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Would You Like a Rust Sandwich?

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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
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.
PINNED by Roger.

Victim 13
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.
PINNED by Abe.

Victim 14
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.
PINNED by Lobster Johnson and Lina Inverse.

Victim 15
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
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.
PINNED by Leon.

Victim 17
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.
PINNED by Lina and Lobster.

Victim 18
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.
PINNED by Derek.

Victim 19
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. ;-)

[User Picture]From: bprds_righthand
2006-07-22 04:06 am (UTC)

Exit Ritual

With Walter dead, his world can no longer support itself. The walls of the maze begin to collapse and everything starts to tumble down. There's no telling how long they have before the place they're in simply ceases to exist.

"Is everybody here?" Hellboy looks around and does the quickest headcount he can. He goes over it again, paranoid about being wrong, but they really don't have time. He looks to Kate who still carries the book from the church.
"Here's hoping that escape plan works and wasn't just a clever poem."

Kate gives HB a worried glance, but it's the only way out that they have and she trusts him. She opens the giant book to the correct page. "But...the sacred object..." When Hellboy simply holds out his stone right fist and gives her a reassuring nod, she accepts it. In part it's because she trusts him, and in part it's because it's the only hope they have.
She keeps her focus on his raised hand and recites the ritual text:
"Bless my mouth that these words read
offer passage free from dread

Bless my eyes that they may see
the veils shall be as glass to me

Bless my ears that they may hear
the silence in the spaces clear

Bless my hands that they may reach
the walls of other planes to breach

Bless my feet that they may walk
between the worlds, safe paths unlock

Bless my mind, Lord keep me sane
protect this traveller from all pain

All these things shall come to me
if Thou seest fit, provide the key.

Hellboy grimaces as the dark energies of the town and it's faith move around and through him, mingling with the ancient power held within his right hand. As Kate speaks, the world shudders and snaps and cracks spread across the ground. As the ritual finishes, the ground crumbles to open a huge, circular hole in floor.
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[User Picture]From: lobsters_claw
2006-07-22 04:25 am (UTC)

Re: Exit Ritual

Lobster Johnson comes running out of the Labyrinth, carrying the diminutive and unconscious form of Lina Inverse. He pulls up short as he sees the gate open in the floor, then looks around.

Seeing Walter lying dead, he says, "So. There it is. Justice." He tries for his usual tone, but it's worn down some by the weariness that this place can induce in even a spirit without a real physical form, shown in the ways that his presence is darker even than what it was before the Otherworld; darker, and bloodier.

Lobster looks at Hellboy and Kate. "It's done, then. We just need everyone to get here so we can leave."
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[User Picture]From: lina_inverse
2006-07-22 04:38 am (UTC)

Re: Exit Ritual

Lina has seen better days.

Many better.

She's just going to stay mostly unconcious, carried as she is. She does, however, whisper at least one word under her breath.

"... rry..."
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[User Picture]From: eileen303
2006-07-22 04:39 am (UTC)

Re: Exit Ritual

Eileen Galvin and Henry Townshend emerge from the dark. She wobbles with every step, saved from stumbling over herself and crashing to the floor by Henry's support. For anyone who'd seen her earlier in the battle, though, she's noticeably more clear-headed, if every bit as tired.

She looks alarmed seeing that Lina's out cold. "Oh... God, is s-she all right? Hey, listen, go on through, get, get her some help."

(( Just to clarify, in case: You guys don't need to wait for all the characters to exit to exit yours. Some muns may not actually be done until tomorrow! So please do go ahead and send your character out once you're done. Your character can go to the predesignated post-mission rendezvous + medical aid on 713, here, or if you've had your fill of RPing, they can turn up back at their home. ))
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[User Picture]From: htownshend
2006-07-22 04:53 am (UTC)

Re: Exit Ritual

Henry shakes his head a bit and squeezes her shoulder. He has a feeling much worse could be coming. "We should go through, too, Eileen. Come on." She's hurt pretty badly too, after all.
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[User Picture]From: lobsters_claw
2006-07-22 04:54 am (UTC)

Re: Exit Ritual

"Mostly unconscious."

