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silentspringmods ([personal profile] silentspringmods) wrote in [community profile] silentspringooc2024-01-01 06:45 pm

JANUARY EVENT PLOTTING


EVENT PLOTTING #1: JAN 2024
Part I; Chapter 2. Silence tells me secretly everything


Welcome to the first event plotting post, neighbor! This event will be posted on January 5, 2024 in [community profile] silentspringlogs.

universe/setting information, role assignment, and FAQs


A thought is haunting me

Just in time for New Year's Eve, the town square that held a magnificently decorated 15-foot Christmas tree last week now has a glittering silver ball to rival New York's own waiting atop a flagpole rooted in the same spot. Strings of lanterns illuminate the snowy brick courtyard, lined with stands offering hot cocoa, ciders, and various warm snacks, or perhaps characters are more interested in obtaining a pair or two of silly New Year's glasses that allow them to look through the numerals 1961. Eventually, though, all goes quiet for the exciting countdown.

'Five... four... three... two... one!

The ball drops, and confetti streams down onto the square (and the people standing in it!) as the Sweetwater High School Marching Band picks up a jaunty rendition of the New Year's classic Auld Lang Syne—but characters will likely find themselves distracted by the dark spots that appear in their fields of vision, gradually expanding until everything is eclipsed entirely by soft blackness. They feel less and less of the world around their bodies, numbness starting at their fingertips and toes and creeping up their extremities until they feel touchless, floating, completely absent of sensation. Then something replaces it: fragments, or perhaps all of what follows.
The world flashes black, then returns, hazy and doubled, half obscured by smoke as you lie face down on the hard, rocky earth. One ear shrieks, a whine that grows higher and higher. Hot blood streams down the other earlobe and drips onto your neck, washing off sweat and grime as it trickles toward your collar. Pain slices through what you think must be your eardrum like a jackknife shoved into your skull. You cough, throat burning, ribs protesting the movement. A coppery taste, a warmth, fills your mouth. You check with your tongue and all of your teeth are there; the blood is coming from your broken lip. The hair on top of your head feels hot and wet. You know your cheek is scraped open from the gritty sting taking up most of your face.

The doubled image of a medic gets into your face, his lips silently moving. You try to shake your head, to communicate that you can’t hear him over the shriek of your own tinnitus, but your neck is too stiff. Your brain slams against your skull and your head feels like it’s been hit with a brick. Blood drips off of your brow and into your eye.

The medic squeezes your shoulder and pushes off, scrambling across the debris until he disappears in the gray-brown smoke. There’s a moment of irrational fear: he’s leaving you here to die. You’re hit somewhere and you’re last in triage. You’ve heard about soldiers not feeling the gunshot until much later. When he and his buddy come back with a stretcher, surprise mingles with the dread of being lifted.

You shut your eyes tightly, trying to recalibrate your vision, but it still swims with the pitch and yaw of the rocky earth beneath you. When you open it, he’s trying to look into your eyes, hand on your shoulders, his lips finally moving in a pattern you recognize: Going home. Going home.

Going home.

You close your eyes.

*

You stare at a long tawny finger as you wind it into the red plasticized cord of the phone set, doing nothing when it begins to throb against its tethers, the single physical sensation anchoring you in reality.

“Listen to me. I need you to be calm and handle this. Someone will be there in thirty minutes, Ron. You need to keep it under control until then or we’re going to be in a world of shit you can’t even imagine—Put up roadblocks. Say a convict got loose. I don’t care. Do what you have to. Don’t call me unless it’s resolved or someone’s fucking dying, Ron, do you understand me?”

