Entry tags:
EVENT ∞ PLOT POST — July 2025
Event ∞ Plot Post
In the Flesh
Summary
What's going on?
Across the diffusion zones, old mannequins appear sporadically. From a distance, they resemble hitchhikers. Characters that make contact with one or more mannequins in a diffusion zone will unwittingly bring these "hitchhikers" back to the city—where they take on a life of their own.
When is this happening?
July 6 - 20. To keep things simple, new arrivals on this month's TDM will not be affected. However, current characters can be dealing with their personal mannequins when tagging into new characters.
What should I know?
- While this will be your character's first cosmic storm, for others who've been on the Diadem longer, it'll be nothing new. A cosmic occurrence is defined as a storm when its influence penetrates the usually stable strongholds.
- Most cosmic storms can't be stopped or resolved, but storm chasers and other researchers often search for solutions regardless. Characters have the option to help out with theories.
- Mannequin appearances are sparse, and the impact is subtle. Some will say they've experienced a similar incident while others will claim they haven't noticed anything wrong.
- We'll have an Event Interaction comment on the Event Log. Reply there with a request for more details if you aren't sure about the outcome when engaging directly with a part of the setting (for example, if you need an answer to a question your character asks a victim or witness).
What does my character know?
- Storm chasers nickname the mannequins "hitchhikers."
- Characters might hear about the mannequins via rumors, but details will not be consistent. Use misinformation to set up your character's involvement in the event.
- Though the strongholds are largely protected from cosmic influences, they can't avoid being hit by storms.
- Even the storm chasers can't always describe the nature of every storm. Some experiences are impossible to put into words.
- There will be no warning before this storm hits.
∞ Links ∞
Event Details
In this event, characters or others may make first contact with a mannequin (hitchhiker). You do not have to have your character make first contact. They can also participate by dealing with the impact these mannequins will have on the population. The storm can affect all fluxdrifts and fluxborn, not just player characters.
Characters are only required to incorporate the effects detailed below if they pick up a hitchhiker. Characters can also meet a mannequin without gaining a hitchhiker if the mannequin has chosen a different victim. While a mannequin will always latch onto someone at first contact, if more than one individual is present, it will pick someone at random. In other words, there are plenty of reasons why your character might avoid a hitchhiker of their own!
The mannequins won't be found everywhere. They're less of an open invasion and more of a subtle infestation. A portion of the population will go about their lives unaffected or feeling the effects only peripherally. Some might even believe that the mannequins aren't as serious as people say, dismissing stories as tall tales or lies. Others don't want anything to do with it lest they invite trouble to their doorstep.
First contact is defined as a character acknowledging the mannequin's existence in any way. Examples include looking at them, slowing down to see if they're really there, bumping into one accidentally in the dark, running one over, and so forth.
Characters are only required to incorporate the effects detailed below if they pick up a hitchhiker. Characters can also meet a mannequin without gaining a hitchhiker if the mannequin has chosen a different victim. While a mannequin will always latch onto someone at first contact, if more than one individual is present, it will pick someone at random. In other words, there are plenty of reasons why your character might avoid a hitchhiker of their own!
The mannequins won't be found everywhere. They're less of an open invasion and more of a subtle infestation. A portion of the population will go about their lives unaffected or feeling the effects only peripherally. Some might even believe that the mannequins aren't as serious as people say, dismissing stories as tall tales or lies. Others don't want anything to do with it lest they invite trouble to their doorstep.
First contact is defined as a character acknowledging the mannequin's existence in any way. Examples include looking at them, slowing down to see if they're really there, bumping into one accidentally in the dark, running one over, and so forth.
First contact applies to mannequins in the diffusion zones only. Once a mannequin "attaches" to an individual and follows the victim to a stronghold, others who come into contact with it will not be affected.
Mannequins (Hitchhikers)
The description below refers to the mannequins during a character's first contact. Their appearance and behavior will evolve over time. See Mechanics for those details.
