but not distracted enough to not notice when belph gets too close. the good (or bad, in their case?) thing about being really used to close quarters fights is that you tend to notice when someone is too close to you who shouldn't be.
it takes some effort, but she at least gets the sword away from the pole enough to try to turn around and stab belph, trying to hit anything that she can reach. it's not like she can really aim, with ookurikara hitting her and how awkward her movement is with ash right there making it difficult to do much. but she still does her best to make any connection as belph cuts her through.
he can see her eyes widen in surprise as he does it. it doesn't hurt, like the other injuries didn't, but it's enough. if anything, her moving just makes the knife dig in more deeply. her grip on the sword loosens as she falls to the ground.
Only one body... That's disappointing. None of you want to win, do you? Oh, well.
The End.
[And with that, Ash, Belph and Ookurikara will find their legs giving out before they black out. When they regain consciousness, they will notice that they are on the floor, staring up at an unfamiliar ceiling. As they regain their bearings, the boys will realize that they are in an entirely new locations — the true appearance of the cabin they broke into. It's a little higher tech than the rest of the camp. While there are board games aplenty, as well as low tables with beanbag chairs for all sort of tabletop experiences, there are also video games and movies. There is a single TV screen hanging from the wall directly adjacent to the door. Hooked up to it, they will find popular gaming consoles such as: The N*ntendo 64, the Pl*ystation 2, and an Xb*x. This is in addition to a 2-in-1 player for VHS tapes and DVDs. There's a shelf next to the consoles and VCR, stocked with a small collection of horror movies and video games. There are no zombie movies in the horror collection, though.
Welcome to the Entertainment Room.
Stephanie will be with them as well, her body sprawled on one of the beanbag chairs and a little slower to wake up than the rest of the group. Everyone will still have their injuries, though they seem to be partially healed, the blood coagulated so they are no longer actively bleeding. The only exception is the slash on Stephanie's throat. It is no longer an open wound, but an old, gnarly scar. It will still hurt like a binch, though, befitting of how recently made it actually is.
Once the group is awake, they will notice four items waiting for them on top of one of the low tables. The members of this group will instinctively know what they do as they lay their eyes on them. Their loot for this lovely(?) murder mystery adventure is:
1. A magnifying glass that can be used once to physically upsize/enlarge a item for up to an hour. Once the hour is up, the item will return to its normal size. 2. A detective hat that reveals if a piece of evidence is real or not, and if it has been tampered with at any point in time. This hat can only be used once. 3. An empty DVD case they can leave in one location during curfew; it will create a DVD that contains one minute of footage of that locations. However, it can only be used once and the video quality will be subpar. 4. A cat wristwatch that can be used to stop time for everyone but the user for up to 15 seconds. It will become a regular watch after use.
They are free to divide the items among themselves as they see fit. Additionally, they are still wearing the costumes... and all the items they stole from the office have transformed into tiny, plastic toy versions. The effects have disappeared. Ookurikara's sword has returned to him. Finally, the clothes they were originally wearing will be waiting for them in their bunk beds, neatly folded.
The door will open easily once they try it. However, the cabin will lock itself once they leave, and they cannot enter it or break in again.]
no subject
but not distracted enough to not notice when belph gets too close. the good (or bad, in their case?) thing about being really used to close quarters fights is that you tend to notice when someone is too close to you who shouldn't be.
it takes some effort, but she at least gets the sword away from the pole enough to try to turn around and stab belph, trying to hit anything that she can reach. it's not like she can really aim, with ookurikara hitting her and how awkward her movement is with ash right there making it difficult to do much. but she still does her best to make any connection as belph cuts her through.
he can see her eyes widen in surprise as he does it. it doesn't hurt, like the other injuries didn't, but it's enough. if anything, her moving just makes the knife dig in more deeply. her grip on the sword loosens as she falls to the ground.
stephanie brown is dead. ]
no subject
Only one body... That's disappointing. None of you want to win, do you? Oh, well.
The End.
[And with that, Ash, Belph and Ookurikara will find their legs giving out before they black out. When they regain consciousness, they will notice that they are on the floor, staring up at an unfamiliar ceiling. As they regain their bearings, the boys will realize that they are in an entirely new locations — the true appearance of the cabin they broke into. It's a little higher tech than the rest of the camp. While there are board games aplenty, as well as low tables with beanbag chairs for all sort of tabletop experiences, there are also video games and movies. There is a single TV screen hanging from the wall directly adjacent to the door. Hooked up to it, they will find popular gaming consoles such as: The N*ntendo 64, the Pl*ystation 2, and an Xb*x. This is in addition to a 2-in-1 player for VHS tapes and DVDs. There's a shelf next to the consoles and VCR, stocked with a small collection of horror movies and video games. There are no zombie movies in the horror collection, though.
Welcome to the Entertainment Room.
Stephanie will be with them as well, her body sprawled on one of the beanbag chairs and a little slower to wake up than the rest of the group. Everyone will still have their injuries, though they seem to be partially healed, the blood coagulated so they are no longer actively bleeding. The only exception is the slash on Stephanie's throat. It is no longer an open wound, but an old, gnarly scar. It will still hurt like a binch, though, befitting of how recently made it actually is.
Once the group is awake, they will notice four items waiting for them on top of one of the low tables. The members of this group will instinctively know what they do as they lay their eyes on them. Their loot for this lovely(?) murder mystery adventure is:
2. A detective hat that reveals if a piece of evidence is real or not, and if it has been tampered with at any point in time. This hat can only be used once.
3. An empty DVD case they can leave in one location during curfew; it will create a DVD that contains one minute of footage of that locations. However, it can only be used once and the video quality will be subpar.
4. A cat wristwatch that can be used to stop time for everyone but the user for up to 15 seconds. It will become a regular watch after use.
They are free to divide the items among themselves as they see fit. Additionally, they are still wearing the costumes... and all the items they stole from the office have transformed into tiny, plastic toy versions. The effects have disappeared. Ookurikara's sword has returned to him. Finally, the clothes they were originally wearing will be waiting for them in their bunk beds, neatly folded.
The door will open easily once they try it. However, the cabin will lock itself once they leave, and they cannot enter it or break in again.]