ππ’πππππ‘ πΌπππ (
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sinfucks2024-05-30 10:32 am
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PRE-FIGHT LOG PLOTTING POST
PRE-FIGHT EVENT #1
βΆ 001. STORM CHASERS.
After weeks of searching for clues on the kaiju and missing people, the desert landscape begins to blend together. Didnβt you pass that cactus earlier today? That rock formation looks exactly like the one you passed the other day. Itβs natural to loop back around when conducting a search but doesnβt it feel like everyone has been going in circles more frequently?
The heat isnβt helping either. Temperatures start to rise and continue to rise to all time highs. The sun is unrelenting and the only reliable shelter they have are their campers. Prolonged exposure outside will result in heat exhaustion, dehydration, and delirium.
Warnings will be sent to the Outsiders via their implants to keep them up to date with the weather as well as providing health tips such as reminders to stay hydrated or seek shelter during the hottest parts of the day. They will also receive warnings for sand storms and tornadoes called dust devils. The storms start of short and relatively weak but gradually begin to last longer and become more powerful. Pretty soon, Outsiders will not be able to see ahead from the dense sand and wind.
Outsiders will be told to chase after the storms and if they progress far enough, they will begin to find traces of people. They will find random belongings, articles of clothing, and occasionally, human remains in varying states of decomposition. Eventually, however, they will start to find survivors suffering from extreme fatigue and dehydration. They speak incoherently to themselves and as soon as they regain their strength, they try to run into storms while calling out to things that people canβt see.
Outsiders can wait for emergency caravans to arrive from Vegas to take survivors back to the city or they can take back the survivors themselves and use the opportunity to restock on supplies.
The heat isnβt helping either. Temperatures start to rise and continue to rise to all time highs. The sun is unrelenting and the only reliable shelter they have are their campers. Prolonged exposure outside will result in heat exhaustion, dehydration, and delirium.
Warnings will be sent to the Outsiders via their implants to keep them up to date with the weather as well as providing health tips such as reminders to stay hydrated or seek shelter during the hottest parts of the day. They will also receive warnings for sand storms and tornadoes called dust devils. The storms start of short and relatively weak but gradually begin to last longer and become more powerful. Pretty soon, Outsiders will not be able to see ahead from the dense sand and wind.
Outsiders will be told to chase after the storms and if they progress far enough, they will begin to find traces of people. They will find random belongings, articles of clothing, and occasionally, human remains in varying states of decomposition. Eventually, however, they will start to find survivors suffering from extreme fatigue and dehydration. They speak incoherently to themselves and as soon as they regain their strength, they try to run into storms while calling out to things that people canβt see.
Outsiders can wait for emergency caravans to arrive from Vegas to take survivors back to the city or they can take back the survivors themselves and use the opportunity to restock on supplies.
βΆ 002. THE STORM CALLS.
The sandstorms increase and grow stronger until eventually, they last entire days. The sands shift, the grounds shake, and something thunderous can be heard in the dust. It becomes harder to see out in the desert and itβs almost like the storms are trying to hide something. At the edge of a storm, sharp eyed Outsiders may catch sight of a great shadowy serpent in the heart of the storm. Messages to their implants will urge them to get closer and investigate but be careful.
The storm grows stronger as they approach and the camper vans may slow down or get stuck in the shifting sands forcing some of them to proceed on foot to make visuals. Eventually, they will get close enough to finally establish clear visuals on their target: A giant sand worm. Itβs size is not immediately clear due to the poor visibility and it being partially underground. However, the worm also sees them and when it does, it glows. The light catches on and reflects against the sand particles and thatβs when it hits some of the Outsiders: A sudden splitting headache followed by an inability to look away.
Some outsiders may suddenly find themselves entranced by the worm; hypnotized. They will begin to see mirages and hear voices calling out to them in the storm. Captivated Outsiders will find themselves wanting to run into the storm to chase after the phantoms, some of them images and figures of people from their past and present back home. If anyone attempts to stop them, they will become irrational, violent, and turn on their friends and allies. Some Outsiders may begin to view their allies as enemies and attack, turning on one another in a gruesome frenzy. Some of the hypnotic beams will effect those still in their campers, turning on their friends and other Outsiders.
