monstertruckers (
monstertruckers) wrote in
route666rp2025-02-07 01:56 pm
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Entry tags:
- !event,
- ace attorney: apollo justice,
- digital devil saga: serph,
- fallout: arcade gannon,
- fear & hunger 2: levi,
- malevolent: john doe,
- persona 3: akihiko,
- persona 5: goro akechi,
- rwby: blake belladonna,
- rwby: yang,
- songs for the dusk: v (oc),
- sonic the hedgehog: shadow,
- star wars: r0-gr,
- the murderbot diaries: murderbot,
- werewolf by night: jack russell
FEBRUARY EVENT LOG
The Convoy begins a slow path through the forest, and a long road winding between the trees. The vegetation hangs thick overhead, with a perpetual state of dim light hanging over the surroundings. Sunlight and moonlight both have a hard time piercing the gloom. And alongside that is a sense of danger looming in the shadows.
01: DEPARTURE/MINGLE
Dawn arrives after a long and demanding night. As wane sunlight leaks through the forest, the forcefield flickers out. In its place, the Convoy hums to life. Engines thrum, breakfast appears in the dining car, and the speakers crackle with a pre-recorded, automated voice.
“The Convoy will depart in three hours. Please ready yourself for the trip. Secure your belongings, prepare your vehicle, remain as human as possible. End destination… Nirvana. Repeat, the Convoy will depart in three hours.”
The recording drones on a loop, before fading out in a crackle of static. Before departure there’s a few matters to attend to, some more pressing than others:
+Breakfast consists of bland porridge. Some might want better food, and with a decently stocked kitchen, one can make better.
+The showers have lost any hot water. Surely there’s some way to fix the heater or provide some hot water? Or otherwise grumble through a cold shower.
+There’s plant growth where the Husks have been felled. Flowering vines grow over the Convoy, and need to be pruned for departure. The foliage has an odd effect if directly touched, instilling wanderlust and curiosity. The affected feel compelled to wander… Or be curious about others!
“The Convoy will depart in three hours. Please ready yourself for the trip. Secure your belongings, prepare your vehicle, remain as human as possible. End destination… Nirvana. Repeat, the Convoy will depart in three hours.”
The recording drones on a loop, before fading out in a crackle of static. Before departure there’s a few matters to attend to, some more pressing than others:
+Breakfast consists of bland porridge. Some might want better food, and with a decently stocked kitchen, one can make better.
+The showers have lost any hot water. Surely there’s some way to fix the heater or provide some hot water? Or otherwise grumble through a cold shower.
+There’s plant growth where the Husks have been felled. Flowering vines grow over the Convoy, and need to be pruned for departure. The foliage has an odd effect if directly touched, instilling wanderlust and curiosity. The affected feel compelled to wander… Or be curious about others!
02: HAUNTED GROVE
The trees grow into a tangle just a few paces off the road. They almost envelop the buildings, absorbing the structures until only the roofs are visible. The branches become more twisted, and almost arm-like when reaching out to you.
Vines hang like nooses from the trees. And a closer look shows moss ridden Husks draped in the branches. Still, those who ignore those ominous signs can find supplies growing and hanging from the branches; repair materials, and unnerving types of food like canned ham and frozen pizza.
And then… There’s the effect from staying in the shade of the trees for too long. There’s a lethargy that clings to you, even as it eases the changes wracking your body. Resting underneath the grove can heal a Drifter of one change, and leave them feeling soothed… But all of this is by design. The grove WANTS you to stay there and become a part of it, so that it can ensnare you with vines or absorb you into trees. It can restore Drifters, but if they stay there for too long they’re going to need some rescuing.
Vines hang like nooses from the trees. And a closer look shows moss ridden Husks draped in the branches. Still, those who ignore those ominous signs can find supplies growing and hanging from the branches; repair materials, and unnerving types of food like canned ham and frozen pizza.
And then… There’s the effect from staying in the shade of the trees for too long. There’s a lethargy that clings to you, even as it eases the changes wracking your body. Resting underneath the grove can heal a Drifter of one change, and leave them feeling soothed… But all of this is by design. The grove WANTS you to stay there and become a part of it, so that it can ensnare you with vines or absorb you into trees. It can restore Drifters, but if they stay there for too long they’re going to need some rescuing.
