upcyclingmod: (Default)
upcyclingmod ([personal profile] upcyclingmod) wrote in [community profile] pedalbike2020-08-22 12:00 am

Interest Check



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Interest Check

It starts with a slow, gathering realization. For months, everyone here has been living a life not their own, thinking they belonged on Lighthouse Isle, and that they had lived in its town of South Sister for years. That they had lived a mundane life, with mundane work, and mundane goals.

Slowly, everyone realizes that their fabricated life is a lie, and remember the life they left behind, or their death. Reaching to tear off the clothes that don’t belong to them, they will find a clothing tag with the following writing:

You needed this.”


Trust Fall

Reading the signs, travelers will find out that they are located in the town of South Sister, on the Lighthouse Isle. There is indication that there may have been other towns on the isle. For now though, there is only South Sister.

And within South Sister, there are step stools littered throughout the town, and even on the roads. There are hand written notes stuck to the front of them with the words “Trust Fall!” written on the front.

Standing on top of it does nothing, but when there’s a traveler on top and another traveler in front of them, the effect activates.

The traveler on the step stool will feel the increasing need to jump, and even turn around while doing so. The traveler still on the ground will have the realization that they need to catch the other person-

But they will have the choice of how to catch them, and if they wish to catch their falling companion. If they catch, even if they fumble, nothing happens. Both travelers can laugh about it. But if they decide not to catch…

Once the traveler lands on the ground, the would-be catcher vanishes, and finds themselves in a high up location. This could be on the top of houses, in trees, buildings in town...and the truly unfortunate will find themselves on the edge of a cliff with no way to come down safely.

Not unless they’re caught.

And if they do manage to fall off the cliff with someone or someones to catch them, they will hear a laugh in their ear, and quiet words, only heard by them.

“I hope you’ve learned from this.”



Pitfalls

Thankfully, not everything is cliff dives and trust falls. There are locations to explore, things to see, people to meet!

Well, with one small problem. Or problems. It seems that some Home Alone fanatic decided to give Lighthouse Isle all manner of traps. Most of them are of the pit fall variety, while others are nets and padded bear traps.

Some of them entangle the local wildlife of birds (such as crows, starlings, and seagulls), as well as the other local fauna. But the majority contain people, unable to get out of their situation. They plead for help, but they have little to offer in return.

Those who refuse straightaway will notice that they are slowly crumbling into ash, starting with their fingertips. The process will take half an hour unless they offer help to someone in need- anyone at this rate.

Those who promise to help and betray the trapped by stealing from them, pretending to help and walking away, or simply lying about their intention to not help will feel the effects far more keenly, as well as have two other effects on top of this.

One, it will be a very painful crumbing experience, and for two, they will only have fifteen minutes to reverse the effects. If they fail to reserve the effects, they will wake up half an hour later, caught in one of the traps.

Thankfully, those who free the entrapped will be overcome with a sensation of joy as they fulfill their word, and will be approached by a cloaked figure.

They will ask for the people who freed the trapped to show their inner forearm, where a blue thumb print will be pressed onto their skin.

The cloaked figure will walk away soon after, but in touching the thumb print, there is a sensation of confidence.

However, if the traveler does betray someone after, the thumbprint will vanish. The confidence will be replaced by the sensation that they made a horrible mistake.



Locked Up

Instead of stumbling around on the outside, somehow the traveler has found their way inside, or were pushed by unseen hands. Once the traveler is inside, the doors and windows are locked. There is no way to break out of the '70s themed cottage. Any attempts to use physical or other forces cause it to bounce back, causing injury for anyone in its path.

But there is a way out, as written on the coffee table:

Work together and you will see your freedom; do not and find your death. You have two hours.

Good luck.


And with that, an egg timer appears on the table, and starts to tick, loudly.

To escape, travelers will have to work together in order to open boxes, find clues in empty jars in the fridge, read directions via black light, popping balloons, and other strange activities to find the keys that open the front door to the one story cottage.

If it is only one of the travelers that is working on getting out, then the timer will speed up as a penalty and ensure the punishment for failure comes all the closer.

Should the travelers manage to work together and unlock the front door, they are let out, and the door seals shut behind them, unable to be opened.

If they fail to pass the escape room...

They will feel something burning, starting from their fingers and soles of their feet, before sweeping over their body before they pass out from the pain.

When the travelers come to, they will find themselves slumped against the outside of the cottage they were in, and the alchemy symbol for brimstone burned into their cheek like a brand. And with it, the travelers will feel themselves slowed down- as if sleep deprived or drunk, but with more self awareness.

