Aug. 2nd, 2020

Objective: Convince Yvette to leave the Ideal World.
The following is ICly known:
  • Unit abilities are off
  • Yvette is actively trying to sabotage players
  • One tactic is making interaction "pay for play," using memories, specifically those of Yvette. (max 5)
  • False memories will not be accepted as Payment.
  • Alternate Payment is negotiable, but will also result in forgetting what is paid (roll 1d6 with a score of 4 or higher for an accepted alternate payment)
  • Use of force is highly inadvisable, and the condition for success is extremely low. Failure will result in a false memory.
  • Your smartphone works, and can be used to document inconsistencies in the Ideal World.
tl;dr The more evidence you collect, the more convincing you are; memories can be used to fast track, but if they run low, you get mindfucked.
All things lost or received during the game will be reversed upon waking or within one IC day, at player’s discretion. The character does not know this ICly.

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Or can we?

What do you remember?

:)
[ You receive a message on your phone.

“Your objective is to convince Number Five that the world is fake, and that he should return to Tokyo F. Find the necessary material to navigate the place in the attachment below.”


There’s an attachment with a map for the place you’ve just found yourself in.

Visual for the Map, and from above

GROUND FLOOR:
Entrance
Living Room/Bar

FIRST FLOOR:
Allison’s room
Luther’s room
Ben’s room
Klaus’ room
Vanya’s room
Diego’s room
Reginald’s Office
Grace’s recharging station (no room, corridor upstairs)

SECOND FLOOR:
Five’s room
Sir. Reginald’s room
Surveillance Room

ROOFTOP:
Attic
Greenhouse
Observatory

BASEMENT:
Kid’s Space
Infirmary

OUTSIDE:
Garden
Mausoleum (accessible through the garden) ]


Unit powers are OFF
Any powers your character had in their own world is ON, but using them will tire them out way faster than normal. You will have to roll 1d12 and get a score of 5 or above for them to work ]
[ You receive a message on your phone.

“Your objective is to convince Number Five that the world is fake, and that he should return to Tokyo F. Find the necessary material to navigate the place in the attachment below.”


There’s an attachment with a map for the place you’ve just found yourself in.

Visual for the Map, and from above

GROUND FLOOR:
Entrance
Living Room/Bar

FIRST FLOOR:
Allison’s room
Luther’s room
Ben’s room
Klaus’ room
Vanya’s room
Diego’s room
Reginald’s Office
Grace’s recharging station (no room, corridor upstairs)

SECOND FLOOR:
Five’s room
Sir. Reginald’s room
Surveillance Room

ROOFTOP:
Attic
Greenhouse
Observatory

BASEMENT:
Kid’s Space
Infirmary

OUTSIDE:
Garden
Mausoleum (accessible through the garden) ]


Unit powers are OFF
Any powers your character had in their own world is ON, but using them will tire them out way faster than normal. You will have to roll 1d12 and get a score of 5 or above for them to work ]

For a long, suspended moment, you don’t know where you are.

And then, you find that you do.

Opening your eyes, you’ll find that wherever you were a moment ago you’re now in an unremarkable room in an unremarkable building, dressed in unfamiliar clothes.



You are understood to be human
You have your cell phone
You have no weapon
You cannot use unit powers
Retained corruptions are cosmetic

Welcome to the music industry, probationary idols. You’ve got a lot of work to do.

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