Entry tags:

BITCH SESH

Who: Psi and Ginko
What: Ginko's sad. Also Joker is a dick.
Where: Weedhaus
When: Day 91

Read more... )
Entry tags:

CONFRONTATION

Who: The Psiioniic and Joker
When: Day 91
Where: Joker's Trailer
What: Pay attention to me.

Read more... )

JAIL

Who: The Psiioniic and Foster
When: Day 90
Where: Cave Jail
What: /HUGE SHRUG

Read more... )
kingsroads: (i might have goofed that up)
[personal profile] kingsroads2017-04-27 09:44 pm

who the hell really knows how quadrants work to begin with

Who: the Psiioniic and Jonathan Strange
Where: Psi's trailer
When: forward dated a smidge to Day 91
What: Psi wants an antagonistic relationship, Strange is a shit, time for PETTY NONSENSE.
Warnings: drastic misunderstandings of troll relationships but aside from that, nothing. this is gonna be dumb.

love yourself psi, get a better fake hate boyfriend )
Entry tags:

JUDGEMENT (not really)

Who: The Psiioniic and Sans
When: Day 90
Where: The Lake
What: Fight fight fight fight.

Read more... )

because we’re all one of a kind

Who: Ginko and whoever!
What: Ginko tries to do his job and restocks on cigarettes
When: Before and during performance week
Where: Around the carnival, specifically the menagerie and trailer park!
Warnings: Drugs not actually drugs. Weird animals, though!
sleeping in the line of fire )
pipers_son: (icons-for-the-baes) (I'm gonna make a therapist very)
[personal profile] pipers_son2017-04-07 05:15 pm

but oh my heart is flawed // closed

Who: Joker and a whole bunch of people (Tamaki, Psionic, Childermass, Ginko, Doll, Hinawa)
What: After a good couple of years faking it, Joker finally breaks. He just wishes that multiple people didn't see it.
When: Early on in the Alola stop
Where: A couple places, including in a tree
Warnings: Alcohol. Joker's messed up past including child murder. A slight mental break.


[Snake is leaving.]

[Joker see it coming a mile away. All the bits of packing in their tiny shared space, and... Who couldn't see such obvious signs? But even with that kind of warning.... He doesn't do anything about it. Tries to ignore it, get back to work and do what he can, because the alternative is facing not only that hurt but so much else.]

[But there's no ignoring it when he steps into the trailer and all traces of Snake are gone.]

[Keep smiling and move forward. For years, that's been the only way he's been able to survive. Keep moving, keep making for over the hill, and until then, so that no one worries or sees too much... Keep smiling.]

[The words repeat through his head as he moves through the darkened carnival, a mantra to keep him going.]

[Just.... keep smiling.]
ringleaders: (Default)

⇨ ALOLA

Who: EVERYONE.
When: Day 73 - Day 87
Where: The islands of Alola.
What: The Carnival arrives at its next touring location, a series of tropical islands inhabited by a species of animal called Pokemon and their trainers!
Warnings: Pokemon is pretty PG-rated.

IT'S A POKEMON WORLD

Alola is broken up into four different islands, with a number of unique points of interest. Boats can easily be rented in order to get between the islands, or you can just pay for the fair of a scheduled trip. If you can prove you have the skills for it, you can also call on a "Ride Pokemon" - that is, either a Charizard or a Lapras that will fly or swim you between locations.

► POPULATION: Though the islands appear very small as an abstraction in the actual games, that doesn't hold over into the actual reality of it. When interacting with the different locations, imagine that they are about as big and spread out as they would be in real life. It's about on the same scale as Hawaii is on earth. Ignore any wikis that say the population of each island is like 200 people, because that's just adding up all the scripted NPCs, and there are realistically more than six houses per town.

► AMENITIES: Even if they aren't overtly listed on island maps, it can be assumed that all towns and cities will have basic amenities - that is, places to eat, place to go to the washroom, places to buy souvenirs, and the other things one would expect in a tourist heavy area. You can also buy malasadas pretty much anywhere.

► POKECENTERS: You'll be able to find a Pokecenter in pretty much every town - a Pokecenter is a public building in which Pokemon Trainers can rest and get their Pokemon healed. Think of it like free international Pokemon healthcare. You can also buy Pokeballs here, as well as potions and other healing items for later use.