03: WRECK
There’s a collection of abandoned cars in the forest clearings. Some cars are better preserved than others, some even containing cargo, weapons, and ammo, with a possibility to scavenge equipment off them…
…If not for the traps, set around the wreckage in the form of steel jaw bear traps and snares. All of them are coated in something that leaves the vision blurry and sets hearts into overdrive. If exposed to too much of it, there’s suddenly a reason for that near panic; hallucinations of fears can easily flare up.
There’s also things prowling the wreckage on four metallic canine legs, with gleaming chrome teeth and red headlights for eyes. The guidance computers on nearby vehicles flash an alert as they draw close; identifying them as chromehounds, though these have seen better days. Dented, damaged, but still fierce enough. And still ready to pounce on anyone caught in the traps or drugged with fear toxin.
While the chromehounds can be dispatched, the fear toxin will have to run its course. Closer examination of the hounds and traps shows an insignia of a sword piercing the moon.
…If not for the traps, set around the wreckage in the form of steel jaw bear traps and snares. All of them are coated in something that leaves the vision blurry and sets hearts into overdrive. If exposed to too much of it, there’s suddenly a reason for that near panic; hallucinations of fears can easily flare up.
There’s also things prowling the wreckage on four metallic canine legs, with gleaming chrome teeth and red headlights for eyes. The guidance computers on nearby vehicles flash an alert as they draw close; identifying them as chromehounds, though these have seen better days. Dented, damaged, but still fierce enough. And still ready to pounce on anyone caught in the traps or drugged with fear toxin.
While the chromehounds can be dispatched, the fear toxin will have to run its course. Closer examination of the hounds and traps shows an insignia of a sword piercing the moon.
03-A: MONSTER NEST
Hostile beasts lurk in the woods. Many are cautious, nocturnal creatures that prefer to emerge at night, and hunt any Drifter who has strayed outside the reach of the Convoy forcefield.
A massive monster nest dwells in a crumbling, abandoned overpass in the middle of the forest. The Convoy does its best to give the area a wide berth, but it’s entirely possible Drifters might still stumble across it: particularly if some of the more annoying creatures like Great Jagras steal food and take it back to the den.
Many of the beasts make their dens in abandoned vehicles littering the overpass: Jagras and Slicemargl take up the better spots, while noxicaps and scavengers linger on the fringes. But the most territorial are the mutant bears, occupying the darker parts of the underpass.
A massive monster nest dwells in a crumbling, abandoned overpass in the middle of the forest. The Convoy does its best to give the area a wide berth, but it’s entirely possible Drifters might still stumble across it: particularly if some of the more annoying creatures like Great Jagras steal food and take it back to the den.
Many of the beasts make their dens in abandoned vehicles littering the overpass: Jagras and Slicemargl take up the better spots, while noxicaps and scavengers linger on the fringes. But the most territorial are the mutant bears, occupying the darker parts of the underpass.
04: SHRINE
The moon glows balefully overhead some nights. An eerie light glows across the sky, like a burning aurora that exacerbates any symptoms the Drifters have picked up this month. Sometimes the trees help to muffle this maddening light. But not always.
There is however a remedy that blocks out the light; dotted near the road or just off the forest paths are shrines carved from stone and wood. The aurora dims near these shrines, and offers breathing room. Small offerings dot the alters, and some are even medicines that can alleviate hallucinations, wanderlust, and the like.
But there’s a price for taking these offerings; the various candles dotting the shrines ignite, flames reaching for the intruder, and burn either a monster change, or a message into their skin. It’s equal odds which one a Drifter receives. The message fades in the span of the month, but offers cryptic words regarding the world, and can be logged in the Convoy database.
There is however a remedy that blocks out the light; dotted near the road or just off the forest paths are shrines carved from stone and wood. The aurora dims near these shrines, and offers breathing room. Small offerings dot the alters, and some are even medicines that can alleviate hallucinations, wanderlust, and the like.
But there’s a price for taking these offerings; the various candles dotting the shrines ignite, flames reaching for the intruder, and burn either a monster change, or a message into their skin. It’s equal odds which one a Drifter receives. The message fades in the span of the month, but offers cryptic words regarding the world, and can be logged in the Convoy database.
05: STASIS WARNING
Pockets of something… Wrong lurk on the road, or just off the path. Many of them are lined with Husks twisted into horrified expressions. Others are little more than a faint distortion and ripple in the air. But once a Drifter wanders into the pockets, the effects become all too clear.
