his stomach. At first he assumed the Hulk must have crashed through here, but.. if not, how did he get here? He slowly gathered his senses and courage around him like a worn-out coat as he got up. He didn't immediately see anyone else but he couldn't shake the feeling he wasn't alone here.
At least, more so than usual.
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Her throat felt thick with names she wanted to call out in hopes one of her boys was around, but instinct and training told her to be careful. Shouting when being discovered could be bad wasn't the best idea.
Dressed in her simple leather armor and cloak with a large bow on her back seemingly crafted from over-sized raven skulls, Rhyt picks through the rubble until her eyes fall on the form of someone else laying as she had been. She pauses and keeps to the shadows to watch, blue eyes sharp for any deception in his seeming confusion as he wakes.
She crouches low and finds a bit of debris on the ground. A good arm and quick reflexes sees the little rock sailing clear across to the other side of the space to clack against a pole there. Might as well see what he does, right?
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Granted, the rubble was already here, at least. Steve's found more than one newcomer in this part of the building, so he's been checking it semi-regularly. This newcomer, however, looks strangely familiar, though it's like seeing someone he knows, one step removed. His expression is both concerned and a little confused as he nears, picking his own way among the rubble. "Hey," he says, cautious but calm. "Need a hand?"
Lt. Col. John Sheppard | Stargate: Atlantis
Accidentally arriving in a place quite different from what you originally meant to be is not exactly new to him.
Annoying when it happens, yes. Potentially dangerous, also yes. Possibly going to kill him, also also yes.
Still, it didn't always happen when he stepped through a Stargate and when he turns around there isn't the familiar blue puddle of rippling blue light, but instead an ordinary door. And in front of him, is an ordinary office.
"...hello?"
It honestly looks like an office from earth. Any old office, really, with cubicles and pens and paper and computers (the computers look a little different to be honest) and windows and he scratches his head, frowning. He's wearing his BDUs, a tactical vest, and holding up his P90 so to whatever poor soul encounters him next, he looks like a soldier or a member of a SWAT team infiltrating a perfectly normal office.
And it seems like his team isn't here.
"Rodney? Teyla? Ronon?" he frowns, looking around. "I think I took a wrong turn at Albuquerque..."
B. Kill Your Double-
It doesn't take John long to figure out that the reason people are acting the way they are toward him is because there's a doppelgänger around. Because it has happened to him before, though luckily said doppelgänger only existed in people's dreams, but the behavior around him is the same.
People not meeting his eyes. Treating him different. Coldly. It's not like he's been a particular jerk to people, and an odd shift at ADI tells him everything he needs to know.
So he goes looking for his double. An actual, physical double by the looks of it. And it must still be in town, with the weird looks he's been getting.
If he encounters someone from ADI on his way downtown, he'll shrug and point to the gun and holster on his leg.
"If my evil self doesn't have a goatee, I'm going to speak to whoever's in charge here and complain."
C. Already Ended- cw: hypersensitivity
So this’ll teach him to eat fad bread.
Honestly this feels like something that would happen to Rodney. But the black marks have appeared on his arm and it’s been about seven days.
And the last one is fading.
He probably should have headed towards the infirmary that morning, but he thought he had more time. Right now he’s in the hallways and it isn’t too far, but he checks his arm and the mark is gone.
“Oh, crap. Seven days.”
And he’s either about to die, or get a visit from some ghost.
For a moment he just freezes, expecting the worst. Maybe even worse than the worst. But then nothing happens and maybe he’s okay and—
—and suddenly it’s like the light is too bright, and he covers his eyes, but the pressure on his eyes feels like he’s getting punched in the face, and suddenly it’s noisy, so noisy it hurts, and he holds his ears but it feels unbearable, as if his head is in a vice—
—John yells something incomprehensible and crumbles to the ground, curling into a ball to try to drive out all the sensations.
D. Wildcard- Anything goes!
A
Carter doesn't like guns. Or people pointing them at other people, least of all himself. What can he say, it's just a long history of bad experiences in the past and an intimate understanding of the damage they can inflict on the human body.
So when he rounds the corner and finds himself face to face with Sheppard, his hands come up dutifully, his body language changing immediately, everything about him working towards deescalation.
"Hi."
He tries to find Sheppard's gaze, to gauge him, get a feel for the situation.
"I'm Dr. Carter. You... look like you just got here. I can probably explain but would you mind putting that down?"
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c
She's almost to her destination when she hears a man shouting. What he says is lost to her. It sounds like nonsensical garbage, someone is either in pain or very, very angry. Instead of retreating, however, Kate rushes forward.
She finds John crumpled on the ground in a tight ball. "Are you okay?" She looks up. "HELP!" Maybe someone in the Infirmary will hear her.
Kate then kneels by John. Her hand hovers over his shoulder. She keeps herself from touching him. She doesn't know what's wrong with him and doesn't know if he's contagious or not. "Can you hear me?"
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B
He doesn't look concerned at the weapons, though he does have to ask, "Goatee?"
Sorry, he never did get around to watching Star Trek.