► AETHER FOUNDATION: A peace keeping organization that shelters Pokemon from harm and abuse. If you kill/maim any Pokemon or otherwise act violently in public, they will come to try to take you down with their Pokemon. They also are the main force working against Team Skull.

THIS IS SO LONG... )
ringleaders: (dragoneyed)

⇨ HELL

Who: Vampire prisoners and rescue squad.
When: Evening Day 67 - Day 68
Where: Vampire Hell
What: The rescuers go to hell. Top levels are in approximate chronological order.
Warnings: Violence, torture, tryhard demons who aren't very creative.

RESCUE MISSION: HELL

The air smolders as you travel through the star-shaped portal the Ringmaster has opened - the gateway to the hell dimension that has taken so many if you. Ahead, you can see the grand entrance to Morningstar's fortress, a single point of civilization in the center of a barren, lava drenched hellscape. Of course, you won't be entering from the front. That would be stupid.

The Ringmaster's plan is simply in explanation but far more difficult in execution. Her instructions are that she will attack the fortress directly, and that the rescue team is to enter inconspicuously and rescue who they can while she engages Morningstar. She has provided you with silver weapons - daggers, swords, and some projectiles - which you may or may not choose to use. Shedding a trail of orange and green embers, the Ringmaster will sprout her dark, feathery wings and take to the air, leaving the rescuers to contemplate their instructions now that they've arrived.

The fortress is large, and as such there are many potential side entrances to find. It will take some doing, but the group will be able to accomplish it. Meanwhile, many of the vampires within will be distracted by the Ringmaster's now very audible arrival, and don't seem to be expecting a secondary attack. The initiative is yours, and the captives are there to be found... but will you succeed?


► GATEKEEPING: For those who don't trust their mettle enough to travel all the way to hell, there is an important job to be done back at the carnival. The Ringmaster's obsidian daggers have opened a portal there, but while the rescuers enter that portal must be protected - both to keep it from collapsing and stranding everyone there, and to prevent anything demonic from escaping onto the carnival grounds and causing havoc. If you need to take it easy but still want to help, this is a good place to be. It's also a good place for nervous hand-wringing about whether any of your friends will make it back alive.

► PLAYPEN: The cavernous pits where the neonate vampires are dumped, in order to engage in a survival of the fittest style battle royale where only the strongest and most cunning will emerge. Those that were turned during the masquerade were dropped down here a couple days ago, and so someone needs to go collect them. Try not to get eaten by the hordes of other starving neonate vampires down there while you're at it. Maybe you could even try to save some of them, if any seem worth redemption.

► CAPTIVES: While the supervisors were initially all caged together in large cell surrounded with a moat of lava, it seems that most of them have now been moved elsewhere. Where they have ended up is a puzzle you'll have to solve quickly - there are plenty of vampire sentries about to try to get in your way, and some of the prisoners may already be significantly worse for wear. If anyone has any powers that help them find people, this would be the time to use them.

► MINIBOSSES: Unfortunately, the enemies here aren't only capable of damaging the body, but the mind, too. In these particular cases, that corruption of the mind has been used pointedly to Morningstar's advantage - two of the carnival's most dangerous members have now been turned against it. If you want to get out of here alive, you'll have to go through them. If you're really lucky, you'll get them out alive, too.

► BOSS FIGHT: Before the rescuers and the rescued can escape, Lord Morningstar will arrive to corner them, with an entourage of elders. Let's hope that she gloats long enough for something to turn the tables.
ringleaders: (dragoneyed)

⇨ THE MASQUERADE

Who: Everyone! Attendance is mandatory.
When: Late Day 65
Where: The Celebration
What: The Masquerade arrives, and so does the carnival's enemies. For more info, check out the Draculas 101.
Warnings: Further party hell. Also, vampire violence, mind control, etc.

THE HOST & THE HORDE

The time of the Masquerade arrives. You've been given free reign of the place up till now, but a few hours before the party commences the Host will inform you that your presence will be required, and will assist you (forcibly, if need be) to sort out any last minute costuming concerns you might have if you've left it until now. When masks and outfits are sorted, you'll be left to your own devices until you are summoned on the evening of Day 65.

The Masquerade will start off normally - relative to everything else in this place, at least. Everyone in the Celebration will be called in for this event, centered in a grand hall with side rooms offered to those that need them for whatever reasons might come up. The food and drink is especially ambrosia-esque this evening, and the music will stir your soul, even if you're not usually a music person. Enjoy it if you can - the peace won't last.