The pockets are alarmingly still when stepped inside. This stillness tries to seep into anyone in the pocket, making them stiffen, their thoughts go sluggish and almost halt… But the Sigils on their skin dispel this before it can completely overtake a Drifter. Sigils disperse the field with explosive results; bursts of fire or electricity, surges of plant grown, rock explosions all burst as the field is dispelled.
The one warning for these pockets are strange symbols and the words ‘STASIS’ inscribed on rocks, trees, and signs around these pockets, warning about them. A couple crisscross the roads needed to take out of the forest. It seems that a Tough vehicle could easily wade in and survive the explosions of magic, while a Fast vehicle would be capable of outracing any trouble… While those on foot will need to hope for the best, or for fast healing.
The pockets are alarmingly still when stepped inside. This stillness tries to seep into anyone in the pocket, making them stiffen, their thoughts go sluggish and almost halt… But the Sigils on their skin dispel this before it can completely overtake a Drifter. Sigils disperse the field with explosive results; bursts of fire or electricity, surges of plant grown, rock explosions all burst as the field is dispelled.
The one warning for these pockets are strange symbols and the words ‘STASIS’ inscribed on rocks, trees, and signs around these pockets, warning about them. A couple crisscross the roads needed to take out of the forest. It seems that a Tough vehicle could easily wade in and survive the explosions of magic, while a Fast vehicle would be capable of outracing any trouble… While those on foot will need to hope for the best, or for fast healing.
06: RADIO HOUR
After several days of travel, and around nightfall the Convoy approaches a resting point ringed in Husks. It resembles a log cabin, with some unnerving traits; first, the trees near the cabin become more rigid and geometric, almost like pylons. Second is the large radio tower growing out of the cabin itself. Once the Convoy is in range, the radios, phones, and screens all crackle to life. Screens display a broadcasting logo, followed by an emergency signal drone. Astute Drifters can check the dates that pop up, and realize that this is an old recording.
“Attention, this is an emergency broadcast. Seek shelter immediately. A moon warp is imminent. Repeat, a Moon Warp is imminent. Impact: falling moon shards will cause destruction and distortions. Prepare by seeking cover inside shields. Those caught outside will be twisted. Seek shelter immediately.”
Outside the Husks pulse, and the broken moon shimmers. Several bright spots in the sky grow brighter… And larger, as shards of moon fall. The Convoy comes to a wrenching halt. A warning siren echoes, before the Convoy deploys its shield. Those inside are safe from the worst of the Warp, able to hide out in the Convoy. Nothing like a good time to bond with whoever you’ve been shut in with, right?
“Attention, this is an emergency broadcast. Seek shelter immediately. A moon warp is imminent. Repeat, a Moon Warp is imminent. Impact: falling moon shards will cause destruction and distortions. Prepare by seeking cover inside shields. Those caught outside will be twisted. Seek shelter immediately.”
Outside the Husks pulse, and the broken moon shimmers. Several bright spots in the sky grow brighter… And larger, as shards of moon fall. The Convoy comes to a wrenching halt. A warning siren echoes, before the Convoy deploys its shield. Those inside are safe from the worst of the Warp, able to hide out in the Convoy. Nothing like a good time to bond with whoever you’ve been shut in with, right?
07: MONSTER HOUR
Those outside the Convoy will be in for a rougher time. The glow from the falling moon shards has a way of piercing into the brain and forcing a full transformation for as long as the Moon Warp lasts.
During the Warp, there’s plenty of trouble for Drifters. The Husks glow before bursting into a pack of violent, wolf-esque gryphons called Nargacuga, and a host of other beasts. These monsters favor scaling trees for dive attacks, or hauling Drifters up into the branches. But with their focus on the Drifters, the Nargacuga are easy prey for the chromehounds nearby, which pounce in a tangle and clash.
By dawn, the Warp has worn off. The Nargacuga are dead, while the chromehounds have been smashed. Transformed Drifters have two options in the aftermath; either they've burned off so much energy fighting they revert into an exhausted state. They will likely be suffering from disorientation and require rest, healing, and anchoring from others. Alternately, Drifters run wild ahead of the Convoy as something draws them north; they will have a chance to revert next month, in the Messages prompt!
During the Warp, there’s plenty of trouble for Drifters. The Husks glow before bursting into a pack of violent, wolf-esque gryphons called Nargacuga, and a host of other beasts. These monsters favor scaling trees for dive attacks, or hauling Drifters up into the branches. But with their focus on the Drifters, the Nargacuga are easy prey for the chromehounds nearby, which pounce in a tangle and clash.
