PHASE I [ 9 00 ] The peace of the morning in the Residential District shatters just as the wall caves through. It’s a small segment of wall -- no more than five feet across at most. And yet the crash and groan of the metal being stretched is ominously accompanied by the distinct piercing screech of metal and another sound. A raucous noise, a combination of ungodly wailing and sharp, victorious laughter spills forth from the hole left in the wall as a myriad of ghosts and spirits erupt from the newly created exit. Characters with any type of spiritual sense will find themselves nearly overwhelmed by the amount of negative ghostly energy that suddenly floods Cerealia and characters with no sense of preservation will find any attempt to enter the hole blocked by the fiercest of ghosts, met with deadly force if they try to pass, as the ghosts won’t hesitate to do things such as reach straight into your body to try to stop your heart.
These ghosts are out for blood, and they don’t seem to stop no matter how you try to talk to them -- they just hiss out, over and over again, “Murderersmurderersmurderers.” From there, the ghosts move on. Their true target, after all, is CERES… but to them, there’s no difference between the character players and CERES. They’ll go for whoever gets in their way, phasing through walls and becoming tangible long enough to reach for characters before fading away again. Characters with special abilities will find themselves in a similar state. Their abilities may increase and decrease in power sporadically, or be completely gone. They may attempt to cast a spell only to find that the wrong spell is cast instead, or an attempt at healing may end up a more dangerous spell. Be careful with your own magical skills!
Those with items or powers specifically intended to ward off spirits will still fulfill their intended purposes when used – unless malicious spiritual energy gets to them first.
PHASE II [ 14 00 ] It seems the ghosts have more tricks up their sleeves. It seems that a not-so-friendly ghost has decided to play a game with you. It doesn't matter where you are, or what you're doing, because a moment later a voice calls out -- Hey. Can you see me? -- and once you turn your head, you’ll come face to face with a surprise.
Who is it in this world (or your world, or any world) that you have managed to disappoint the most? A family member? A friend? Yourself? They face you now, eyes full of sadness, and they say, “I need you to do something for me.” Without another word, they’ll turn away and begin to walk. Your vision grows foggy, focused solely on the need to do whatever this person wants – they need you, after all. Your legs move to follow them, unless you manage to somehow resist. But you apparently don’t seem to notice that you’re the only one who can see this person – or that they’re leading you stray toward that monorail track with the sound of the train coming closer, or that busy intersection, or right off the sky bridge.
PHASE III [ 6 00 ] Other ghosts don’t feel like borrowing faces in order to inflict damage. No, they’ll inflict their damage on a far more personal level. They manifest suddenly and without warning – then all it takes is a simple touch. A ghostly hand reaches out to you and it feels like the cold wraps around your heart, and your vision skews, and then... they leave just as suddenly as they came.
Those who have been around for awhile may very well recognize the ghosts, at that.
But the damage has already been done. Depending on a character’s assigned sense, they will feel one of the following changes: Sight: Hopefully you aren’t in the habit of bending the truth. Dead men tell no tales, they say. But what happens to a living person unable to tell lies? Any attempt at telling any lie or falsehood will cause the character to feel as though their throat has closed off, and they can do nothing more than choke.
Smell: The cold passes, but in some way that it never really leaves. And then everything seems perfectly normal. Nothing has changed, right? You're fine -- except that in a short period of time with how crazy things are, it becomes apparent that you're unable to feel pain. The damage to your body is the same as ever, but dangerously, you can't feel a thing.
Taste: It would appear as though the ghosts have a sense of humor. From those who rest in eternal slumber, try a few days of being unable to sleep. Everything seems fine at first... but slowly but surely, that lack of sleep will start to take its toll.
Hearing: Most others would feel relief once the ghosts left, finally a moment of peace. But you? You don’t feel anything – nothing kind, anyway. Rather, you have been left unable to feel joy. Everything seems either bleak or as though it simply has no emotional impact at all.
Touch: How many deaths have been caused in the name of heroics? Apparently in an attempt to keep future casualties down (or perhaps for their own laughter), the ghosts have left you unable to be brave. Suddenly, a situation you'd face fearlessly is one that has sent you running, panic sharp in your chest.
These effects will last throughout the event, if a character is caught by them.
PHASE IV [ 10 00 ] While chaos erupts throughout the city, some of the more misguided ghosts (but still bloodthirsty, so very bloodthirsty) just happened to run into the wrong part of town and don’t know how to give a proper scaring. One ghost seems to think that it was a great idea to possess a masseusebot from the Spa. You’re grabbed suddenly! You fight for your life but can’t seem to get yourself out of its metal grip! With expert precision that only a robot can mange, it finds your pressure points – and releases all that tension from this Incredibly Bad Day. The ghost inside the robot is confused, distressed -- why is this human suddenly so relaxed? It only wants to murder. But the only illegal thing happening here is how good this massage makes you feel. Maybe later you’ll walk down the street and get stopped by the ghost that possessed a balloon dispenser. Perhaps a ghost has possessed the friendly McCERES mascot, and is now handing out coupons with murderous intent. And of course, there are always the hug bots...
