Entry tags:
- *downtime,
- *event,
- danganronpa: toko fukawa,
- fe3h: claude von riegan,
- fe3h: sylvain jose gautier,
- ffxiv: ardbert,
- gbf: beatrix,
- genshin impact: diluc ragnvindr,
- genshin impact: kaeya alberich,
- jjk: satoru gojo,
- jjk: suguru geto,
- solo leveling: sung jinwoo,
- star wars: anakin skywalker,
- star wars: cal kestis,
- star wars: obi-wan kenobi,
- sweet home: eunyoo lee
Downtime Log - Intro
Log 01 Downtime Intro
Maybe you were walking to class, or riding into battle, or at your father's funeral, or gazing into the abyss as you brush your teeth and think about your waning youth. Maybe you're from 1000 years ago, or the far-flung future. But it doesn't matter how different you are, because all passengers will wake up sprawled on the same floor of the same car...
The Perfectly Average Everyday Normal Train Car
As characters stir from their slumber, they'll notice their new(?) phones vibrating in their pockets. An unread message is waiting for them...
FROM: clownductor one
Welcome to the Existential Express, car #83045029342000001.
[CHARACTER NAME] is currently engaged in Tutorial Mode.
Objectives:
> Read the Existential Express (E2) brochure.
> Access the user directory and send a message.
> Ask one of the other passengers to be your friend.
> Find the exit door.
By completing car objectives, passengers may proceed through the exit and onto the next car.
Thank you for riding with the Existential Express. Please enjoy your journey into the great unknown.
>>>>SUBJECT: New Passengers
How is that? I attempted to make it sound welcoming.
The message, strangely, cuts off there. The brochure goes over all the basic 'what is a train' questions people may have, but nothing else.
However, characters may find that the exit door is locked until they complete the objectives, so it's icebreaker time! On the bright side, it seems this is a dining car, so there's a few nice plates of treats and a bar that magically serves beverages when people make orders. The exit door will be locked until the objectives are complete! (Please see OOC notes below for more details.)
In any case, when they unlock the door and move on through the exit, there is a walkway to the next car. Please watch your step, and check out the FAQ for more details on trying to leave the train!
Immediately proceeding the intro car is...
The Land of Corginia Car
As characters enter the car, their phones will notify them of a new objective…

Because this historical city is occupied with... dogs! Mostly corgis. They are smart, verbal, and very good boys and girls. The dogs are happy to play with anyone, and will also help passengers get to anywhere they want to go. The car itself is basically Rome, with low doorways and ceilings.
And because corgis do have short legs and zero thumbs, they will sometimes need and ask for assistance. For example, you and a partner may need to help the corgis cross a river, give them belly rubs, or reach a ball on a high shelf. They are easily distracted, squirmy little babies and will make life very difficult, but they're just so darn cute!
The Museum Car
(tw: body horror)
As the characters enter the car, their phones will notify them of a new objective…

As passengers enter this car, they'll find themselves feeling notably lighter. This might be because they're suddenly missing a leg, or perhaps an arm, or their eyes, or tongue. Whatever it may be, a part of them has been taken away. There's no pain, or danger to their lives from the missing part, it simply isn't there.
It's been whisked away and hidden somewhere in the musty old museum that they've found themselves in. Luckily, it's currently closed, so there's nothing stopping them from raiding everything in sight! The displays span all manner of topics, from history to biology to space. Passengers might even find displays on familiar historical events or persons from their home worlds as they search—the collection is seemingly endless! Just watch out, because sometimes objects (and body parts) will come to life and lunge through the glass at anyone who walks a little too close.
NOTE: Characters can snipe items from the display cases in the museum! However, they'll discover the items are actually toy replicas made of flimsy plastic. They're completely non-functional and will break if handled too roughly.
The Birth of the Wind Car
As the characters enter the car, their phones will notify them of a new objective…

The world that lies ahead of the passengers is vast and lush; a spectacle of nature that spans snow-capped mountains, dense forests, deserts, and lakes. Aside from unusually large and extremely territorial fauna (1, 2, 3), the car appears devoid of any signs of civilization, and passengers might think themselves completely alone…
… Until they hear the tinkling of a bell, and a cheery, "yahaha!" in the distance. Upon closer inspection, the car is in fact populated by small, wooden creatures known as korogus (here). They hide at the tops of trees and mountains, on lone islands in large lakes, and under rocks. Once a passenger stumbles across their hiding place—whether knowingly or otherwise—they'll appear in a puff of magic holding a golden korogu seed. Simply finding them isn't enough for them to hand over the precious item however, and they'll require passengers to offer up one truth in exchange for a seed. And don't bother lying, they'll give you a solid bonk on the head and disappear if you do!
Numbers
Numbers! Everyone starts with one that glows on their bodies — as a fun thread mechanic, we suggest they're somewhere visible, but it's up to you!