By dawn, the Warp has worn off. The Nargacuga are dead, while the chromehounds have been smashed. Transformed Drifters have two options in the aftermath; either they've burned off so much energy fighting they revert into an exhausted state. They will likely be suffering from disorientation and require rest, healing, and anchoring from others. Alternately, Drifters run wild ahead of the Convoy as something draws them north; they will have a chance to revert next month, in the Messages prompt!
07-A: MONSTER BRAWL
One particularly large and ferocious Nargacuga leads the pack of monsters… And seems to have a particular hatred for technology. He attacks the radio tower, doing his best to knock it down, and then strikes at the Convoy only to be deflected by the shields. Once he’s deflected, he vents his rage on the Chromehounds.
The radio picks up something from the lead Nargacuga each time he bleeds, and a patchy broadcast happens, with different fragments heard by different people:
1. “Serenith has ordered. I obey. Obliterate every trace of Wardens, cull their human flock. Justice for the packs they murdered.”
2. “Keep bleeding them until the moon Breaks, just like she ordered.”
3. “They gave me a place and a pack, where I could hunt.”
4. “Be ruthless. The Steel Wardens aren’t different, with the children they cull.”
5. “Hate… Loss… Blood. Always more blood.”
In its death throes the Nargacuga obliterates any remaining Husks, littering the area with quicksilver pools. Drifters must be careful around these pools, as contact with them will cause all pre-assigned monster traits next month to linger without special treatment.
The radio picks up something from the lead Nargacuga each time he bleeds, and a patchy broadcast happens, with different fragments heard by different people:
1. “Serenith has ordered. I obey. Obliterate every trace of Wardens, cull their human flock. Justice for the packs they murdered.”
2. “Keep bleeding them until the moon Breaks, just like she ordered.”
3. “They gave me a place and a pack, where I could hunt.”
4. “Be ruthless. The Steel Wardens aren’t different, with the children they cull.”
5. “Hate… Loss… Blood. Always more blood.”
In its death throes the Nargacuga obliterates any remaining Husks, littering the area with quicksilver pools. Drifters must be careful around these pools, as contact with them will cause all pre-assigned monster traits next month to linger without special treatment.
MICRO ENCOUNTERS:
PLEASE NOTE! These are small bits of set dressing for players to include in threads if they wish, rather than full fledged prompts or events. You may handwave your exploration of these areas, or thread them out.
Radio Trees: A strange line of geometric trees leading towards the radio tower cabin. The closer a Drifter gets, the more they can hear faint music and old broadcasts regarding moon phases.
Hunting Grounds: An area of burnt out husks that have already burst open. There’s a few monster carcasses scattering the area, along with broken weapons and bullet casings. A symbol has been carved into the monsters, or a moon pierced by a sword.
Forest Flowers: A clearing that lacks the grasping trees from before, and instead is taken up by crystalline flowers. They give off a pleasant fragrance, and help to relax characters. Can be crushed into a medicine to help cure long lasting fear toxin effects.
Falling Trees: Drifters are advised to be careful of falling trees obstructing the road, and which may need to be hacked through. Granted, what’s knocking over the trees is another question entirely!
Lakeside: streams and rivers thread the forest, occasionally creating marshy areas. These rivers eventually feed into a massive lake that borders the radio tower cabin. The water is cloudy, and the bottom of the lake covered with the remains of destroyed chrome hounds: they’ve clearly been torn apart by the nargacuga prowling the area.
Pomni | The Amazing Digital Circus | Slime | ota
[In the showers, one may find a small and fully clothed jester girl looking up at the piping with a sort of dazed expression. A twist of the nob was enough to get the cold water going. With a shock and a jolt, Pomni recoiled away.] "
[She allows a momentary pause to pass, her finger reaching for her mouth. Heh. Guess some parts of the circus did follow her. Or was this still a game? Wherever she was, she was definitely off the grid, unless Caine had discoverd a new way to make the adventures more "realistic."]
"...maybe it's good that it's cold." [She mutters, stepping into the shower and noticing the black goo is still hanging on the edge of her shoes.
A-2: Creature Comforts (Departure)
[Once she's back in the moment, she stares pensively at the slop that was in front of her. Oh, it looked terrible and smelled like something out of a school cafeteria, but could she even eat it? Or would it just pass through her like she was some sort of walking ghost?]