*

The door opens as the emergency light comes on, flickering. The room fills with the suffocating stench of diesel. A candystriper’s golden-brown hands wrap around your thin wrists, pulling you as she rocks back on the heels of her wet tennis shoes with all of her might. Tears stream down her cheeks, strands of relaxed hair hanging in her eyes. She chokes her words out around sobs of her own, eyes wild with terror, screaming: Miss Ruby, you have to get up! You have to get up, Miss Ruby! But your legs won't move. Your breaths shudder ragged in the air just like the volunteer's.
At 12:01, characters return to consciousness: but there are little changes, twinges that make this a bit realer than a dream. Perhaps their index finger twinges as blood returns to it and the impressions a tight phone cord left on their skin fade, or maybe they find themselves wiping a few droplets of blood from the corner of their jaw. Perhaps their ears ring, gradually giving way to clearer sound—or maybe they awake sitting on the ground with their arms around their bent knees, face wet with tears, overcome with a raw panic unlike anything they’ve ever felt. How very odd.

Notes:
—Characters can experience all of the memories, or players can pick and choose.
—Characters do not have to be in the square to receive the memories.
CWs: nonconsensual memshare/receiving of memories, flashbacks to combat zone and injury, blood, hearing loss/burst eardrum, panic attacks.

In the Valley of the Dolls we sleep

'New year, new you!' the cheery saleswoman on the radio and television ads for the local two-story department store proclaims ad-nauseam, becoming more and more of a regular guest in characters' homes as time marches on toward the 15th of the New Year. There are great sales to be had, and would you look at that, characters have a few gift cards to this very store in their respective purses and wallets! Over time, the voice of the young woman in the advertisement almost seems to grow more insistent, even though the same ad plays every time: surely it's just familiarity altering one's perception of her voice, right?

On the morning of the 13th, characters wake up to the sound of every radio and television set in the house turned on and blaring the ad. The saleswoman reminds them that time's running out, and that the sales will only last for another 48 hours before they're gone. If characters can't hear, they only make it as far as the living room before the television screen comes into view, the same message scrolling across the bottom of the screen in large close-captioning... even if they haven't turned it on. This time, something feels different, and characters find themselves compelled as though by a supernatural force to go check out the sales being advertised.

Characters may notice once they're inside of the building that it's only new arrivals here: the townspeople of Sweetwater seem to have already done their shopping! Fortunately, there are still some great items left. It may be when looking at that cashmere sweater or a nice pair of snowshoes that characters catch a tiny flicker of movement out of the corner of their eye: but when they turn in that direction, there's nothing except a faint, nagging sense that something's not right. It happens again as they pass through the store—and then, with no warning, the faceless, eyeless mannequins throughout the store burst into motion at the same time as the sales associates collapse to the floor unconscious, attacking characters with inhuman strength and whatever items they have at their disposal with the intent of bludgeoning them to death.

If characters try to escape from the way they came, they will find that the automatic doors and fire doors are all locked as though from the outside. The windows cannot be opened or broken, nor can the glass of the doors—they're trapped here. Really, truly trapped.

To make matters worse, the mannequins, unlike the salesman, seem truly impervious to... everything. Guns can pierce them, but they have no blood to lose or brain to damage. They can be dismembered, but they're strong, and hard to pull apart; even if a mannequin's head is removed, the body will still function. Characters have one advantage, however: the mannequins are not as intelligent as human beings, and seem to mostly lack object permanence. If characters can stay silent and out of sight after finding somewhere to hide, the mannequins will drop their pursuit after about fifteen minutes of trying to get to them.

The mannequins stay alive for 48 hours, and the doors stay locked for the same amount of time. Characters who do not find a way to sleep risk sleep deprivation symptoms similar to the ones detailed in the explanation of modes of torture in Sweetwater, and will be slower, weaker, and less able to fight off or escape from the mannequins. 48 hours is also a very long time to go without water, which can only be obtained from the sinks in the bathrooms... both of which feature nicely dressed mannequins in one corner.

Notes:
— Deaf characters and characters who wear earplugs to bed will be awoken by their spouse moving, or will randomly wake up even though they can't hear the ad.
— Players who wish to opt out can say that their character simply slept through it and woke up after the doors to the department store had already locked.
— This prompt will have an interaction opportunity: characters may try to investigate at the risk of leaving cover. If a character is able to get close enough to the service desk on the second floor, they may also notice that one of the customer service associates, a teenage girl, lies slumped over the counter as opposed to on the floor with her coworkers, an unlabeled, recently installed button depressed beneath her shoulder—she was leaning forward before she lost consciousness. If her body is moved, the button stays anchored in place. If characters check it again, hours later, they'll notice that it can't be depressed or lifted, but seems a little higher—almost as if it takes a set amount of time to return to resting.
CWs: violence, entrapment, hypnosis, living mannequins, dismemberment.