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Awake Remembrance Of These Valiant Dead | The Locked Tomb | here from EMP
[ Being murdered feels like failure.
Wake tells herself that's what it is; all it is. It feels like the gasping fucking rage of having been so close, so damn-shit close, and then going down stupid as an untied bootlace at the last fucking second. That's all. That's all. Trust a lich; shame on you. She should have eaten her gun the moment they first locked eyes on her. It would have done less harm. That's all.
With any luck, she'll asphyxiate before the drop kills her. With any luck -- she can't get at the latch on the cryocontainer. Good. Never mind how she hates to die strapped to it, so close she keeps imagining it's still inside her. You don't burn a resource in sheer spite, that's all, if there's some lone-ass fucking chance that the next live body will sweep in after you and use it. (They won't. It'll die, and the fucking wizards will lounge and pout and eat grapes on a charnel heap until they see their next window in another myriad. She should have put a bullet in the back of that neck the first time he was the one to kneel defenseless. This is less than she deserves for that dereliction. That's all.)
The air inside her suit tastes --
Blackness.
Gravity.
Lying on something hard; the slightly fake-feeling average grav they use on ships. She cracks her helmet-seal reflexively, stupid instinct, only realizing on the first hard choking gasp of outdoor air that she'd been expecting still to eat vacuum.
Air, very decent. Meat, sore but intact. Light, thin and grey and natural: this is nowhere in the Houses. Ground beneath her, concrete rubble, blown to shit: further evidence towards that theory.
Cryocontainer, lights dead, open, empty.
The back of her throat tastes like salt.
That's it, then, whatever this is; just as well. Bomb made the hell of a noise, before she froze it, and fuck knows how she'd keep it breathing indefinitely even if she knew where the hell she'd landed. The container wouldn't have lasted forever.
Weapons, nonexistent. Fuck. If this is a hallucination, it's a fuck-stupid one; that's all. Assume it isn't. Stay down, stay quiet, stay breathing. Sort it the fuck out, whatever it is. Get home. Burn it all to nothing, slowly. Simple. That's what was wrong with the first plan; it took too many subclauses to summarize.
Sit up. Once you've been booted out an airlock and lived, probably, there's no more hard part left. ]
( OOC: Enablemeplz ad for the game was inspiring, I guess? Have one shocky, traumatized, spacesuit-clad redhead in the demolition zone, who may or may not try to kill you with her teeth if you come in aggressive. )
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The young woman who steps into the rubble from the nearby building is wearing the scrubs of a medical worker, her long brown hair tied back and a white cloth tied over her head. Her frame is tall and muscular as she lifts a hand to wave.]
Hey, there! Ain't supposing you can understand what I'm saying?
[She hopes so. And if not, she'll offer her friendliest smile.]
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eddie munson | stranger things
[Eddie's never had the luxury of a good reputation. From the time he was old enough to understand why, his family name had hung over his head like his own personal little cloud of toxic fumes. It was either that, or people took one look at him and formed an idea in their heads of who he was and what he was capable of. Sure, things had taken an extreme turn at the end there, but it's not like Eddie had ever been given the benefit of the doubt to begin with.
That had sort of been one of the only highlights, ending up here. No one thought he was a devil worshipper or wanted him dead or any of that shit. Clean slate.
Or so he thought! Because suddenly, folk in town are treating Eddie different. Eyeing him with the same suspicion he'd been so relieved to put behind him. It makes him hole up away in his room far more often than he has before. Hiding.
And in the meantime, his double takes free rein. Maybe "Eddie" approaches you late at night, asking got a light? with a grin too sharp to be friendly. Or, maybe you approach him, and he eyes you over with a boredom masking calculation. Maybe he watches you from afar, flicking his pocketknife open and closed. Open. Closed.]
b. double date ➥ 16th | closed
[Eventually, Eddie can't take it anymore. He can't so much as walk down the street or go out for food without running across someone he's apparently pissed off or upset, and he knows some magic same-face shit has to be going on. He's not an idiot! He's watched horror movies.
So, with the resignation of someone who knows they're fucked if they don't ask for help but was really hoping for a quiet month, Eddie pulls a hood low over his face, speed walks one apartment block over, and knocks on Steve's door. Knocks again. Knock knock knock knock-]
Steve? C'mon man, open up, we have a demo-mordor situation!
a
Eddie. [ She stands outside his door, staring at it as if she could see through it. ] Is there problem?
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b
Okay, he's not actually thinking that (yet). Thinking as a process mostly stops when it comes to "hm a person I know is banging on the door and sounds freaked out," because that's just kind of a regular life category anymore. Weird deadly shit.
TRIED AND TRUE PROCESS:
Open the door, yank Eddie in by the sleeve, and stand between Eddie and the door wielding a pair of kitchen shears, like he expects Actual Satan to kick it down.
Look.
Take no chances, okay. ]
I swear to god, Munson, if it wrecks this apartment, you're the one explaining to my roommates!
[ Clearly the demo-mordor would have inevitably always happened. ]
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