[Her stomach growled, making the choice for her.] Well... I do have to eat... [She reasoned, though a thought rang in the back of her mind informing her that wasn't entirely true. Timidly she raised a bent and tarnished spoon to her mouth.]
[The taste was nothing great, but nothing horrible, and to her pleasant surprise she could feel her stomach -- or the digital experience of her stomach -- hold onto it just fine. This was real food? And she was eating it??]
"...huh... maybe this place isn't so bad..."
B. Tree Temptations
[The caravan moved, and Pomni follows along with it. Her Peel P50 follows along fine -- though some of the speedier vehicles seemed inclined to break ahead. That was fine. Pomni had no idea what to expect and she wasn't in a terribly eager mood to be the first to find out. Let those cocksure kids figure things out, she'll be in the back ready to pick up the pieces.]
[Her fears were founded when the path lead into an open road. The dangling goodies and temptations were obvious traps, and that fact alone was enough to get her on edge. She had resolved to keep going without paying any mind, when she eyed a small white tin box with a red cross on it. Was that... a first aid kit??]
[She picked up the comms that she heard a few members of the caravan speak out of.] "Um... so I'm seeing something up top that's looking pretty helpful. This is probably a terrible idea, but I'm going to see if I can grab it. Can somebody cover me?"
[Her vehicles is halted out of reach of the limbs and she starts to climb. Her small limbs makes it tough going, but the temptation of something that could help out the injured egged her on. At last she reached it, pride welling up as she looks on it with satisfaction. In the next moment the tree branch drops away, causing the diminutive clown to fall into a tangled mass of vines and leaves.] H-Hey! This is--! [As she struggled, the vines constricted tighter and tighter, making it's malevolent intent all the more realized.] "H-HEY!! I'M TRAPPED UP HERE! SOMEBODY! SOMEBODY QUICK! I THINK IT WANTS TO EAT ME!!"
C. Tranquility (Crystal Flowers Micro-Encounter)
[After the terror that was the touchy feely grabby forest, Pomni continues down the path not wanting to have anything to do with any fancy bauble or temptations. She grimaces, a casual glance at her prize -- a mostly empty tin of first aid supplies -- as her only solace. It may not have been an adventure, but things were already looking to be really quite awful.]
[As the forest cleared, Pomni's eyes were greeted by the cascading hills of crystalline flowers. Her attention as so focused on them that she almost ran into another driver who had also slowed down to get a better view. With a panicked bobble, she reached for the comms.] "Ah!! Sorry! Sorry! I just... was looking at the flowers..."
[Her nerves still a bit jostled from the run-in and the near-miss, Pomni decided to pull off to the side and give the view a better look. Oh, sure, this was probably a trap too, only...] "...sometimes the traps are worth looking at." [Her gaze stares out into the fields as she started to experience a soft calm. Before she knew it she was heading out toward the fields, leaning down to pick up a couple to bring with her.]
D. The Eye (Radio Tower)
"Moon Warp? What the
[The reality was all the more real. The roar of monsters and husks outside were only drowned by the sounds of fighting and the blare of the sirens. From within the Caravan, Pomni looked out to the edge, flinching when it sounded like some sort of strange... jaguar... dragon... was howling and hissing outside. Pomni balled her legs closer to her chest the sensation of tinnitus in her ear whispering "Hate… Loss… Blood. Always more blood."]
[She wanted to break. She wanted to scream up at the moon and to no one about how awful this whole thing is, but the looks in the faces of those nearby seemed to share the same sentiment. Yeah... they were no better off that she is, and they were definitely in a better place than the ones outside...] "...I... ...hope everyone outside the barrier is okay."
E. After the Storm (Monster Hour)
[As the night wore on, Pomni found that she could not sleep. Her memories turn to the night previously, remembering how some of the people that fought off the husks were injured and hurt. As she laid her head against the wide chair in the back of her vehicle, her attention returned to the first aid kit she had managed to find in the forest.]
[Before she realized what she was doing, she hopped over to the driver's seat and turned on her vehicle. With the sounds of the fighting previously, there were no doubt kids that were injured or worse. Though it was not going to be the same as fighting at their side, the least she could do was make sure they could be brought back to safety. Ideally, the doctor guy also decided to stay behind, which means more intensive care could be provided, if he had the supplies to do so.]