Drill it in like J. Paul Getty

Should characters discuss the horrors of the month on the network, over the telephone, or in places where townspeople can hear, they’ll face the consequences. They go to bed the night of the offense as usual—and come into consciousness in a dark room, a basement of some sort, bound to a chair with leather restraints buckled onto their wrists, their ankles. A leather strap runs across their chest, holding it to the back of the hard wooden chair they’re bound to. A few feet away, the static electricity of a television box provides some measure of light as noisy waves ripple across the screen.

Upon further examination, there’s one more thing on characters’ left wrists, directly north of the leather straps holding it to the armrest: a set of electrodes and thin wires that run down and across the room.

“You’re awake. Good morning.” None other than the town’s private practice doctor, Norman Pollock, greets them, with the same matter of fact tone he’d use during a standard physical exam. “You seem to have lost sight of what makes Sweetwater so special, so we’re going to watch some videos, get your head on straight. We can’t have this kind of subversive behavior when the country’s already under attack, Sweetheart.”

He presses a button on the television remote—which characters might notice has a second, less refined one taped to its side—and a program comes on: What Communism Will Take From Us.

For the next 36 hours, the hour-long video plays on repeat, showing idyllic scenes right out of a Norman Rockwell painting, detailing the joys of the American way of life, emphasizing all of the ways subversive thoughts and actions undermine it, and how they hold the door open for the Red Menace. This is what’s at stake, what little towns like Sweetwater, Maryland have to use. Norman sits in a chair nearby, smoking cigarettes, reading issues of the New England Journal of Medicine, the remote never leaving his hand. The moment characters’ eyes close for longer than a single blink, the electrodes on their wrist deliver a nasty shock to help them wake up, growing in intensity with every additional offense. His never do for longer than a regular old blink.

By the end of the 36 hours, characters can expect reality to begin to blur at the edges, and may be experiencing auditory hallucinations, paranoia, and their minds wandering in ways they haven’t before. At 36 hours of sleep deprivation, the body cries out for it, desperate to rest. Maybe they erupt into hysterical laughter, or weep uncontrollably, or panic. Norman is unphased by all of it.

If characters try to fight back, or prove too argumentative and unwilling to learn, Norman will produce a glass syringe and draw up a thick fluid from a dark glass bottle, which, if characters have the necessary visual acuity to see, reads haloperidol. He jams the needle into their gluteus and injects; within 10 minutes, characters will feel very, very sedate, almost catatonic in their stupor. Effects vary from person to person, but it is not a pleasant experience: in addition to the deadness it brings on, hearts race and mouths go dry. It gets harder to swallow, or maybe a character’s vision begins to blur. The limbs contract in fits and jerks in the immediate and for the week the drug lasts. The face twitches uncontrollably, muscles ache in their rigid stiffness, and it becomes hard to stay upright throughout the week as the drug interferes with the character’s balance, making them dizzy and confused.

THE TOE TAG
If characters fight Norman, however, they may find that he backs against the nearby metal filing cabinet–knocking loose a piece of paper hanging from a half-open drawer when he does. It’s recognizable as a photocopy of a toe tag, the kind affixed to corpses in a morgue, but characters have seconds before their vision doubles and blurs too much for it to remain readable. Characters who are injected with haloperidol for subversion, either for talking about the murder or a different offense, may comment to the event post under the designated mod comment to take a shot at reading the tag. Remember, though, it’s probably best not to advertise that they saw anything out of the ordinary, or to even mention what happened to them, on a publicly visible communications channel…

They wake up in their own bed shortly after losing consciousness, and spend the next week corpselike.
CWs: torture, non-fatal electrical shock, restraints, medical/psychiatric abuse, nonconsensual drug administration, altered states of consciousness, needles/injections, gaslighting, brainwashing, sleep deprivation torture, antipsychotics overdose, smoking.

