May. 15th, 2021

Graveyard

May. 15th, 2021 03:05 am
Who: You!
Where: The Graveyard
When: TBD - Days 2 thru end

[ Wow! You're dead!

. . . If "dead" means perfectly alright and intact (other injuries notwithstanding). You did witness the very last moments of what would be your death, but it's like you were yoinked away and put into a very safe place . . . which is a courtyard on top of the mansion. Here, you can see everyone down in the courtyard, and there are speakers for you to be able to hear what they're talking about from this distance.

The rooftop courtyard is pretty expansive, similar to the gardens below—one side is a garden maze where you can find places to rest or food to eat (it's probably safe to eat, it all looks fresh), and the other side is a wall of LCD screens, fourteen in total, so you can witness what happens in whatever rooms. There are also couches available for you

Between the garden maze and the LCD screens is a trapdoor that cannot be opened without certain authorization via QR code.

The rules on your phone have updated. If you're a chosen candidate, you'll find your name on the list provided. You'll be able to go through the trapdoor with the QR code your phone provides you. If you are signed up, even if you try to stay away, you will find yourself going to the trapdoor at the appointed time.

Your powers are on, and you'll find whatever weapons you were carrying before to be available to you. However, you cannot escape from the rooftop no matter how hard you try, and you cannot destroy any of the rooftop. It just seems to be indestructible. ]
[ HEART SOLDIER SENSHI and AVANTE EN GARDE enter the lounge.

Through the lounge’s golden lamps, the place looks to be preserved in amber. The chaise lounges and armchairs scattered about speak to an earlier age, but they show no wear from the time that’s passed. Everything shines, the side tables and the glasses atop them gleaming. The drinks cabinet is full of bottles and decanters, filled with liquids. At the far end of the room the wood steps up twice to a rounded stage, just large enough for a grand piano and a bench seat.

Beyond the usual decor of the room, several bladed weapons are embedded in the floors and walls—easily within access for anyone who wants to pull the weapons out and fight.

Both units will find the weapons fairly easy to wield—it is their selection of weapon, after all. They're also aware that, by the end of the night, they'll probably end up hurting themselves on these. ]
[ YOU-KAI and FUTURE IS NOW enter.

The cloak room is a dim place, shrouded in three rows of clothing-- one in the center, and one on each side. Cloaks and coats in various shades of monochrome hang to dangle not far from the floor, shelves above them filled with old-fashioned hats: top hats, fedoras, newsboy caps. The various assorted items have been tagged with a number, so as to be found again by guests picking them up on the way out but as none of you brought these in, the numbers don’t seem like they’re likely to be of much use to anyone.

Beyond the usual decor of the room, several bladed weapons are embedded in the floors and walls—easily within access for anyone who wants to pull the weapons out and fight.

future is now will find the weapons heavier to use, however, regardless of their proficiency in them. Everyone in the room knows this: before the dawn comes, future is now will die. Even if it is not directly by YOU-kai's hand, future is now lost the moment they entered. ]
[ SENSITIV and 10IV enter.

A chill air circulates through the wine cellar, resembling more of a vault than a vineyard’s storage. There are no wooden kegs, but instead crystalline glass cases hold row upon row of bottles of wine and champagne, held in place by golden pegs. Beneath waist-height are polished metal drawers and cabinets, with all the accoutrements necessary for enjoying the cellar’s wares. Everything has a keyhole, indicating that the place could be locked up tight-- for all that nothing is, right now. Right now, it’s opened for business, ready to entertain. Leather armchairs have been dragged from somewhere, arrayed in a circle facing inwards as if over some unseen conference table. It does little to make the place seem like a genuine entertainment area, crowding the cell without alleviating the stark impression the place gives off.

Beyond the usual decor, there's little else. It's just you guys here. ]
[ LILIS and BAD END=DEAD END enter.

Three antique automobiles gleam under the garage lights, polished luster indicating meticulous care. There's no telling if the maintenance has paid off in terms of the function of the vehicles, however, as the keys are nowhere to be found. There's a fourth space, looking as though it was meant for a car but the machine is absent, and in its space the pit in the floor meant for working on it is open, with maintenance tools scattered about, as if the car was driven off into the night mid-servicing. The garage doors don't look likely to budge for you, though. The heavy shudders won't be lifted, no matter how you strain.

Beyond the usual decor of the room, bows and arrows and crowssbows and guns of all kinds hang from the walls—easily within access for anyone who wants to pull the weapons out and fight.

Both units will find the weapons fairly easy to wield—it is their selection of weapon, after all. They're also aware that, by the end of the night, they'll probably end up hurting themselves on these. ]
Who: You!
Where: The Game Tower
When: TBD - Day 2

[ When morning comes, you find yourselves more than freed from your rooms—you're completely kicked out of the mansion. You may access the twin garden mazes, encouraged, even—there are alcoves in the gardens with flowers wrapping around the gates that are to your unit's color, and upon entering them you'll be able to speak to your unitmates without fear of being overheard, as though there were some sort of soundproofing barrier. You may only enter your unit-specific alcove. There are also plenty of other non-unit specific alcoves for you to enter and converse with someone, but it won't be entirely private—these pockets don't have soundproofing. Players should comment to relevant private threads that are being eavesdropped.

But before you run off to discuss, you'll want to gather around the fountain. Its water's stopped, though rather than any stillness in water you can instead see . . . murder.

The details of each murder, as well as the rules, are available on your phones, and in fact, that and the photos app are the only things you can access on your phone right now. Your powers are off too, although you were allowed to bring whatever items are ordinarily on your person—provided they aren't any weapons. ]

RULES | CHEATSHEET | DAY/NIGHT CYCLES | LOGISTICS & WINNING | ROOMS

THE CASE OF FUTURE IS NOW | BRING YOUR OWN TOPLEVELS

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