[She drove out, looking to where the worst of the fighting was. The glistening pools of strange liquid also didn't look safe, and her instincts told her to avoid them. At last, she was able to find the unmistakable outline of a person. Pomni leaned out the window and called out.] "Hey! Are you alright? Do you need medical assistance??"
B. Tree Temptations
Hahaha. You're trapped too?
( He asks in too casual a voice, laughing at their predicament, even as his shoulders and arms are starting to stretch like he might be attached to a rack. )
no subject
You-- I-- hey! You're trapped too in here! What do you think is so funny!? We're probably being dragged to our deaths!! Or worse!
[The vines slithered and gripped tighter around Pomni's ankles, pulling her down. Paradoxically, Pomni's head started to get closer to Nagumo as the length of her arms started to shorten in proportion to her legs being pulled away.]
C. Tranquility
On the other hand, the voice that responds over the radio doesn't sound too thrilled.]
Watch where you're going.
[It could leave it at that, but watching the strange (what the fuck is that outfit) figure get out of the car and start wandering closer to the field, the SecUnit stops its ATV and follows after.]
I just said watch where you're going. [this time, as in "don't wander into strange clearings", but it's more focused on drawing in Pomni's attention, first.]
no subject
Huh-!? WHAT?!? [It doesn't take long for her to realize who they were.] Oh! You're the driver! Um... yeah... sorry... I was just looking off over here and got distracted.
[A soft smile, almost wistful threatens to encroach on Pomni's face before she returns to SecUnit.] Oh my god! Unless you are here because I actually hit you?? Did I hit your car??
no subject
[It would sound much more annoyed if it had been hit, Pomni, trust it. Not in pain, but definitely annoyed.]
What the fuck is that distracting?
E. After the Storm (Monster Hour)
By the time Pomni comes across Serph, he's collapsed in the dirt with six bloodied wings poking out at odd angles. The clothing that covered his torso is completely ruined from his wings' entrance, feathers rippling out over exposed flesh to cover his shoulders, back and part of his arms. Fortunately, he's easy to spot; his hair glows a bright white against the darkness of the night.
He stirs when he hears the voice, pushing himself painfully up off the ground so he can look at his would be rescuer, revealing the semi-mangled state of his left arm and the inscription burned into his right, dried blood streaked on his face thanks to the third eye hidden behind his fringe.
Serph can't help but stare at the small vehicle and its unusual occupant. What the hell is that? Is he delirious?]
"...I need to get back."
[To the convoy. To be within its shields while he recovers.]
no subject
Oh my god! What happened to you? Uh... I... uh... okay... look. I think I have some room in the back of the car, and we'll see if the doctor guy can help you out, but uh... geez, you look like hell and I don't know if I'm strong enough to pick you up.
Um... can... can you walk? I can bring the car closer. Where are you hurt? I have a patch of first aid kits and... holy cow, you look like you lost a lot of blood... okay... okay... this is what you came out here for... uh... can you hear me? Simple, uh... can you tell me your name??
no subject
To answer her questions about whether he can walk, well... With some effort he drags himself to his feet, swaying slightly once he's upright. He focuses on forcing his legs to move forward, his voice straining as he responds-]
It's Serph.
[Once he's close enough to, he'll lean heavily against the side of Pomni's car. Now that he's closer, it's easier to see the blood trickling down from his forehead (newly opened third eye bleeding beneath his fringe), his eyes also glowing with unearthly light.]
E
Thankfully, the worst of his changes are gone now, leaving just the crow-like talons from after the first monster attack and a set of sharp teeth concealed behind his lips.
The familiar voice draws his attention. He wants to deny it. He hardly wants to appear weak, but...]
I suppose I could use a little patching up.
no subject
[As she got closer to the figure she could make out the color of the clothing she saw the night before. The stance too carried with it a kind of confidence that reminder her distinctly of...]
Akechi?? Is that you? What happened??
no subject
[The worlds roll out of him with surprising nonchalance, given his presently disheveled appearance.]
The talons aren't especially new, but now I'm suddenly grateful I stole an additional pair of shoes from one of the wrecked vehicles.
[His feet may once again be human in shape, but those other changes certainly took a toll, even if they're gone now.]
I suspect it's the same as many of the others. I failed to make it inside the shields in time, so I transformed into a beast. Now, the only remnant besides the muck and the grime are these...
[He pulls hips back to reveal those pointy teeth.]
But I could do without the snout, anyway.
[Thank god his face is back to normal, really.]