It's freezing and I am watching you shovel snow

It's a cold winter for Maryland, characters will hear their neighbors complain, and within a few days of the New Year they have reason enough to complain too: the snowstorm everyone's been talking about in the neighborhood clubs comes on the 7th of January, dumping a foot and a half of snow. Better grab that snow shovel, or find someone to help you if you can't! A snowstorm like this takes multiple visits outdoors to keep up with, so maybe now would be a good time to practice divvying up responsibilities with characters' new spouses or children—or for bachelors to seek out the help of a neighbor. Characters may also have to deal with a power outage lasting up to 14 hours—better visit a house that has power if they need anything, but at least this is the kind of experience that brings a parent and child or a new couple or even two members of the same community closer. At least in theory.

It’s not all near-death experiences, psychological torture, and power outages, though! Characters who find themselves in need of some R&R will be pleased to know that the local fire department has tested the municipal park’s pond and found the ice is now suitably thick for ice skating. Characters will find lace-up leather ice skates in their size hanging from their tied-together laces in the garage, though this probably isn’t the best way to learn to skate if they haven’t before, given the lack of rail to hold on to–unless they have a friend to help them balance?
No CWs!

To start plotting, fill out the form below, and post it in a comment with the subject line structed as follows: Your Name | Your Character's Name | Your Character's Canon | Your Character's Role:

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character info
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1 paragraph summary of character/canon: Imagine that the reader is canonblind. Lay out the basics someone needs to start a thread with your character, important things to know while interacting with them, etc.
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event plans
A Thought is Haunting Me:
In The Valley of the Dolls We Sleep:
Drill It In Like J. Paul Getty:
...And I Am Watching You Shovel Snow:



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ribticklers: (125)

[personal profile] ribticklers 2024-01-02 07:51 am (UTC)(link)
Options!

Valley of the Dolls: Sans would probably want to stick near Sokka in the spirit of "I know this kid and he has a boomerang to hit things with". He is definitely going to suggest the whole hiding thing though, sorry Sokka.

Watching You Shovel Snow: Sans and Sokka are buddies in having lived in places where there's snow all the time! Though Sans is not used to having a human body that is so susceptible to cold, that's a little unfortunate. He'll still also be hanging around the ice skating rink! Maybe make a snow lump. Sokka can admire it, for a certain definition of admire.
carniravenous: (27)

[personal profile] carniravenous 2024-01-02 08:12 am (UTC)(link)
Oh both of these are great! I was actually thinking similarly wrt the Valley of the Dolls prompt - Sokka looking for Sans when things get crazy because he knows from the tdm that Sans prefers to hide behind people instead of grabbing weapons (furniture) and readying himself for a fight...SOMEONE needs to protect this guy he's stuck living with...

Let's go with that one, if it works for you! But I hope they still get to talk about snow one day. I want Sokka to see his snow lump, and maybe make a snow abomination next to it. Bonding over their love for high art...
ribticklers: (147)

[personal profile] ribticklers 2024-01-02 06:19 pm (UTC)(link)
Fun bonus situation: it looks like Papyrus is getting sent to the Fun Basement and also drugged for talking over their Fun Movies, so Sans is going to end up dragging Papyrus back to his and Sokka's house. Sans will be a little (probably also surprisingly to Papyrus, except for him being drugged and therefore maybe not noticing) prickly about Sokka if he asks Papyrus too many questions, but only a little and he's going to be pretending very aggressively that it's fine. I think Sokka will probably understand this. But yeah that is happening!
spaghettimonster: (HOODIES ARE NOT FASHIONABLE)

[personal profile] spaghettimonster 2024-01-02 06:56 pm (UTC)(link)
For purposes of enabling in spite of what the characters want, consider also: Sans has to sleep eventually.
ribticklers: (047)

[personal profile] ribticklers 2024-01-02 07:02 pm (UTC)(link)
(threat)
carniravenous: <lj user="solongtodevotion"> (sokka098)