- Their appearance is dull, muddy, and old. While typically flesh-colored, they can also be black, white, or any common mannequin color. They might be missing limbs, have cracks, or other damage. They are plastic.
- They won't move or speak (yet). They might disappear and reappear in a different location when no one's looking.
- They can be physically damaged and will display that damage like any inanimate object except for one key factor: if they fall over, they will stand upright again when no one's looking.
- Each individual must meet their own mannequin. This means if two or more characters are exploring a zone, there must be two or more separate encounters if you want both to have a hitchhiker. Alternatively, if they all run into just one, the mannequin will latch onto one person in the group randomly. Players are free to decide who the unfortunate person will be.
- Each individual can have only one hitchhiker. It will not be possible for multiple mannequins to latch onto a single person.
- Anyone can see them. They're neither invisible nor an illusion. Their form is solid and real.
Encounter Scenarios
We've summarized a few prompts for you. Full details will be available on the log. As always, you're not restricted to what we've given below. Feel free to make up your own diffusion zones, but be sure to check with us if you need clarification.
These zones will be further away from the city (travel time can be as far as 10 hours for one zone while the nearest is 3 hours away, which will be specified on the Event Log) so we encourage you to find reasons to get going on a road trip! If you need help in this aspect, you can ask us, as well.
These zones will be further away from the city (travel time can be as far as 10 hours for one zone while the nearest is 3 hours away, which will be specified on the Event Log) so we encourage you to find reasons to get going on a road trip! If you need help in this aspect, you can ask us, as well.
- An abandoned mall filled with unusual shadow corpses and plenty of stores to "shop" in, including clothing stores featuring mannequins in the windows. The shadow figures will cause a psychological effect when touched. Reports of a missing girl might bring characters here.
- A small foggy town where a mannequin might abruptly appear in the middle of the road or in the field. They may resemble a person in danger from an unknown and unstoppable entity.
- An abandoned temple belonging to an unusual alien denomination. At first glance, it looks to be a fairly safe place to rest after a long drive, though characters will soon discover that it is a test of faith. Within the passageways, you might encounter a mannequin.
Related Incidents
Once the mannequins surface in the strongholds, more problems will arise including a doctor paying to perform amputations, a wanton act of arson that inadvertently cures some victims (though not without detriment), and more. We'll detail these items in both the Event Log and the Storm Report.
These scenarios serve two purposes: 1. for characters who are unaffected by the mannequins directly to engage with the event through other avenues; and 2. as a backdrop or a reason for how characters might come to know of the solutions outlined under Preventing or Reversing Effects. It is also acceptable if characters come to the conclusion on their own (through trial and error, by accident, or via theorizing), but if you need a catalyst for your character to move forward, you can consider engaging with the incidents detailed on the IC Log.
These scenarios serve two purposes: 1. for characters who are unaffected by the mannequins directly to engage with the event through other avenues; and 2. as a backdrop or a reason for how characters might come to know of the solutions outlined under Preventing or Reversing Effects. It is also acceptable if characters come to the conclusion on their own (through trial and error, by accident, or via theorizing), but if you need a catalyst for your character to move forward, you can consider engaging with the incidents detailed on the IC Log.
Event Mechanics
After First Contact
Once a character makes first contact, the mannequin's behavior will change. Effects will begin slowly before evolving. You can choose how far each described element progresses and in what order. Hitchhiking is the only element you must incorporate if participating. The rest are optional. You can also decide whether the mannequin manages to entirely copy the character or not. Each individual will have one hitchhiker at most. There are no cases where someone will have two hitchhikers.
In all cases, the mannequin will retain an uncanny valley quality. Up close, it can't be mistaken for the real person, but from a distance or via other methods, it'll be enough to sow discord.
In all cases, the mannequin will retain an uncanny valley quality. Up close, it can't be mistaken for the real person, but from a distance or via other methods, it'll be enough to sow discord.