Lobster's first instincts are to stay here, hand Lina off to someone else if need be, to make sure everyone else makes it out. Eileen's point, though, is well-made, so he instead turns towards the hole, to get themselves out and find Lina some medical help.
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[User Picture]From: not_alessa
2006-07-22 04:50 am (UTC)

Re: Exit Ritual

Cheryl hobbles up, barely able to stand without help, and looks around.

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[User Picture]From: governmentninja
2006-07-22 05:08 am (UTC)

Re: Exit Ritual

Leon looks at Cheryl and raises an eyebrow. He's reasonably certain she wasn't with them at the beginning of all of this. She looks familiar, though he can't place from where. Maybe he's just seen her around.

Still he keeps an eye on her. Not that she looks like she'll cause trouble, but in Silent Hill, looks can be deceiving, and as far as Leon knows, this is the only exit.
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[User Picture]From: not_alessa
2006-07-22 05:23 am (UTC)

Re: Exit Ritual

Well, she did walk up holding a shotgun, but she's also basically being carried in by Derek. So there's that.

Right now, Cheryl's looking around as if her surroundings are exciting and new.
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[User Picture]From: dreams_of_fish
2006-07-22 05:57 am (UTC)

Re: Exit Ritual

Abe and Roger arrived with Leon, and now stand a short distance away from him.

The merman himself looks worn out, but in no way discouraged. With his arms crossed on his chest, he quickly looks around the room. Of course, most of his attention focused on the group - he tries to make sure that everyone is here, safe and as healthy as possible.

He'll probably be the last one to leave. Someone needs to make sure that everyone is present.
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[User Picture]From: domina_igne
2006-07-22 05:18 am (UTC)

Re: Exit Ritual

This is probably the part where Liz should ask what exactly in the name of all bleeding fuck Cheryl is doing here, but she doesn't have the energy for that much profanity.

"Hi. We're going home now."

She's gripping Henry's hand in a fashion that suggests any amusing similies about the Jaws of Life are both inappropriate and crude. Henry's shirt hangs in rags, blood seeping through what's left of the fabric on his chest. John's right arm is stained with red; he holds it at an awkward angle. Warren, not to be undone, looks like he's been trapped in a giant dehumidifier for three weeks.

To sum up: everyone looks pretty much like one would expect them to look after being mulched by Silent Hill. But they're all standing mostly without help, so this is doubleplus good.

Oh look, there's a hole. If one thought Liz was relinquishing her beartraplike grip on Henry for one second in order to step through it single-file, one is probably too stupid to be allowed to breed.
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[User Picture]From: thefireofasaint
2006-07-22 05:22 am (UTC)

Re: Exit Ritual

John waves vaguely at Cheryl. Has he met her? Does he have the vaguest idea who she is? Who knows. Walter is dead. Stuff is over. His brain is on hiatus.
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[User Picture]From: not_alessa
2006-07-22 05:25 am (UTC)

Re: Exit Ritual

"...oh. Good."

Cheryl blinks a couple of times. She had this whole version in her head of how she thought this was going to go, and it's nothing like that. It's throwing her off her game.

Instead, she just smiles a little awkwardly and looks around for more people. She intends to be one of the last people out.
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[User Picture]From: unbroken
2006-07-22 05:29 am (UTC)

Re: Exit Ritual

He lets himself be pulled out, squeezing Liz's hand back as strongly as she holds his. But his eyes do widen as he sees Cheryl, and he mumbles something which is most likely her name in disbelief. They hadn't heard from her...god, so she did come here. But she's here at the exit. Hopefully she'll be okay.

Hopefully they all are. Right now, though, he has to focus on getting home. And probably getting some medical attention. "I love you, Liz," he mumbles quietly to her as they step through the hole.
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[User Picture]From: bprds_righthand
2006-07-26 06:53 pm (UTC)

Re: Exit Ritual

Once everyone else was through, HB told Kate to go ahead. He has no way of knowing if he needs to keep the hole from collapsing or not, and he won't strand both of them here.
He watches her go through and manages a wan grin. Everyone made it. Maybe not perfect, but at least they're all alive. A strange, subtle sickness has been settling over him since Kate started reading and he's ready to be rid of this place himself. He hates the way it makes him feel.

Hellboy lowers his hand as the world falls down around him and jumps down the deteriorating hole. The dark void that is the only way to safety.
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