It is possible to gain multiple brandings, and there is no way to erase it, even with using healing powers. Should travelers have gone into a cottage before, they will find that the puzzles are different enough that they do not know the immediate solution, as if it changes for every different scenario that arises.



One Last Chance

Eventually things start to shift. It’s difficult to tell if it was supposed to go away naturally or if it was a sudden. But all are brought into the dark space. It’s impossible to tell how large this space is, and there is no way to escape.

Travelers are not alone for long, however. Shadowy beings made of liquid darkness form and take on the vague appearance of rivals, bosses, personal antagonists, annoying frienemies, even fears- opposite of the traveler, six feet away.

This is where the sigils and the thumbprints come into play. Those with the thumbprints feel a rush of elation, and their abilities and weapons (if they have any) are enhanced. Those with the brimstone sigils find themselves shackled on the left ankle, by a heavy stone, which only grows bigger with the number of sigils.

There’s another soft, taunting laugh, and suddenly a bright, large sign appears in the background, away from the travelers and their shadowy opponents.

BOSS RUSH, BEGIN.

And thus, the figures start to move towards the travelers. Travelers are free to help other travelers in this, as this is a do or die situation. This will only stop if every enemy is dead (which can be accomplished by blunt force trauma, magic, or whatever means at their disposal, including the shackled stone) or when all travelers are dead.

When the travelers die, they cannot be revived, surprisingly. In the end, there's the sensation of being unworthy. And then something internal snaps, and there's a horrible burning pain throughout the body.

And then there's nothing.

If the traveler somehow manages to survive...there’s a feeling of assessment, as if eyes are raking over their bodies- particularly those who received the blue thumbprint.

That somehow, they may do.

A moment (or more, it’s difficult to say) they feel themselves snap to awareness back in their own world. It’s uncertain if it was a nightmare or a prelude of what is to come.

Travelers can only hope it was just a bad dream.



code bases by tricklet
inveilsible: (Default)

[personal profile] inveilsible 2020-08-23 03:54 am (UTC)(link)
Hello! I know you said the age limit to apply is 18-- does that also apply to the characters apped in? Do they also need to be 18+?
21stcenturyguy: icon by Rune (what)

"Santa" | 999 Zero Escape series

[personal profile] 21stcenturyguy 2020-08-23 12:47 am (UTC)(link)
Trust Fall

[A pissed-off young man in Hot Topic-esque clothes glares at the foot stool in front of him.]

What is this shit? Seriously? We're not at some corporate team-building retreat or a kid's camp or anything.

[He kicks the stool. It's pushed a couple of inches back, but doesn't fall over. He growls and goes in for a second kick, but there's a chance that someone else passing by triggers the compulsion effect. Whoops.]

Pitfalls

Hey, anyone out there?

[The voice comes from the bottom of a pit trap. If you get close enough to see, there's a silver-haired man, covered in dirt. His forearms are covered by a pair of black armwarmers, so who's to say whether or not he's been helping or betraying people before this.]

C'mon, I can hear you up there. Get me the hell outta here! And don't get too close to the edge, it ain't stable.

Locked Up because Zero Escape players are summoned by the mention of escape rooms

[Santa's pacing across the room, quickly taking stock of the dimensions, the layout, any furnishings that might hide a secret panel or hidden key. This ain't his first rodeo.]

Hey, get movin'! Start looking around for anything that looks outta place. If you find somethin', say somethin'.

[Puzzle rooms are serious business, ok?]
madman_with_a_box: (Default)

[personal profile] madman_with_a_box 2020-08-23 12:52 am (UTC)(link)
Do travellers eventaully regain awareness of who they were before their mundane lives? How does that work?
madman_with_a_box: (Default)

[personal profile] madman_with_a_box 2020-08-23 09:35 pm (UTC)(link)
Ooh, that sounds interesting. I'd be interested in apping. I like a good horror intrigue.
madman_with_a_box: (Default)

[personal profile] madman_with_a_box 2020-08-24 01:11 am (UTC)(link)
Sorry for being such a pain! By that meaning any RP done in this thread is a prequel to game events?
speechy: (pic#)

marcel gerard — the originals

[personal profile] speechy 2020-08-23 04:06 am (UTC)(link)
TRUSTFALL.
( above all else, marcel detests living a life with a boot on his throat, crushing him into submission. as a man that fought for his freedom, his self-worth, his home, and his people? the fog clearing in his head is dangerous. he isn’t anyone’s puppet, or worse, a doll. this feels like someone playing dress-up with him and dropping him into a role down on his knees. he’s still fuming about the tag’s implication: you needed this. as if he’s the kind of man that doesn’t earn his way up in the world. )

I don’t need this. I don’t need anything.

