
Lightning flashes. Thunder booms and rain patters on the roof. It’s all about ambience here in ViViD, of course. You gotta set the mood!
Welcome to the Pleasurable Super Youthful Caring Hospital Stage, PSYCHward for short. It works, shut up. It’s a stage created for your well-being, health and happiness. Be careful, though. The first step you take in the dilapidated asylum carries you right into a puddle.
Look down, and the puddle is red.
Ah.
Of course it’s blood.
It’s only going to get even more fun from here.
 Good Day. I Am The New Introducer For ViViD Levels. Mosley? Who's That?
Anyway, Please Have Fun And Remember To Be Safe. Safety Is Our First Priority At CERES.
Thank you. Enjoy.
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PHASE I [ 4 00 ] The first room any people familiar with the ViViD song and dance routine will find is one that is...wonderfully full of body bags. Body bags everywhere -- on the floor, on the shelves, uncomfortably tossed over the back of a chair...and each body bag has a helpful tag.
Handy.
Of course, within each bag is a newcomer; they won’t be able to escape the body bags until someone else unzips them. They’re dressed in little more than hospital gowns, toe tags still attached to bare feet.
Welcome to ViViD! Enjoy your stay.
Of course, there has to be an element of surprise to it. Some body bags contain living, breathing newcomers, yes. But the others?
These contain corpses. The toe tag on them indicates a loved one or someone important to you -- or someone you hate beyond all else. You open the bag, and there is their face, achingly familiar and frozen in death...but blink and suddenly they’re the corpse of a nondescript stranger.
PHASE II [ 6 00 ] Step out of that room and now it’s the asylum proper. Lights flicker. It’s dark, but it’s still more than clear to anyone with ears -- something’s stalking everyone in this place.
The shadow flickers on the wall, the lights go out -- you turn a corner and there it is, jumping out at you with an unearthly cackle --
A puppet.
It hangs there limply, utterly harmless.
All around the facility, these harmless puppets lurk. In lockers, behind doors, in dark halls…
But they’re all literally inanimate and harmless. Whose dumb idea was that?
PHASE III [ 10 00 ] But slowly, the atmosphere changes. Go in deeper, and the sounds around deaden until there’s nothing left but the dark all around and the sound of your own breathing. And yet, irrevocably you know, whether as an aspect of the level or something else entirely --
Something is actually hunting you now.
It makes no noise. It can’t be seen. But it’s stalking, and it’s on the hunt.
To make matters worse, now the asylum seems to have become a proper maze, with dead ends everywhere, and practically no light to see them by.
And the only other souls you’ll see are the other people stuck in the maze -- but there’s something not quite right about them either. You can see...bits of their code, lurking under the surface of their skin, and as you watch, it’s being corrupted, bit by bit, the longer they’re in the dark.
If you look down, it’s happening to you too. Better hurry.
There’s only one way out.
PHASE IV [ 14 00 ] And then you step through a doorway into light.
You escaped the maze, but this is an asylum, and you’re about to see why. There are rows upon rows of cages of aliens. They cry out and reach out through the bars with webbed or clawed hands or tentacles, begging for release.
Let them out, or don’t -- the exit to Cerealia proper is right there at the end of this room, inviting and safe.
But if you do elect to let them out, the entire room suddenly goes silent.
And there, in that cage you opened, there is no longer an alien, but instead a doll. And it’s watching you. Stay any longer, and the doll with start to move, reaching -- and if it touched you, suddenly you’re the one locked away behind bars.
On the plus side, when you take the exit to Cerealia, it’ll deposit you in the Pleasure District, where massagebots will reach for you to try to drag you in for a sensual massage.
Welcome!
PENALTY [ ?? ?? ] You were caught in the maze.
It’s hard to say even now what it was that caught you, but now you’re strapped down to an operating table, and there’s a flat-faced doctor standing above you.
The restraints can’t be broken.
There’s a prick of a needle, and you fall unconscious -- and that’s probably a mercy. When you wake up, you’ll be back in the asylum somewhere, but missing a sense -- the one from your character’s application will be gone. A character who is sight will have been blinded, for instance, and a character who is touch will feel nothing. This will last until they log out of ViViD and get into Cerealia.
[ 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. ] |
Welcome to Cerealia's July intro log! For your convenience, we have compiled the characters' arrival experience here, and should you have any questions, feel free to ask them here! You can also check the FAQ for more general inquiries. Should this event log hit Captcha, there is an all-purpose overflow here. Thank you! |
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The paranormal is very, very real. Investigators choose to ignore things because they are unsettled by them, but speaking from personal experience? Magic, spirits, and the kami are all very real. And here, in Cerealia? They're a dangerous fact of life.
[The flame motes dart off, taking up a position in a ring around the two of them, dancing in arcane patterns, shapes twisting into various characters of protection.]
The sooner you accept that, the better off you'll be here.
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She's not a skeptic about all things. Her experiences in the Midnight Channel were proof enough that there was more to the world than most people knew. Magic, illusion-- they're not new to her.] Magic and spirits are one thing. Those, I've seen evidence for.