Look, they tried really hard, okay.
Of course... they might end up possessing technology a little closer to home as well, at which point it's not so funny.
BONUS [ xx xx ] Hopefully you have friends who have ghost-fighting skills. Or ghost-taming skills. Or ghost-bellydancing skills, who knows, we won't judge them if you don't. But what of those poor people who come from worlds where the supernatural is some weird television show? Worry not, poor souls, for CERES is here to provide! Some time after the ruckus begins, characters will find what looks to be a hand-held vacuum cleaner situated innocuously in their rooms (only one per person, you greedy gus). The logo on the side will helpfully inform you that this is of CERES make, because the paper pamphlet beside your new device? Well, it's more like a picture book. Observe Stick-Man Sully as he uses his vacuum cleaner to capture ghosts! Learn from his stellar example! Do not stick the hose in your mouth or attempt to give the vacuum CPR, there's a big X over that picture. Also of the one where Stick-Man Sully sets his captive ghosts free once more, we don't want that, do we? Your new ghost vacuum should prove effective against any ghastly ghoul that shoots your way, but beware! Should you capture a ghost and not turn in your vacuum to CERES for weekly ghost disposal, your ghost will serenade you in the wee hours of the morning with its song of choice. If you capture a whole horde of ghosts, well, congratulations. You have a boy band living in your vacuum.
[ Remember to apply proper warnings on threads with sensitive or inappropriate material and do let a mod know if your thread careens off into maiming or canoodling so we can lock the log. ] |
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[He doesn't argue with her and he's not hesitant in taking her hand. He's done this with Mars before, and knowing who Mercury really is definitely helps a lot. He's not afraid of what he thinks she's about to do.] I'm ready when you are. Let's go.
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[With him holding onto her, she gave a large leap and was suddenly atop a roof, overlooking the city.] Try your intercom now.
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Baymax. [It's just the robot's name for a moment.] Baymax, come on. Can you hear me?
[And without warning there's a high-pitched feedback of interference that Ami can probably hear from his helmet and he yells, ripping his helmet off suddenly.] I can't tell if it's on his end or mine.
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His, I suspect, though it may well be just everything going on. Do you have a rendezvous point with him?
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You don't think they're hurting him, do you?
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Still, let's get you to the workshop. We'll see if Tadashi is there too. I rather know both Hamadas are safe before I set out again.
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That's kinda what I'm afraid of, all things considered. [Considering they've broken into the research tower twice and Baymax is a large robot.] He's a robot but he's different than all the other robots inside the colony.
If Tadashi's not at the workshop I can probably check out the program attached to his birds to track him down. [A beat.] You worried about him?
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The workshop it is. We'll have tools and I have my compact as well. [She pressed her lips together.] Indeed I am. I was worried for you as well. You are both my friends.
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I've been trying to check in with everybody I can, but it's been chaos from the start. The workshop's not too far, plus maybe we can ward the place or something while we're there.
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Ah, that does remind me. [She pulled out an ofuda and handed it to him.] Created by Mars. I have one for Tadashi as well, when we find him. These are for your personal safety. Although, if need to protect the workshop I can make a hyper-space pocket until this is all over to keep it safe.
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[He sees the ofuda strip in her hand and he perks up slightly.] We were talking about finding her and asking for advice and ofuda. This is fantastic! [And hopefully enough to protect them for a bit.] I'll have to thank her when I find her. [He's slipping the ofuda into his pocket for now, still glancing over each shoulder to ensure they're alone. However, he hears what Mercury offers and he slowly turns to face her, eyebrow lifting incredulously.]
...of course you can. Why wouldn't you be able to manipulate space? [A wry grin.] Is it easy for us to get out of if we need to?
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She figured you might. Spirits are her specialty, no one has a better understanding of them than Mars. [She smiled as she thought back towards the senshi of war.] Most certainly, I'm sure she will be glad to know that it went to good use.
[At his question she smiles.]
If it is any consolation, I am the only senshi able to do it. Though Sailor Pluto is able to stop time itself, as she has been tasked to protect all of time throughout the galaxy. As for easy, no, it wouldn't be. You would need me to remove the pocket before you can exit it, but nothing else would be able to enter it, either, which is the point.
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Considering what I know about Mars that doesn't surprise me at all. I'll thank her personally later.
I don't know if that's a consolation but it does make it even cooler. Mars told me a little about Sailor Pluto and her time abilities. The pocket's not a bad idea but…let's keep it as a last resort, okay? Just in case we have to bail.
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This is us. [She pointed the blue dot.] This is Mars. [The red who was moving all about the city.] And Venus. [The orange.] This is Baymax. [She pointed to the soft glowing white dot that was moving much slower than the other two. However, the white dot would fade in and out only to reappear in a much different location.]
It looks like he's heading towards the residential buildings.
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He might be trying to get home. Let's head back there and see if we can catch him. Ready to move?