( south sister and the lighthouse isle are meaningless words to him. there are atlases in his mind, somewhat unreachable, and he digs his knuckles into his temple to try and push the headache away. for the most part, he hasn’t run into much foot-traffic but it’s easily avoidable when you stick to the streets. marcel prefers an open space, clear as far as the eye can see, and remains wary of alleys and other people. he needs to find people at the top of the hierarchy, not wanderers like himself.

he scoffs at the stepstools, familiar with a trust fall in concept. marcel isn’t interested until his eyes skim another up ahead that someone is climbing up onto and turning around on. he breaks into a sprint and makes it at the last second. ( maybe he cheats and taps into reserves of supernatural speed, maybe he still doesn’t remember how yet. ) it might not be a long fall but without any obstructions, a human could get injured.

it’s only after he’s righting them, guiding them back to standing from where they hang in his arms that he unleashes his curiosity.
) Why did you jump? You had no way of knowing I wouldn’t leave you high and dry.

PITFALLS.
( marcel doesn’t have illusions about the supernatural. it’s like he told cami once, they’re all monsters. he has rules that keep him from sliding too far over one line or another, generally about kids, but that doesn’t necessarily make him better. when he takes a turn away from the city and into what appears more like the wilderness, he doesn’t have to traverse very far before the pleas hit him. he doesn’t like it — people suffering, reduced to begging. some of them are crying in their perceived helplessness. but he's also been the cause of each of those inarguable showcases of power. he understands them. this? this is someone's playing board.

worse than any of that, he doesn’t know a damn thing about the people here. why are they here? are they from south sister? were they taken like he was? are they his captors? is this a trick? these are all common symptoms of the classic mikaelson paranoia. he keeps them in mind at all times but knows better than to allow possibilities to paralyze and poison everything. he rolls up his sleeves, takes a deep breath, and approaches the nearest pit in the ground to assess what tools he might need for the depth.
)

Can you hear me? Are you hurt? ( he expects panic, although he needs some sense of calm to learn their condition. ) I'm going to get you out of there but you're going to have to do exactly as I say.

ONE LAST CHANCE.
( was there anything before the darkness? it seems to stretch on endlessly, unforgiving in its vastness and no amount of flitting around from one direction to the next accomplishes anything. he’s frustrated before it begins. sometime after the traps and being locked in a room, marcel had put his fist through a wall and wrenched a pipe out, arming himself. he has that now, whether or not he has any clue to where his former ragtag group went. he doesn’t need a weapon, he is a weapon. and yet, even with the black veins appearing beneath his eyes, and the fangs protruding, he’s pretty positive he doesn’t want to tear out the throats of whatever magical apparition this is.

there’s a familiar uptick of adrenaline at the appearance of the figures, equally as unrelenting as the darkness had been. marcel’s faced worse odds and come out on top. he won’t escape this by thinking he can’t survive. one glance beside him, in the moment before being rushed ( probably during ), and he’ll try to hype up whoever he can.
)

Let’s show these bastards we’re not playing around and if they want to take us, it won’t be alive. ( he adjusts his grip on the pipe and swings, cracking down hard on the first shadowy figure he can reach. ) I’ve got the left!

WILDCARD.
( feel free to roll your own scenario here if none of these work or hmu at [plurk.com profile] talldarkandgay if you want to hash out details. voicetesting so some amount of wHAT IS HAPPENING?! to be expected. )
poppycock: (Default)

wildcard-ish

[personal profile] poppycock 2020-08-23 12:58 pm (UTC)(link)
( this is not the afterlife.

if it is, perhaps klaus has found himself in some sort of hell — he cannot protest it wouldn't be a fitting punishment for the life he has led, but that does not negate his disinclination to roll over and accept the indignity of it. 'you needed this' is quite the claim, and he disagrees.

he rips out the tag and keeps it in his pocket. he wanders. he looks. he searches and observes. none are familiar until he follows his feet to a haunting forest, full of traps and the wails of the disintegrating and needy. the figure of a man weaving amongst the trees has him stopping dead in his steps.

he would know that posture, that profile, anywhere. his expression, for a moment, is stripped naked of caution and pretense. in an instant, he's a few feet ahead of marcel, eyes rounded.
) Marcel, ( his voice is full of uncertainty; hope. )