Outsiders will have to restrain each other to keep them from running into the desert or harming each other. In the chaos, the worm disappears into the storm. The psychic effects of the monster will weaken after the worm disappears and the storm dies down but it may leave some characters feeling overwhelmed and confused in the aftermath. Some will remain in an erratic state for several days, occasionally acting normal. In the insanity of all of this, Outsiders may have picked up another Outsider into their camper van for their protection or camper parties remain shuffled. It's up to the ones unaffected by the psychic attacks to watch over the others while retreating from the desert.
The storm grows stronger as they approach and the camper vans may slow down or get stuck in the shifting sands forcing some of them to proceed on foot to make visuals. Eventually, they will get close enough to finally establish clear visuals on their target: A giant sand worm. Itβs size is not immediately clear due to the poor visibility and it being partially underground. However, the worm also sees them and when it does, it glows. The light catches on and reflects against the sand particles and thatβs when it hits some of the Outsiders: A sudden splitting headache followed by an inability to look away.
Some outsiders may suddenly find themselves entranced by the worm; hypnotized. They will begin to see mirages and hear voices calling out to them in the storm. Captivated Outsiders will find themselves wanting to run into the storm to chase after the phantoms, some of them images and figures of people from their past and present back home. If anyone attempts to stop them, they will become irrational, violent, and turn on their friends and allies. Some Outsiders may begin to view their allies as enemies and attack, turning on one another in a gruesome frenzy. Some of the hypnotic beams will effect those still in their campers, turning on their friends and other Outsiders.
Outsiders will have to restrain each other to keep them from running into the desert or harming each other. In the chaos, the worm disappears into the storm. The psychic effects of the monster will weaken after the worm disappears and the storm dies down but it may leave some characters feeling overwhelmed and confused in the aftermath. Some will remain in an erratic state for several days, occasionally acting normal. In the insanity of all of this, Outsiders may have picked up another Outsider into their camper van for their protection or camper parties remain shuffled. It's up to the ones unaffected by the psychic attacks to watch over the others while retreating from the desert.
βΆ 003. CITY OF DREAMS.
Following the disaster of the first sighting, LILITH will order characters to return to Vegas so they can assess what happened. En route to Vegas, some Outsiders may notice some side effects from the prolonged exposure to the sandstorm. They may experience shortness of breath and coughing as a result of breathing in so much dust. Furthermore, they may experience a splitting headache or pain behind their eyes. Their implants may lag, glitch, or go completely offline which will render them temporarily blind in one or both eyes. It seems that the fine sand and dust combined with whatever psychic damage the worm did may have messed with their implants and crossed some sensors which is all the more reason to return to Vegas for treatment.
Outsiders may become lethargic and experience vivid daydreams while they are awake or regular dreams while sleeping. In these dreams, they may relive memories. Some of these memories may be pleasant but others may be traumatic or things characters would rather keep secret. Unfortunately, being in close proximity to someone suffering from these effects will force a link through a glitch in their implants and drag other characters into the dream.
These links will function similarly to how simulation training works. The dreams they visit appear to be very realistic and characters can experience pain and be hurt within the memory. They will be able to interact with the memories. While in these memories, they can try to wake up the memory holder to bring them back to reality. Who knows, maybe helping each other understand what is real and a dream may even make them more resilient to the wormβs attacks the next time they go into the desert...
Outsiders may become lethargic and experience vivid daydreams while they are awake or regular dreams while sleeping. In these dreams, they may relive memories. Some of these memories may be pleasant but others may be traumatic or things characters would rather keep secret. Unfortunately, being in close proximity to someone suffering from these effects will force a link through a glitch in their implants and drag other characters into the dream.
These links will function similarly to how simulation training works. The dreams they visit appear to be very realistic and characters can experience pain and be hurt within the memory. They will be able to interact with the memories. While in these memories, they can try to wake up the memory holder to bring them back to reality. Who knows, maybe helping each other understand what is real and a dream may even make them more resilient to the wormβs attacks the next time they go into the desert...
βΆ 004. REST & RECOVERY
As characters recover from the psychic effects and implant glitches, LILITH will try to assess everyoneβs biometrics to understand what happened. Characters who need therapy or counseling after reliving some horrible memories of theirs will be provided sessions via their implants. They now understand that the worm has some sort of psychic mind control power that it can use on victims. It is currently too dangerous to go back into the desert until they can come up with a proper defense against it.
Outsiders will be ordered to stay in Vegas and focus on recovery, given two queen side bed hotel rooms again OR if they would prefer to stay in the camper vans, that is also fine, with their same room mates or new ones. They are confident that they can fix the implants with the right upgrade but they arenβt sure what to do to stop people from following the call of the desert and making them act erratically. What is important is that LILITH sticks together.