► MASKS: Though the masks seemed only mundane before, once within the Masquerade atmosphere, they will magically begin obscuring people's identities beyond what a normal mask should be able to do. When a person is wearing one, it would be supernaturally difficult to figure out who they are - maybe you forget what their voice should sound like, or maybe the other details escape you. Of course, it's possible to figure out if you look for it, based on general shapes and personality traits, but unless you know someone well it could be a challenge. Of course, you can just take your mask off and remove the enchantment entirely - though the Host will hassle you if they notice you going without. Stop ruining the party!

► TEMPTATION: Though it's felt easy to be whisked away by the draw of pleasure and luxury during the rest of the week, that feeling will seem to come to a head at the actual party. If you are aware of what needs to be resisted then it's possible to fight back and ignore it, but more than ever it feels all too easy to just dance your life away. Nobody seems to be dying from it, at least, or 'burning out' any faster as a result - it's mostly just extremely distracting from other concerns. Like vampires, for instance.

VAMPIRE: THE MASQUERADE
It's during the latter half of the party that things will start to go bad. Though it will go unseen by the carnival, the Masquerade has gained an additional set of guests - the vampire's of the demon lord that has been chasing them for the last several months. The Host doesn't discriminate, and anyone is welcome to attend the Celebration, provided they don't start a fight.

Right. About that.

► THE KINDRED: The vampires don't like to play fair, which means that they are going to be attacking with stealth and trickery - taking advantage of the way that the party has dulled the alertness of many of the carnival's workers. They'll be using that lack of inhibition to lure individuals into places they can be attacked or turned in private - their primary goals are to capture the Supervisors and to turn as many of the Ringmaster's workers as possible before escaping back to their dimension. Some of their targets will be gone before anyone has a chance to notice.

Remembering that they will be avoiding big public confrontations, so if anyone starts one of those it will probably by the carnival members striking back. This is going to wear on the Host's patience extremely quickly.

► COLD IRON: Oh, right, and they are definitely bringing iron weapons - as pure as they could get. They'll have things like iron collars or shackles to try to trap people with, as well as iron daggers and guns with iron bullets. They'll have to be on the down low with, but they are going to exploit that weakeness as much as possible. Those that have only been in the carnival a few months will mostly just feel discomfort at the touch of it - as if they are touching something that is slightly too hot or too cold. Veterans that have been around for years will find its touch to be burningly cold - the type of temperature that would threaten to destroy flesh after prolonged contact. Those that have been here for up to three years will take it the worst. See the Transformations page for more details!

► TURNING THE TABLES: Being turned is a mixture of pleasure and pain, and is often hard for mortals to mentally reconcile as it happens to them. Being drained by these vampires is simultaneously impossibly satisfying and extremely terrifying - once they've started in on your, the way it overwhelms your mind and body can make it nearly impossible to stop them without help. Once you are dead or dying, they will feed you their blood - at which point your body will go through a painful transformation as the demon spirit takes its place inside of you and your dead body is violently resurrected.

As soon as you wake up, freshly changed, the bloodlust will set it - it will be extremely hard to control, and at first all you will think about is wanting to sate that hunger. Combined with your sire having direct control if your mind through your blood connection, new vampires will be mostly incapable of doing anything but following the whims of the rest of the vampire pack and seeking nourishment. This blood lust will begin to fade after they've fed. Killing isn't necessary to feed, but it can be hard to stop yourself, as a neonate vampire.

► CLOSING TIME: Before the party is officially over, the Host will have had enough. Before you can pursue all of the vampires or take back the people they've stolen, the lot of them will have escaped back to their dimension, and the Host will have kicked the entire carnival out for participating in so much violence. If you want to make any final moves before you go, this is the time.
atouts: (015; le diable)
[personal profile] atouts2017-01-31 07:40 pm

always do sober what you said you’d do drunk

Who: Childermass & the Psiioniic
When Evening of D53
Where: Back at ye old waterlogged carnival.
What: Childermass never did get around to asking about that sigil...

that will teach you to keep your mouth shut )

This is not how healthy individuals deal with their problems.

Who: Psi and Open
What: Drinking Alien Booze
Where: The Cookhouse and Around (see prompts)
When: Right after the supervisor meeting.
Warnings: People using alcohol in unhealthy ways. Drunkenness. Adult language highly likely.

a ton of introspection )

I. The Cookhouse
When he finds the bottle he holds it up victoriously. The drink inside appears to be a truly distressing shade of fluorescent lavender. He smiles before twisting off the top and pouring himself a drink. It's an Alternian liquor, or at least that's what the label seems to imply.

