|Teams 1, 2, 3: From the Hook in the Egalgina
||[Jul. 19th, 2006|05:03 pm]
Would You Like a Rust Sandwich?
You find yourselves in a strange, impossible dome. Enormous, with red ribbed peeling walls and a harsh red light streaming down from a hole at the very top of the thing. Your voices echo, though your footsteps do not, and there is the loud and distracting sound of a heartbeat coming from what seems to be all sides of you. On the wall ahead of you are eight stone slabs, each with the vague shadow of a human being upon them. There are four slabs on either side of a broad, rusty set of double-doors. Written in blood across those 's heart. Daggers can be matched to ghosts by matching their numbers, or preferably, certain individuals can match their exceptional reaction to a single ghost to their exceptional reaction to a single dagger. Binding a ghost will be extremely difficult while also being affected by its aura. In other words, please don't run off perforating all the ghosts, let everyone have a chance. ;-)|
Beyond the double-doors lies darkness, and multiple pathways before you. This is something of a labyrinth, of wet flesh underfoot, rusted grating and walls, and the omnipresent suffocating atmosphere. The door shuts with a clang that sounds of hollow finality as soon as all team members are inside. There may be raised or lowered levels to climb or fall into, holes in the floor that can or cannot be jumped. Some sections of the wall may be just rusted through enough that application of sufficient force could break a panel down for you to crawl through. There is no map for this area or set layout for the maze; you may choose to encounter any of your teammates and any of the ghosts at any time and in any number.
Ammunition is going to be sparse, but it's not completely impossible for you to find a clip. You're much more likely to find it if you're in serious need, and it'll always be the right caliber for your firearm. Extra ammo that appears in the area is, oddly enough, gift-wrapped. The bright shiny new paper is difficult to miss, even in these dark corridors.
Plunged into the walls, at random, throughout the area, are eight obsidian daggers. Each one has a number messily inscribed on the hilt, and some of you, upon touching one of these daggers, feels a strange sensation that can only be described as both pain and comfort, a horrible kind of familiarity.
12121 - Roger. Used on Victim 12.
13121 - Abe. Used on Victim 13.
14121 - Lobster. Used on Victim 14.
15121 - Kate. In the possession of Kate and HB.
16121 - Leon. Used on Victim 16.
17121 - Lina. Used on Victim 17.
18121 - Derek. Used on Victim 18.
19121 - Hellboy.
Walter, as well as the eight ghosts described below, are at loose within this area. The ghosts are faster and more powerful than they were when you have encountered them previously, and furthermore, a silver bullet no longer has any special effect upon them. The ghosts will attack anyone, including those attempting to perform the ritual, viciously and relentlessly until stabbed with the appropriate dagger, at which point, the ghost is permanently pinned.
One Walter has been killed and has fallen unmoving to the floor, the area will begin to collapse, and it is strongly recommended everyone then make their way to whosoever found a means to exit Walter's world before it is annihilated and takes you with it.
Although appearance, speed, and power vary by Victim, all ghosts behave essentially alike.
Appearance: Ghosts make low strange moaning noises from time to time, but are otherwise silent.
Movement: Ghosts float, sometimes just above ground, sometimes well above it. They can pass through walls, but it's a difficult process. They must struggle to pull themselves through, leaving trails behind them of what looks like molasses (see linked image).
Attacks: -An "aura of damage" surrounds all ghosts. If you are within about ten feet of the ghost, it begins to affect you, growing stronger the closer to the ghost that you are. Your life begins to literally leave you. This manifests as a feeling of weakness, red and blurred vision, a buzzing or ringing in your ears, and a headache so powerful that it can effectively paralyze you at close range to the ghost. Any open wounds that you have may begin to bleed badly, and you feel cold. A healthy person exposed to this effect uninterrupted for about three minutes, dies. If you are wearing a Saint Medallion, however, the effect on you is completely negated, though the Medallion will break after a minute or so of total exposure.
-The voluntary attack that ghosts use is to reach into your chest cavity and constrict your heart, paralyzing you and causing more and more harm the longer the contact is maintained. Sometimes this attack causes blood to appear over the entry point, but it does not actually cause a wound. Ghosts are reluctant to touch you if you're wearing a Saint Medallion.
Defenses: Ghosts cannot die. Dealing a sufficient amount of melee damage will cause them to fall to the ground and be inactive for about 10 seconds. Usually, this takes the equivalent of several axe blows, or a full clip of any kind of ammunition.
Victim 12 PINNED by Roger.
Appearance: A teenage boy in a brown beanie hat, his head slowly wobbles from side-to-side in an unnatural way. "12121" is carved into his forearm.
Attacks: His attacks deal moderate damage, but he's not very aggressive. When in contact with Roger, Roger will feel as though his 'battery' is draining at an alarmingly accelerated rate. However, Roger is unaffected by Victim 12's aura.
