Trustfell Mods (
trustfelling) wrote in
trustfelled2016-07-03 12:00 am
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Welcome.
You don't remember how you got here. It may be one of the first things to occur to you when you wake up, that you don't know when you got here, what you were doing involved nothing like this; granted, it's also possible that it doesn't matter – that whatever circumstances you last remember have nothing on the fact that this bed is really comfortable and the room around you is gently-lit. It's warm, but it's nowhere near where you're supposed to be. Whatever you think of it, the fact is that you can't stay there forever; there's a silver key resting on that trunk near your bed, and you might want to take it on the way out. It's no big deal if you don't, exactly – it won't lock automatically after you close the door, that has to be done manually – but it'll probably become clear that privacy is a commodity in a place like this. After all, you aren't alone; the hallway is likely quick to become populated with other people that are just as confused as you are. Go ahead and talk to them if you'd like; none of you will know exactly how you got to the building with the wooden walls and the odd windows that no one can see through, but that doesn't mean you can't get to know each other on the way to...wherever it is that you're going. Wander long enough and you may hear the chiming of a clock nearby. It's hard to tell whether it's telling you it's very early or very late at night, but checking out the room it's in eventually might be a good idea regardless; it's large and open, designed to accommodate social gatherings from the look of it, with the clock in question mounted against the western wall. It isn't the only thing here, though – there's a large frame set into the wall nearby, and it contains some information that might be relevant to your interests... Or perhaps your attention is drawn instead to the other framed information nearby; don't worry if you miss it in here, though. It's posted in every other room in the building. There's also the matter of the large double-doors at the end of the room; they aren't going to open, regardless of what you do. Looks like you're trapped here for the time being. Might as well see who's here with you, right? |
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[ ... She's starting to rethink this. ]
Yeah, sure. It might work. It might also end in us blowing ourselves up.
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[KATNISS YOU CAN'T BACK OUT NOW.]
Alright, if that's not to your taste, what if - we could always...yes, we'll light a flame in front of it. The spray combined with the aerosol. Extremely flammable. We have a very basic flamethrower right there. The flames will reach maybe - 3 feet? That's enough, concentrated long enough in one area, to expose some sort of weakness in the structure of the building.
What's more. [Walt digs through the boxes, pulling out another can.] He's provided us with multiple cans. So, say he tries to stop us. The two of us. We're just two people, but there's enough here that we can surprise him, if we are to band together. There is no possible way that he can stop thirty people with flamethrowers.
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[ not when she has a little sister with a death sentence hanging over her head
also what the fuck, walter, are you okay ]
So. We just convince everyone to do this, and when he shows up--what?
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We'll have flamethrowers when he does.
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[ She... might be on board?? ]
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How do we even decide who's trustworthy or not?
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Look, the profiles already give off a lot of information, and I'm sure at least one person here is going to prove themselves to be volatile in personality. If we decide on things like this as soon as possible, we already know who to look out for if somebody tries to play along with the game.
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I'll leave that to you, then.
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Good.
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So are we. Done here? For now?
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[ byyye ]