"This stuff is the best. Here, try this." And if you're nearby he pours you a drink. Even if you're not that nearby he'll probably end up calling you over. "This is what real liquor tastes like."

II. Around the Carnival

He's just a little bit drunk right now. He isn't stumbling, but his psionics seem to be going off much more frequently then normal.

"Hey, you! You!" he shouts loudly as he see's you walking by. He rapidly waves your character over before excitedly asking them, "Truth or dare?"

III. Supervisor Grove

Now he's really really drunk. He probably should not have drank that entire bottle, but it's too late for regrets now. His head is spinning, which is annoying, and he keeps wobbling a bit as he tries to balance himself. He stumbles, tries to catch himself with his own psionics, misjudges the force and ends up pushing himself flat on his back in the opposite direction. There's the thud of his body hitting the ground before before he just starts laughing hysterically. He makes no attempt to get up whatsoever.

Caw-Caw

Who: Starscream and YOU
What: Shistscram is freed from one kind of bird jail, but is still just as trapped as ever in the other. Er. He's out of his cage, but he's still trapped inside a tiny feathery body.
Where: Here, there and everywhere around the carnival grounds.
When: After the Matrix
Warnings: Nothing worse than a Rude Nasty Bird.


First the Ringmaster turns him into a crow, then he gets shoved into solitary for an extended period of time. Truly, the cruelty of the tyrants that run this place knows no bounds.
At least, that’s how Starscream sees it. Anyone sensible who actually has the full story would unanimously agree that he deserved it for being a wad, but, Starscream isn’t a Cybertronian known for taking responsibility for his actions.

Regardless, he’s back now. Free, in a sense… or as free as he can get when he’s bound to the carnival grounds. As soon as he’d been turned loose from the Ringmaster’s tent he’d taken wing and flown as high as he could get, circling several times around the carnival grounds before settling atop the peak of the Big Top. He’s been out of action for a while… the first thing he should probably do is get the lay of the land.


A. Somebody’s watching you…

Relative newcomers to the carnival scene may find themselves suffering under the uncanny sense that they’re being watched. That feeling can be traced back to a singular source: A large, black and grey crow that has been skulking around the fairgrounds, watching workers and guests alike with its beady little eyes. It doesn’t seem to be particularly malevolent, nor does it seem to want anything. It’s just watching you, far more closely than any regular crow should be. In fact there’s something unsettlingly intelligent about its gaze, even by corvid standards. Like it knows and understands far more than it should, or that maybe it’s capable of speaking to you, and just hasn’t spoken up yet.

Wherever you are, if Starscream doesn’t recognize you, he’s going to be watching you. Trying to size you up, and figure out if you’re the type of person who might be useful to know…


Bad Blood (closed to Veterans)

Likewise, veterans of the carnival who have been around since before the vampires attacked may also get that same feeling of being watched, but Starscream is being far more furtive about it with you. In some cases, depending on past interactions, he may even be avoiding you, cawing and flying away at first eye contact.

Basically this is a sort of vague prompt for establishing old CR and playing out reactions to seeing a known traitor and troublemaker out and about on the grounds once more. Starscream used to work as a scout before he hecked up and got a one-way ticket to crow town, so veterans from that area will likely know him as a former 30 ft. tall robot with a nasty attitude. He’s kind of a negative CR machine. Message me at [plurk.com profile] awkwardpossum if you want to set up anything concrete for this.
mossbuds: (dick zipper)
[personal profile] mossbuds2017-01-10 06:09 pm

ITP: LARS DEALS WITH STRESS POORLY (A SHOCKER)

Who: Lars and YOUUUUUU
When: S1:D41 morning, afternoon and late night
Where: 1) home trailer, 2) ferriswheel, 3) misc right
What: Lars gets his first changes! And also, loses his mind a little! He's shaken up by changes, and also the events from the Matrix finale.
Warnings: As always, Lars's potty mouth. But also, booze?????

BTW i will mimic format- so if you wanna do prose or action either's cool

DO IT LIKE A MAN DOES!!! )

[ooc: for reference, he looks like this!]
ringleaders: (dragoneyed)

⇨ INTERLUDE: A Continuation

Who: The Ringmaster, all Supervisors, and any rule-breaker onlookers.
When: Twilight on D40
Where: The woods surrounding the grounds.
What: The Ringmaster found something threatening and has decided to share it with her supervisors.
Warnings: Wannabe satanism.

