Entry tags:
Glory Ideal World
As you come to consciousness, you hear narration in your head. For some reason, this seems perfectly natural.
(OOC: Key items and concepts will be bolded in descriptions and dialogue, and your character will be able to sense they seem important as well. You can shoot any of them you see at any point. How do you shoot a concept? Don't worry about it. Just say what you're shooting in your action tag, and whether you are AFFIRMing or DENYing. In addition to doing damage to or reinforcing the ideal world illusion, shooting these may cause mental or physical effects. These affect everyone in the vicinity, not just the person who fired the bullet.
Otherwise, you can assume the guns have no effect on anything.
You can check your character's individual skill and their starting area in the signup sheet. Skills are one time use.)
STARTING AREAS: WORLD P | WORLD 1 | WORLD D
Welcome to Glory's Ideal World!There appears to be an almost ghostly pistol at your hip, hovering attached to nothing. It's a revolver with two settings, easy to pick up and fire, and the bullets themselves are even more incorporeal - shadows that dart through the air and disappear without a trace on impact.
You'll find you have a gun at your side. You'll use this to interact with the things and people in this world. Don't worry, though! This is not a normal gun, and it doesn't fire real bullets! No things or people will be harmed by being shot with them. In fact, they won't do anything at all unless you shoot at weak points—actually, let's call them key items or key concepts. In order to break through to reality, you'll need to identify which of them are true and accurate representations, and which are illusion or delusion. Destroy the delusions, and strengthen the truths! However, be careful—if you strengthen a delusion it will make it harder to escape this world, and if you destroy a truth it will be harder to escape with Glory and yourselves intact!
You have two kinds of bullets - "Affirm" bullets and "Deny" bullets. If you think something is true and should be reinforced, shoot it with an "Affirm" bullet! On the other hand, if you think it's false, shoot a "Deny" bullet! You'll find out what other effects this has as you go! You've even been given one special skill to help you out!
Of course, you can always leave things alone. But if you don't want to be trapped here forever, you'll need to make some decisions. So don't be shy. You've got unlimited ammo.
(OOC: Key items and concepts will be bolded in descriptions and dialogue, and your character will be able to sense they seem important as well. You can shoot any of them you see at any point. How do you shoot a concept? Don't worry about it. Just say what you're shooting in your action tag, and whether you are AFFIRMing or DENYing. In addition to doing damage to or reinforcing the ideal world illusion, shooting these may cause mental or physical effects. These affect everyone in the vicinity, not just the person who fired the bullet.
Otherwise, you can assume the guns have no effect on anything.
You can check your character's individual skill and their starting area in the signup sheet. Skills are one time use.)
STARTING AREAS: WORLD P | WORLD 1 | WORLD D
WORLD P: COURTYARD
The sculpture in the center of the courtyard looks a bit strange; there's a lever in it that looks like a gear shift. It has four settings: P, 1, D and R. There appears to be a piece of metal welded in place such that it can't move to R, though. It is currently set to P.
There's a door that appears to lead inside the main building. Attached to a corner of the building is a small coffee shop, and you can smell chocolate and coffee wafting from the open windows.
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WORLD P: COFFEE SHOP
Glory(?) is sitting at one of the tables with a book and some papers laid out in front of her, chewing on a pencil.
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WORLD P: LOBBY
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WORLD P: ?
Things settle after a moment, but the rip in the sky remains.
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WORLD P: BREAK
After a few moments, there's also a loud metallic grinding sound that seems to be coming from the courtyard where you first arrived.
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WORLD 1: COURTYARD
The sculpture in the center of the courtyard looks a bit strange; there's a lever in it that looks like a gear shift. It has four settings: P, 1, D and R. There appears to be a piece of metal welded in place such that it can't move to R, though. It is currently set to 1.
There's a door that appears to lead inside the main building. Attached to a corner of the building is a small shop. The windows are all stacked with card and board games, but you can see some motion inside.
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WORLD 1: GAME SHOP
The other side appears to be more of a game lounge, the wall plastered with posters for various events, and small tables lined up in a row. Glory(?) is seated at the table nearest the window, and seems to be sorting through some cards.
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WORLD 1: LOBBY
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WORLD 1: BEDROOM
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WORLD 1: ?
Things settle after a moment, but the rip in the sky remains.
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WORLD 1: BREAK
After a few moments, there's also a loud metallic grinding sound that seems to be coming from the courtyard where you first arrived.
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WORLD D: COURTYARD
The sculpture in the center of the courtyard looks a bit strange; there's a lever in it that looks like a gear shift. It has four settings, P, 1, D and R. There appears to be a piece of metal welded in place such that it can't move to R, though. It is currently set to D.
There's a door that appears to lead inside the main building. Attached to a corner of the building is a large garage. The shutter door is open, and from inside you can hear clangs of metal on metal.
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WORLD D: GARAGE
Glory(?) is sitting at a workbench sharpening a knife. She also appears to have some large piece of equipment behind her, and a pile of mail on the table beside her.
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WORLD D: LOBBY
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WORLD D: BEDROOM
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WORLD D: ?
Things settle after a moment, but the rip in the sky remains.
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WORLD D: BREAK
After a few moments, there's also a loud metallic grinding sound that seems to be coming from the courtyard where you first arrived.
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WORLD R
What's left afterwards is... some kind of courtroom? The whole perimeter of the room has stained glass windows, letting light through in an eerie array of colors. There is no door. In the center of the room are sixteen podiums arranged in a circle, and a raised chair as if for a judge to watch the proceedings.
Glory still is beside you, though she is now wearing only a bra and underwear. But there's another figure that looks like Glory at one of the podiums... this one, however, appears to be a literal cardboard cutout. At three of the other podiums, there are portraits on stands. If you recognize them, they are C and X of AlcheME, and Medusa of future is now. The other podiums are empty.
(OOC: All characters find themselves alone once they're here, unless you especially want to be there with someone else, in which case go for it. Player choice.)
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