Victim 13 PINNED by Abe.
Appearance: A middle-aged woman who makes gurgling noises sometimes. When she's knocked down, dark water sometimes bubbles up out of her nose and mouth. "13121" is carved into her collarbones just above the neckline of her dress.
Attacks: She's quite slow, and her aura causes minimal damage. Her heart-constricting attack is unusually powerful, though. When she is in contact with Abe Sapien, Abe experiences an effect like he is drowning. However, Abe is unaffected by Victim 13's aura.
Victim 14 PINNED by Lobster Johnson and Lina Inverse.
Appearance: A man in a brown sweater. Sometimes, as he reaches for you, you can hear the sound of bones wetly cracking. "14121" has been carved into his left calf.
Attacks: Quite aggressive, and his "aura" saps life more quickly than those of the previous ghosts. If he is in contact with Lobster Johnson, Lobster will feel as though he is being branded. However, Lobster is unaffected by Victim 14's aura.
Appearance: A bald man in a sweat-dampened suit. His skull is crushed and dented in above his ears, and his hands are badly mangled. "15121" has been carved onto one of those hands.
Attacks: Not very aggressive at all, and quite slow, but his attacks are very powerful. When Victim 15 is in contact with Kate Corrigan, Kate will feel an overwhelming sense of despair; i.e. an amplification of the feeling that her skills are useless, that she's deadweight on her team, etc. However, Kate is unaffected by Victim 15's aura.
Victim 16 PINNED by Leon.
Appearance: A young woman in a short skirt and a red blouse with a plunging neckline. She's covered in gashes, and the numbers "16121" are cut into the upper slope of her left breast. Her long black hair hangs down in front of her face. Sometimes, instead of floating, she crawls on all fours. In addition to the moans heard from all ghosts, she also sometimes makes a noise that sounds like crying and whimpering in reverse.
Attacks: She's fairly slow, and her heart-constricting grab attack isn't terribly powerful, but her aura is very damaging and it takes more damage than usual to take her down. Those fighting her at close range can also sometimes find a hand or foot entangled in her hair. Victim 16 causes Leon's focus and physical sense of control to become very slippery; his aim will be off, vision blurry, etc. Mental control also slips; concentration also becomes increasingly difficult. However, Leon is unaffected by Victim 16's aura.
Victim 17 PINNED by Lina and Lobster.
Appearance: A young man perpetually on fire, writhing in agony. If you're wearing a Saint Medallion, the fire that covers him dies down a bit. He holds a broken metal chalice in one hand. The numbers "17121" are carved into his chest.
Attacks: Victim 17 can use the jagged chalice as a gashing weapon in addition to the usual attacks. He's somewhat slow, and his heart-constricting attack causes moderate damage, but his aura is unusually powerful. Additionally, the flames can burn those who fight him at close range. If he experiences contact with Lina Inverse, Lina will feel as though she is being extensively and severely burned. However, Lina is unaffected by Victim 17's aura.
Victim 18 PINNED by Derek.
Appearance: A fat balding shirtless man with the numbers "18121" carved into his bulging stomach. His eyes are white and rolled back in his head, and he sometimes sings a a garbled, eerie, warbling wordless song. He sometimes appears wielding a nightstick.
Attacks: Very slow, but his attacks are very powerful, and it takes a lot of damage to take him down. If Andrew touches Derek Bliss, Derek will experience a series of flashbacks of times of powerlessness. However, Derek is unaffected by Victim 18's aura.
Appearance: A middle-aged man with an angry expression, this ghost walks normally instead of hovering, but his movements are jerky and erratic, rather like a record skipping in place, or like suddenly being on fast-forward. He also has the ability to teleport short distances, preferring to disappear from in front of you and reappear behind you. Victim 19 wields a lead pipe. He smells strongly of burned hair and flesh. The numbers "19121" are burned into his forehead.
Attacks: Very aggressive and persistent, and his aura and attacks are very powerful. It takes a moderate amount of damage to get him down, but he stays down for a bit longer than other ghosts. When in contact with Hellboy, Hellboy experiences a 'loose cannon' effect, probability of losing one's temper and going into a rage in which he might be just as dangerous to his teammates as to enemies is high. However, Hellboy is unaffected by Victim 19's aura.
EDIT: When your character has pinned their ghost and is ready to leave, SEE HERE. For anyone who'd like to RP mission aftermath, a post (with medical assistance!) is up in the 713 community, probably to be largely participated in tomorrow rather than tonight. You are not required to participate, but if you'd like your character to decompress/get wound treatment/discuss mission or otherwise with other characters/tearful reunions/etc., you are all welcome! If your character has anyone they'd call to meet them there, that can happen, too, provided the person being called is not ebil. ;-)