CATCH A FALLING STAR

The Ringmaster waits for all of the Supervisors to arrive before continuing onward. She doesn't say much about what they are doing as they wait for everyone to arrive, simply explaining that she has found something concerning that she needs to show them. Once everyone is together, she will lead the pack into the woods - with or without any snoops who may be trying to follow after, against her wishes.

The forest is far more accommodating to her than it is to anyone else who tries to navigate it. Instead of getting wound in circles by its path, and running into dead ends, it's as if the trees have moved themselves to intentionally create an easy path for her to follow. It's stretching into the twilight hours as they travel, and various phosphorescent flowers and pods have begun glowing among the leaves with the shift to night, faintly illuminating the way. The sun is low in the sky when they arrive at the spot, still present but swiftly fading as its light cuts through the trees in beams.

They reach an area that is not so much a clearing as it is a small space, tucked away between trunks and branches. In the center of that space lies a large, black mark, cut into the earth like a ritual sigil. The dirt and rock is blackened along its lines, and all plant-life within a few feet of its presence has died out completely. As the dark approaches, the black of the lines will seem to paradoxically glow, as if the void within it somehow creates a light of its own.

The Ringmaster kicks a few last leaves off of the mark - it seems that she's been clearing away mess from this spot already today, and indicates the digit with a snarl of disgust.

"I told you I was cursed!" she insists, putting her hands on her hips.
ringleaders: (Default)

⇨ THE MATRIX: Plot Finale

Who: EVERYONE! Especially Tamaki, Carly, and Childermass.
When: S1:D40 - the first day of the second performance week.
Where: The carnival, while the gateway to the Matrix is open.
What: Agents find the carnival. They don't like it. Neither does the Ringmaster.
Warnings: Body horror for some people, gun violence for others. Also, a pissed off Ringmaster.

MATRIX: RESOLUTIONS

The days following the kidnappings and attacks are tense. The performances go smoothly enough, but are delayed by those that have been bedridden or captured - only for the vanished workers to return a few days after the initial attacks. Bad things have been done to them, clearly, but the specifics are unclear, as is why they seem to have been released without a fight. Maybe the machines just had no further use for them, as unlikely as it seems.

Regular humans from the Matrix come and go. They experience the carnival, balk at the possible unreality of their lives, and then go home. What it accomplishes is ambiguous and perhaps unsatisfactory to some. All the while, the threat of something more ominous lurks.

The sensible thing to do in this situation would be to pack up and leave, but even if it is broached to the Ringmaster, she will be resistant. She spends much of the Off Week mulling over the idea, only casually recommending that people might want to stay out of the Matrix for the time being, but not enforcing it. When the next week rolls around, she makes the somewhat unpopular decision to declare that the carnival is opening its gates to the Matrix again. Workers are directed to prepare for another week of performances.

This turns out to be an irresponsible choice.

► AGENTS ATTACK: Mere hours after the carnival gates open, theoretical threats assertively make themselves a reality. It may not be entirely clear what happened to all observers, but the generalities appear something like this: the gates open and performances start, humans enslaved within the Matrix start to come in, just as before, and then... chaos breaks out. Suddenly Agents are there, something the Ringmaster had assured wouldn't happen. The numbers of Agents present seem to multiple within a short time period, but with some luck you may spot the original source - it's the three captures carnival workers, Tamaki, Carly, and Childermass.

► THE BUGGED: For Tamaki, Carly, and Childermass, this is sure to be an unpleasant experience. How much they experience or remember of this will vary, but what will essentially happen to them is that three Agents are going to use their implanted bodies in an attempt to import themselves into the carnival's reality - that is to say, they are going to try to upload themselves into their bodies through the implanted bugs, and overwrite them as they do with the Matrix natives. (For an example of how this usually, watch the helicopter be overwritten by an Agent about ten seconds into this clip.) This won't really work like how they intended, given that the carnival's reality is a mixture of code, magic, and matter at the moment.