- Hitchhiking ∞ always occurs first (if gaining a hitchhiker). The mannequin will appear wherever the character goes. It will pop up in the backseat, show up in their room, wait in the closet, etc. Usually, this will happen in secluded areas, but not always. The mannequin might linger, or its appearance might be so quick no one but the person affected sees it. Any damage they receive will remain at this stage, meaning characters could have a head or a limb appear randomly in places rather than the whole mannequin.
- Assimilation ∞ optional (required for transformation and mimicry). The mannequin will start to absorb aspects of the individual it is attached to, such as voice, behavior, thoughts, appearance, and memories. Can include powers or abilities. At this stage, the mannequin will begin recovering from major damages such as any removed limbs.
- Transformation ∞ optional. As the mannequin continues to assimilate, the affected individual will begin to lose aspects of themselves, as though the mannequin has sucked it out of them. They might find a core memory slipping away. Their finger turns plastic while the mannequin gains a fleshy one. Their eye grows cloudy as the mannequin's face forms human features. Pain levels depend on how aggressive the assimilation is. It can range from mild discomfort to deep agony in the afflicted areas. Can include powers or abilities. At this stage, the mannequin will have recovered from all damages.
- Mimicry ∞ optional. The mannequin will mimic the individual, causing confusion and chaos. If its appearance remains unassimilated, it can make phone calls with the same voice, sign papers with an authentic-looking signature, and write a note with perfect handwriting. If it has absorbed significant physical features, it can perform troublesome acts that can result in mistaken identity, such as theft. It can also speak thoughts or reveal memories a character wouldn't want to be said.
The transformation effect does not need to be 1:1. A mannequin can closely mimic a character without the character losing all equal parts of themselves in exchange. One or two aspects lost can suffice. Choose what works best to make sure your character remains playable.
Preventing or Reversing Effects
Once assimilation begins, a mannequin will actively prevent the individual from acting against it. No matter how hard they try, they won't be able to, as though an invisible force is holding them back. As a result, characters will need to look for help from another fluxdrift. This includes if both characters are affected. As long as an individual is not acting against their specific hitchhiker, they can do anything they want to the others.
As noted above, the IC Log will contain Related Incidents that will help guide characters toward these solutions.
As noted above, the IC Log will contain Related Incidents that will help guide characters toward these solutions.
- Set on Fire. Melting the mannequin is the simplest way to stop the entire thing and reverse all effects immediately. In exchange, the victim will feel every agonizing moment, too, though they will not actually be physically harmed. It may not be the solution for everyone. Only the effects of fire can be felt by the victim. Other physical attacks will not have the same consequence.
- Remove the afflicted body part. Losing a stiff finger or scraping off a patch of plastic skin might not be the worst trade-off compared to turning to plastic. There's a high chance cleanly removed appendages can be reattached after the storm with no repercussions, if kept on ice. Past 96 hours, the possibility dwindles. The larger the limb, the less time you have, as well. A finger can be on ice for up to a week or more.
- Return to sender. Bring the mannequin back to the diffusion zone it appeared in and release it back into the wilds. This relies on the diffusion zone still being there, so acting quickly is key. Characters must put up with the mannequin's behavior throughout the trip, including cruel comments and physical attacks.
- Wait it out. If an individual is lucky enough to be afflicted later in the storm, once the storm blows over, the mannequins will disappear and the effects will reverse over 2-3 days. This will only work if the mannequin did not manage to complete its assimilation. A complete assimilation occurs when the mannequin looks nearly identical to you with only a few subtle uncanny effects, such as plasticky eyes or odd movements.
As an option, you may select an aspect that does not reverse. This is not required; however, if you'd like to make one of the effects permanent, feel free. The aspect should be minor, i.e. a small patch of plasticky skin or one small memory that doesn't return.
∞ Plot Form ∞
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