In the meantime, those who have recovered, and even those who are experiencing these issues are ordered to remain close to one another; a buddy system of sorts. Each Outsider will be given designated groups to keep tight watch over one another while in Vegas. They will be responsible for physically checking on those in their groups and making sure one anotherβs whereabouts are properly tracked in order to avoid losing anyone to the desert.
LILITH encourages Outsiders to hang tight and wait for instructions before adventuring back out into the desert.
Outsiders will be ordered to stay in Vegas and focus on recovery, given two queen side bed hotel rooms again OR if they would prefer to stay in the camper vans, that is also fine, with their same room mates or new ones. They are confident that they can fix the implants with the right upgrade but they arenβt sure what to do to stop people from following the call of the desert and making them act erratically. What is important is that LILITH sticks together.
In the meantime, those who have recovered, and even those who are experiencing these issues are ordered to remain close to one another; a buddy system of sorts. Each Outsider will be given designated groups to keep tight watch over one another while in Vegas. They will be responsible for physically checking on those in their groups and making sure one anotherβs whereabouts are properly tracked in order to avoid losing anyone to the desert.
LILITH encourages Outsiders to hang tight and wait for instructions before adventuring back out into the desert.
βΆ 005. AFTERWORD.
In light of the results of the scheduling poll, here is our first event with a preview of the kaiju. All side effects from either the sandstorms or the worm kaiju can last for as short or as long as players would like.
For the daydreams/memory share, players can decide how they would like characters to experience the memories, whether it plays out in front of them like a movie or if they're reliving it by acting out the scene all over again or a mix of both. We encourage you guys to have fun with it and use whatever format feels most comfortable.
As always, feel free to leave questions under the QUESTIONS thread. All tags on this log are worth 2 points.
For the daydreams/memory share, players can decide how they would like characters to experience the memories, whether it plays out in front of them like a movie or if they're reliving it by acting out the scene all over again or a mix of both. We encourage you guys to have fun with it and use whatever format feels most comfortable.
As always, feel free to leave questions under the QUESTIONS thread. All tags on this log are worth 2 points.
EVENT BREAKDOWN (CLICK TO EXPAND)
1. STORM CHASERS: Outsiders, still in the now expanded Mojave Desert, face problems with heat and sandstorms, resulting in dehydration and delirium. Still, LILITH encourages them to press onward in their camper vans and desert approved attire. Many dead bodies are found, but those that survive, Outsiders can keep an eye on survivors until emergency care can come pick them up.
2. STORM CALLS: A glimpse of the creature causing the problems is seen beneath the sands surface: a giant sandworm. It attacks LILITH recruits with psychological damage, causing Outsiders to hallucinate memories of their past, act erratic and violent and turn on LILITH crew. Outsiders are tasked to wrangle in one another and retreat back to Las Vegas to recover.
3. CITY OF DREAMS: Seeking refuge back in Las Vegas, character's implants go haywire from the psychic attacks, causing a memory share between characters that are close enough to one another.
4. REST & RECOVERY: Outsiders are placed in hotels again, or if they prefer to stay in the camper vans. They are tasked to keep an eye out on one another and sit tight for further instructions while LILITH assesses their data and next move to wrangle in the sandworm. Outsiders are to wait until given instructions.

ren amamiya | persona 5
STORM CHASERS: storm chasing is exciting, actually. the weather, going in circles, and corpses are less exciting, but it's fine... he'll have black frost out and about, so if anyone wants to see a goofy little guy yell HEE-HO while dropping ice spells on the terrain, here's your chance. also, how the HELL did anyone get this far out on foot, tbh.
THE STORM CALLS: would you still love me if i was a worm... he's going to get suckered into the worm's terror radius bc trying to fight it is clearly a great idea and he will hallucinate morgana (πββ¬) / his other phantom thief buddies and be an ass about it, because sometimes you get hit by a status effect and it sucks. someone can tie him up or handcuff him to a van or something, because that tracks with the usual speed of his life. he will be swapping between off his rocker and normal behavior for this.