How exactly this pans out with your character is up to you - you can have them completely turn into an middle aged white man with a gun (or a different middle aged white man if they already are one) but have the Agent's control falter after a short while, or they can only partially change and partially take over. Or, they can just try to possess your characters body for a while, with no physical changes. Motivation wise, the Agents are pretty simple. They discovered the anomaly of the carnival and wanted to know what the fuck was going on, but what happens after arriving isn't really what they were expecting. They will be attacking primarily out of reflex and out of a lack of better ideas. They are machines, programmed for a purpose, and will do their best to accomplish that - right now, that is eliminating a threat. The bugged characters can be saved by being taken down/knocked out/restrained enough that the Agents will make the jump into another nearby Matrix native.

From there, they will multiply, for a short time.

► KICKBANNED: After the Agents enter through the three bugged characters, more Agents will appear by overwritting some of the nearby Matrix natives. Overall we are talking about 6 Agents spread out around the carnival at any given moment, but if you kill or injure their host they will be able to jump to a new human and take them over. The attack will be short, but unpleasant. After about 15 minutes the Ringmaster will realize what is happening, and put a swift end to it. If any of the possessed characters haven't been knocked out/saved by then she will literally and figuratively rip the Agents out of them, returning them to normal.

After that she will tear apart the coding/consciousnesses of the remaining Agents and kick all of the remaining visitors out, slamming the gates behind them. She will be very pissed, and it will be scary to watch. Then, she will declare that they are packing their figurative bags and moving the fuck on, thank you very much.


OOC GUIDELINES: The carnage here should not get excessive, though people are welcome to get hurt if they want to. The fight will be short, and ultimately the Agents will be too confused to be super effective - however, it's more than enough to provoke the Ringmaster into being done with this shit. Any Agents killed will revert to the dead body of whatever human they were possessing. These bodies will also disappear when the Ringmaster kicks everyone out. If they jump from a live host, the host will be left with whatever injuries they sustained. The bugged characters will have to get their implants removed by the Doctor.

Overall, this isn't meant to be a total bloodbath, and the carnival workers will have a good shot at handling the Agents on their own turf. It's mostly the fact that they keep coming back that is the problem. Character's abilities function as normal inside the carnival, and they may possess a small portion of their One powers for the duration of the fight, too.

OOC questions can be directed to the original plot post. If you are one of the three possessed people and really don't want to do this plot, we can figure a way to minimalize it for you, but I'm hoping this is something the plot volunteers find exciting.

[OTA] Your Gamer Has Evolved!

Who: Chiaki & YOU
What: A change of pace
Where: Carnival grounds
When: D34
Warnings: N/A

Closed to Yuugi )

B: OTA

Chiaki's moving slower than usual around the Carnival Grounds today. Turns out that rabbit legs aren't the easiest for walking, so on her way to breakfast she can be found slowly placing one huge furry foot in front of the other, waving her arms madly to keep her balance.

Find her at any other time in the day and she's moving... differently. Running - about three steps, and then falling flat on her face. Leaping - and stumbling when she reaches the end. Hopping - and this seems to go quite a bit better, even if it looks a bit sillier. By the end of the day, Chiaki's bouncy walk has fully adapted into a more natural two-legged hop.

Closed to Mitsuki & Tamaki )

[OPEN] Ways to Cast Blame

WHO: Anyone and Psi
WHAT: Moping.
WHERE: Here and There
WHEN: After Agent-nappings
WARNINGS: None!

No matter where you see Psi that day he's far from his usual cheerful self. Whether you need help from him throughout the work day or see him after hours, he appears down and silent. The troll is normally quite talkative, usually involving himself in everyone's business, so it's strange to see him so quiet, even if you don't know him that well.

He goes about his day, handing out assignments to various people and helping with the things that unexpectedly happen now and then. The animal work goes to Ginko and Bonnie, Papyrus is cleaning the mess created by guests the previous night. He checks in on Lars, Yuugi, and Chiaki at various points throughout the day once the carnival opens, helping when he can. His mood rotates between gloomy and frustrated at various points, no doubt a strange sight to some of his newer coworkers especially. Overall he tries to stick to the sidelines, working silently whenever he's able.
Entry tags:

TOO LATE TO 'POLOGIZE

Who: Gink and Psii
Where: Ginko's Trailer
When: A bit ago.
What: Psi feels the need to apologize.
Warnings: None


Read more... )

Non Nightrunners Need Not Apply [OPEN]

Who: Mari Makinami Illustrious and YOU
What: Come hang out with Mari at the mall! She doesn't actually want you here.
When: Early on in The Matrix
Where: Local mall, or it's up to you.
Warnings: None

Some of us are TRYING to be UNDER COVER here!! )