Because while this is not IC knowledge yet, numbers are determined by how troubled your character is. This may be based on their past actions and crimes, but also alienating habits, regrets, personality flaws, trauma, etc — a higher number does not necessarily mean they're a bad person, but it may signify a difficult time in their life, or substantial personal issues.
Numbers change as characters work through their issues... which we'll cover next time! However, for this log, please note that numbers will remain static. They may flicker or warp occasionally, but don't worry about them going up or down for the intro! As a bonus, numbers can glow in any color you would like.
OOC Notes
Car Order: While the cars are linear and in the order shown, characters can freely move between these four cars for the next three weeks — players may assume 1:1 IC:OOC time ratio.
Locks: Passengers may follow other characters out of cars after they've been unlocked — so in general, players can assume optional cars on downtime months are unlocked if they don't want to play in them. Likewise, if your character ICly would not participate in a car but you still want to play with those prompts, you can assume they're locked in and must complete objectives. Feel free to pick and choose what you'd like to play from any downtime log!
Update: We will also have a small update in the coming weeks — the setting won't change, but there will be a few more (optional!) aspects to play with later.
Feel free to direct questions to our Discord help channel. Welcome to Locomo, and have fun!
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no subject
Obviously not what they're looking for. Bright red eyes should stand out, though the color, while uncommon, is not impossible in Fódlan. Perhaps there's something more to them.
He does not press the point either way. There isn't the time, because his gaze snaps from the case to the sound, brows immediately furrowed. ]
Wait—
[ No more warning than that. Because they're about two seconds from being brained by a plastic roast pheasant and Gautier cheese gratin spread, so he yanks Kurapika by the hand, sending them both tumbling to the ground as the plastic food shoots over their head and crashes into a nearby display, sending a spray of broken glass everywhere.
The shards mostly bounce off him as he instinctively pulls in front of Kurapika, jaw set tight... though his expression goes from serious to a little bewildered when he sees what attacked them. Now there's an inflatable Santa squeaking as it presses itself against the glass, like it wants to escape, ineffectually. And a 12' tall H*me D*pot skeleton that is definitely swiveling its skull over to look at them as he helps Kurapika up. ]
...Stay close. There's more in this room than just eyes.
[ NOT THAT. HE CAN EXPLAIN ANY OF THIS. ]
We may need to run.
no subject
Run where? [ While he's complacent in the matters of like, physically dodging the threat, his voice is firm and defiant when he finally speaks again, back on his feet. ] I won't leave this exhibit without them.
[ Rather than accusing Dimitri of wanting to run away, it's more that Kurapika wants to be clear that there's only one direction he'll run in this place: and that's forward.
The real contender for trouble is the skeleton in question, as the inflatable Mr. Claus continues to press up sadly against the glass without results given it's airy body. The skeleton, though? It really just knocks the glass containing it over with ease, rather than busting through it messily - its movements are sluggish, but gaining momentum as it begins to stride towards them with a ka-thunk, ka-thunk. It's in slow-mo, now, but it is most certainly gearing up for the wackiest chase scene this train car has seen yet.
Disoriented by all the noise, Kurapika urges Dimitri forward (the direction he thinks is forward, which is like, just the opposite direction the skeleton is coming from) with his hand that's linked in his, flicking his free wrist such that a link of chain extracts from it, dragging on the floor. ]
Take us further in. [ He more demands than suggests, backing away a pace or two from the direction of the tempo increasing steps. ] I'll slow— whatever that is down. Focus on looking for what's ours, and I'll protect us.
[ source: just trust me dude ]
no subject
He also only has the one free hand right now, and one free lung, so the prospect of a fight alongside his blind compatriot is bleak. Especially when he talks like this. ]
What? You're blinded—
[ The skeleton walks on through the hall, another glass case toppling in its path and interrupting him. Dimitri's voice is clipped, urgent, if a little frustrated at the idea of letting Kurapika fight in his stead. He'd rather draw his blade and try to cut this pile of bones down, but...
As long as he's just trying to distract it, Dimitri also needs to focus his gaze on finding things. He can recognize this is the reasonable division of labor, even if he doesn't like it. Does Kurapika intend to distract it with the noise from the chain...?
After a half-second of tense uncertainty—all the time they can afford—Dimitri hurries along, going deeper into the exhibit, past several cases of glass eyes. ]
Don't get reckless. [ says pot to the kettle ]
no subject
[ Truth be told, Kurapika doesn't have a plan very far thought out outside of... trying to knock things over. Are things in this place knock-over-able? He doesn't know. But he's sure he can come up with something, and he frankly doesn't care if other items in the museum get damaged as a result. From what he can tell, it's a grotesque place that steals things from people, then attacks them. Why should he care if there's a little vandalism? It would be preferable if things were more graceful or neat, but... beggars can't be choosers.
Instead, he does his best to keep up with Dimitri, throwing his arm behind them as they advance - the chain extends as if by magic, obviously longer than what could have been easily concealed under his sleeve. More than that, it unfolds behind them and continues going in the opposite direction, towards the skeleton, as if powered by some unseen force. The metal travels along the carpeted floor behind them as they run, not quite unlike a snake, and the weighted metal ball at the end of the chain eventually knocks against the base of some high standing heavy lamp. Winding up the lamp's neck, the chain suddenly goes taut, and he pulls his arm again, throwing the whole appliance to the ground with a crash - it's more than plenty for the skeleton to stumble over. ]
There— [ Does he have a clear idea of what just happened? Not really. All he knows is that those loud footsteps have receded, if only for the time being. ] That should buy us some time.
[ Enough time to give a cursory glance to the room the wall of glass eyes leads into, which seems to compare replicas of body parts to the real things. Fake eyes, next to real ones. Fake skulls, next to real ones. Fake lungs, next to real ones. There's a pair of scarlet eyes preserved in a jar, near the center of the room - positioned next to laughably gaudy and phony glass ones. ]