CITY OF DREAMS: probably gonna have his oculars fuck up, though not prolonged; maybe a flickering sort of deal? as for memshare, this is the embarrassing moment where i confess i'm canonblind to the majority of characters in game, but uhhh if you're not canonblind to ren, i'm fine with most things being free game and will happily trade (or maybe we can merge???) memories.
some options off the top of my head except this is actually a long list, whoops:
β getting arrested
β casino heist / getting arrested again
β waking up in cognitive jail with twin girls cosplaying cops at the behest of a man with an uncannily deep voice
β awakening his persona and being a lil unhinged about it
β him and his besties ceasing to exist / going on a friendquest after ceasing to exist so they can all exist again
β summoning satan and killing god
β sae asking him to get arrested again...
β that time his rival murderized a fake version of him except he wasn't actually there for that, so who knows
β his weird ass school prison dream where he hasn't yet realized his therapist has rejected reality and substituted his own
β or maybe just chill various and sundry confidant things like idk meeting sojiro for the first time, or driving around mementos
β there's also his interrogation, but since that involves police brutality and he is high out of his mind for most of it, uhhh. gestures.
REST & RECOVERY: ren will be ignoring any problems he has in favor of everyone else's problems.
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Ratio here can offer lighter memshares or just... We can have them meet somehow, I want cr...
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but yes pls, i welcome lighter memshares with open arms! this might be funnier if he gets one of ren's more baffling memories. are there talking cats in hsr? i have no idea.
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why their eyes are so big? why do i love the one with the deal with it sunglasses the most??? i don't have answers to these questions.
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i volunteer a stupid gambler to learn about this
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actually, he could even stand in for the boss if you wanted. it just depends if u would prefer a certain part of the heist since gestures to how long this game is
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anyway if joker-kun's in the market for a new sassy mascot friend i am here to provide...... i'd love to do memshare, or maybe try and fight the worm together? what could go wrong...
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oh my god, does sonic want to memshare as ren's surrogate morgana
"were you always a hedgehog? π€"
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i'm trying to figure out what to even go with, bc morgana is with ren like...90% of the game LOL. maybe we can maximize the confusion by doing smth where they're moving from the real world to the metaverse or vice versa?
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but here you go! hope it's cool i went w a school memory for maximum comedic value, even though uh this scene segues into some darker stuff. but we can derail or just plain wake ren up well before it gets there, unless you like. want to deal with this poorly handled subplot. u deserved better, shiho.
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he will insist he's hee-vil. no one is badder than black frost.
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...actually, would yuji like to dress up as skull
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would this be the fight with the demon who uses blood magic (A RARE MOMENT I AM CANON FAMILIAR but only with the anime, admittedly)
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STORM CALLS: So the idea of Bakugo and Joker facing off is an awesome as fuck image that lives in my head from time to time. Even if they're so much more badass on the same team. If you don't want to thread out a fight scene, we can assume this happens and have Ren come too (tied up) with Bakugo giving him the stink eye?
DREAM CITY: Hey no guilt being canonblind. We got lives, and only 24 hours! Can't know all the series. (I mean, I know Joker more from Smash than from his actual game, which I have and intend to play at some point so I can pick up Ryuji.) I do have a general idea of Persona 5 though, in that I've wandered the wiki ere now and then. To make it easier, we can focus on Ren's memories
this time, hohoho... if there's any particular one you'd like to do? arrest, casino heist, persona awakening, finally figuring out that JOKER'S A THIEF!!R&R: Even if someone angrily forces him to face his problems
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i'm torn between the 2nd and 3rd ones, tbh. i always vibe with fight scenes, and i find the comedy of bakugo getting an early hit and then having to deal with ren using a healing skill on himself very funny. we could maybe just pick up the thread from there so the fight doesn't drag out too long before bakugo plunks him on his ass?
i say this, but it's also high time bakugo finds out ren is a phantom thief... the casino heist actually ends with ren getting arrested (it's also basically the intro of the game), so that might be the best option??? no one outright says anything about being thieves, but the circumstances are obviously sus considering ren busts out of the casino and right into a shitload of cops.
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i like the idea of picking up the fight in the middle. bakugo would try to pull his punches/explosions at the start to see just what "level" he's dealing with here. well, if he were directly fighting ren. he would go full bore on the persona. but yeah, i'm torn between bakugo going "holy shit, he's hurt" vs "stay the fuck down" before ren just pops and healing skill and really pissing bakugo off = "that's it; you're dead."
casino heist sounds like a good memory to crash onto then! bakugo's smart, so he'd pick up on things in that event. still have to deal with normal thief versus the heart thief thing later.
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