[personal profile] carniravenous 2024-01-02 08:45 pm (UTC)(link)
I actually would love to thread something like this out, if you're open to it! Sokka is going to understand why Sans is a little prickly about him asking questions because he would feel the same way if it were his own sister and/or friends affected, but he's trying to be pragmatic and get information as soon as possible, since they need to know what they're up against and plan accordingly. I like the idea of him feeling conflicted about trying to do what he thinks makes the most sense. On the bright side, he'll make sure Papyrus has whatever he needs and is monitored while Sans is sleeping...And there's also potential for him to balance out his questions with stories about his sister/friends and their travels, to try and be comforting
spaghettimonster: (HUMAN: SLEEPY)

[personal profile] spaghettimonster 2024-01-03 06:46 am (UTC)(link)
For sure! Part of the fun of throwing Papyrus in this particular early deep end is letting him be a partial information source for the more interrogative and inquisitive CR, even in these early interactions. Sokka trying for a mix of being considerate but pragmatic makes sense, and the idea of him telling stories of the ATLA crew is fun.

One question I should raise first is, would they have met before Sans hauls Papyrus over? There's the option of this being an unfortunate first impressions, since the bros didn't run into each other until that drill in late December and so Sans probably hadn't mentioned him before that. There's also the possibility of them having crossed paths already, given they would've likely shown each other where they're at. I'd be down for handwaving or a quick TDM thread of a first encounter if that makes more sense!
carniravenous: (20)

[personal profile] carniravenous 2024-01-03 07:31 am (UTC)(link)
Great! And that's a good question...maybe first meeting, if we want that extra layer of awkward/unfortunate introductions? An added layer of Sokka wondering what kind of brother Papyrus is, or if he's also the type who doesn't think to grab a weapon in a dangerous situation...Truly though I'm up for either approach, if you have a specific preference! I'd be happy to work out handwaved details or bang out a quick TDM thread, but there are also plausible reasons why they might not have met before this. Sokka being at school (I think kids only got a week off for Dec. holidays back then), or at the library, or just out and about trying to learn as much as he can.
spaghettimonster: (COMPUTER 9)

[personal profile] spaghettimonster 2024-01-03 07:45 am (UTC)(link)
Both are fine with me as well, and I think my biggest deciding factor right now is in not knowing if we have enough typical tag time overlap to easily pull off a thread before the event itself hits. This is one of my usual two times a day for tagging in?

I do have to say, one hilarity point in favor of them not having met yet is Papyrus being like "Sans, are you making up a fake son? You don't have to lie about your fake-fake son to me" when the bros interact - only for him to think Sokka is part of the hallucinations when they finally meet. The photos came to life...
carniravenous: (Default)

[personal profile] carniravenous 2024-01-03 07:59 am (UTC)(link)
I am typically awake/around at this time but not for much longer (2 AM CST is about the latest I can stay awake unless I am feeling real wild). But it is a tight timeline and I am already laughing at the idea of Papyrus thinking Sokka is a hallucination, so let's go with it being their first meeting! For sake of ease and hilarity both!
spaghettimonster: (FRESH AS A BASKET OF DAISIES)

[personal profile] spaghettimonster 2024-01-03 08:18 am (UTC)(link)
A little earlier cut-off than my usual, but not by much! That may work out well for future tagging, huzzah, and I'm happy with rule of funny and rule of convenience working in tandem here.
carniravenous: bugresources @ tumblr (ATLA02_18_26669)

[personal profile] carniravenous 2024-01-10 01:53 am (UTC)(link)
Hi! Would you like me to tag your top level with a starter for this? Or do you want to wait to progress your thread with Mel first? I can do whatever works best for you!
spaghettimonster: arrt-jim-lad (HMMM.)

[personal profile] spaghettimonster 2024-01-10 05:11 am (UTC)(link)
I'm down for starting the interrogation attempt as a separate prompt, yeah! I figure it'll be a bit after Papyrus is settled and Sans has gone off to nap or something, right? So that might take a few days OOC, even if me and Mel are boomeranging.

If we get any surprise developments in that thread, I can always wiggle around it via Papyrus being a bit out of it and spacing on those details til the thread catches up.