...but ghosts are different. There's never been any evidence of an afterlife. [She insists. She seems to not be budging on this!] --it's pointless to stay around talking. We should move.
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We should. [Closing her eyes, Rei concentrates on the area, trying to feel for a way out. It proves elusive, but there's a hint of which direction to continue on, so she starts walking.]
My name is Rei Hino. May I ask yours?
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[The light is dim, but even then she can see Rei close her eyes before she walks. Focusing? Trying to remember something...?] Do you know the way out?
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It wouldn't take a detective to tell that the name is familiar. One of Yosuke's friends.]
I thought you'd be taller. [She huffs.] Yosuke-kun told me about you. He and several people from your world are here.
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[But the second.]
--what on earth would have led you to believe I'd be taller? I doubt senpai is in the habit of discussing my height. [No she doesn't sound defensive because she's short.]
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[And to answer the other question? She answers truthfully, in part. That'd also been a bit of a joke.]
And you came across as a larger than life figure when he talked about you. A teenage detective is a fairly rare thing.
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[No. Distracted.] Then there are three others I know here? What happened to Chie-senpai?
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She vanished. Returned into the Nexus Code from where we all were pulled. CERES claims it's because their code had a glitch and needed repair. [Though Rei's tone betrays more than a small amount of skepticism.]
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...no, she'll have to have faith in Chie's strength. Her teammate is capable, after all.] Do you have any idea which way we should be heading?
[She looks backwards and forwards, but there's no real indication she can spot on either path heading out as to which might be a better choice.]
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I have an idea. Just a feeling, but it's better than standing still.
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Besides, she's trying to regain composure after her initial embarrassment.] So may I presume that ViViD rarely utilizes the same setting twice?
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That depends. For new arrivals? No, it doesn't use the same setting. I've been through a dozen or so arrival cycles and it's different each time. You can, however, choose to use whatever setting you like when you use it personally.
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Or, given that we're in space, what sort of time system do we use? Days, weeks, months, and years would be different for people who didn't grow up on Earth, I imagine.
[They reach a door at the end of the hallway, heavy and metal, and Naoto reaches forward to test the handle. It's unlocked.] Are you ready?
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[Basically, there's a date on the CEREVice they all assume is right.
When they reach the doorway, Rei nods.] Yes. I am.
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[Naoto pulls down the lever, holding her handgun in her free hand and putting her body flat against the door, pushing it open and stepping into the next room. She immediately raises the gun, sweeping it carefully around the room...] It seems empty.
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[She's focused, her fingers clenched into claw-like hooks, ready to release her will.
And then there's nothing. Anticlimatic, but a relief. Sighing, she steps closer, sweeping her gaze around the room.]
So it does. And there's little reason for there to be traps or anything in what's presumably a medical facility.
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Those fires you created earlier. Can you do that again? It would help to have some light in here we can use to look around by.
There's a place like this at an abandoned asylum near me.
[That's like asking her to breathe, Naoto. And breathe she does, taking two short inhalations and holding out her palms to send several orbs of light floating into the room. They grow, illuminating the whole of it, revealing what looks like an office. At least, what was once one. It's something of a trainwreck, covered in spiderwebs, broken furniture, and strangely...four rusted hulks that were once bicycles, a few deflated basketballs, and a mattress.]
How...strange.
i would freak out lmao
Let's see if there's anything in the desk. [Naoto says, moving around the desk to the front side, and tugging on the drawer...] It's locked.
Do you have a hair pin I could borrow?
Meh, it's not so bad in daytime. At night though...
As soon as the question is asked, Rei's already reaching into her pockets and pulling out a swiss army knife. There's all sorts of tools on it, one of those 52 object jobs.] I don't but you can probably get it open with this.
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Thank you. [She says, taking the knife from Rei and opening the tools, looking for something that she can use as a lock pick. Why does a detective know how to pick locks? One can never underestimate the skills an ace detective might need.
Is this a... fishhook remover? Why would anyone need a fishhook remover? Oh, maybe they fish. It'll do.] A hair pin would be easier, but this should be sufficient.
[She crouches down and begins to get to work, gently working the lock open.]
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Sorry, I don't really pin up my hair. [It's a bit too heavy for that.]
Here. A little more light. [She wills another orb forward, casting away the shadows around the lock so Naoto can get it open. It shouldn't take long, though the tumblers are rusted a bit. When she does manage it, the light suddenly dies, casting the immediate vicinity around Naoto into shadow and a cackle echoes from inside the desk.
And then, all of a sudden a puppet hops out of the desk, coming right at Naoto!]
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[And as she pulls it open, the room grows dark, and there's a cackle, and something flies at her face. Naoto shouts in surprise, grabbing the offending puppet with one hand and pulling it off her face, tossing it to the side and grabbing the gun out of its holster again, and--] What is with the puppets?! [She says, exasperatedly, her heartrate slowly falling.]
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[Stepping over to examine it, Rei prods the fallen Mickey Mouse with her toe.]
Looks familiar. Which is probably the reason they picked it. Makes it all the more unsettling. [Not that either of them shouted in fright, no sir.]
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This can be an exit if you want to do stuff outside ViViD?
sure!
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