Right as Alice picked up the watches in Security, the announcement rang through the facility: the escape door has been opened. The group in the Security, one floor down, bolted as soon as they heard, forgoing the chance to release Soter from his containment in the Treatment Center's pod. Their hearts individually sink as they skid to a halt in front of the elevator they must wrangle to get back to Warehouse A. Hours seem to roll by until the doors to their savior open up and swallow them whole — and then the ride up the elevator, something so miniscule it was an event none cared to remember, stretches even further than waiting for it.
Of course, it is all for naught, as they return to Warehouse A to see an oblivious Lucius staring off into space and the escape door closed. Is that it; the end? Something so cunning wipes them out? Not one inkling of danger creeped up the skin of any of the nine participants in their time here, but what left is there to do?
Gebura scowls to herself and marches right over to Lucius, beginning to berate him for doing absolutely nothing to help them out, why didn't you do anything you were right here, don't you know how these games work because that thing seemed to know they've been played out before? Lucius does nothing but pull her in for a shoulder hug, letting her rant into his chest.
Seeing this performance, Alice squeezes Emmanuel's hand so tight she may very well pop something inside him and end his life that way. He uses his other hand to pat her hair after her legs collapse from under her and she sits on the ground. But, hey, maybe it's not so bad — the supplies in this place seem to be endless, so they can live out the rest of their lives here without worrying about starvation.
And then you woke up.
Spoiler:Edward's eyes opened long ago, after Aurum put that bullet through his head. He sat up in his bed and marched on out to see the rolling waves of azure around his beloved vessel. Of course, the cursed choker found in the last plundered booty surely be responsible for simulating the exact opposite of a pirate according to Disney's standards. But fear no more of killing and maiming; it's back to teaching kids the totally true values of a pirate. Anchors aweigh!
Feitan's eyes similarly opened long before. He has slapped a hand to his face, hoping by some stroke of luck his paranormal friends condemned him to an extended dream and his eye was never taken...alas, reality is crushing. He sits up, glancing around the room for any more ghostly tricks, that perhaps the companion he made followed him into the woken realm. He rips the choker off his neck when his search is fruitless.
Rachael wakes up with a gasp, and clutches her neck. Her fingers wrap around the charm of the choker and she threatens to rip its strings. Something pulls at her, though, and she weakens her grip on the accessory. Was any of that real? Who is to say. The memories of her night fade so quickly, yet she scrambles to hold on to one singular idea to seek out if her life depended on it. Ze is pleased.
Gebura and Lucius wake up together. Of course, as always, Gebura is up before her truant inflicted master; she leans over to wake-up slap him into consciousness, and Lucius does stir, opening his eyes and mumbling some salacious flirt that Gebura socks him for. Her eyes fall to his neck and at once she releases him from the mysterious choker, then she takes her own off. Lucius sits up and watches her, realizing that if they both simultaneously experienced the same dream, oh boy, he is going to never hear the end of this.
Aurum wakes with an emblem of satisfaction, but her groggy state would never be able to piece together why. Her mask is gone, as is her divine get-up, stowed away who knows where. She takes a breath, stretches, and goes about her day slightly more exhausted than usual.
With a likeness to Rachael, many miles away, Emmanuel wakes. He scratches his head before having a startling moment as he scrambles to find the current time. Muttering a swear, he jumps out of his bed and works to get dressed, having overslept his alarm and not wishing to arrive to work late. As he performs his monotonous morning routine, something in the back of his head tugs at him. Something important enough to hang on to for when work is done for the day.
Soter awakes, going from one lying down position to another, this time in a bed more comfortable than a sturdy pod. For now, he can chalk the experience up to a fluke, and he goes on his day. If he remembers, he decides, he'll look into the weirdness he went through.
Jay wakes in a similar panic to Emmanuel, not that he would ever know the similar struggles. The youngest of the bunch with his life ahead of him, he can't slack and lose any position in his education and proceeds through his day.
Plunderin' the Booty - Whenever someone dies, all items in their inventory will be transferred to yours instantly, even if you are unconscious. Should you have too many items, you will be forced to drop items until you are within the inventory limit before leaving the room or area.
Flying the Black Sail - You can intimidate a player in the same room as you, lowering all of their rolls by 3 for all interactions with you, including combat rolls. The intimidation ends after one hour, or when you decide to intimidate someone else. You may only intimidate any one player a maximum of three times per roaming phase.
Kill 4 players.
███████
“First awake, first on the train out of this Hellscape.”
████████ - The moment that you ████████████████████ or vice versa, all those present in the room will ██████████████ until you have ███████ or █████████████. You will always ███████████████████, while everyone else will ███████████████████.
██████ - Your investigation into ███████'s disappearance led you to a paranormal transaction: you exchanged your ███████ for the ability to █████████████, a small entity resembling a ████ with a ███████ in its mouth, whenever ████████████ within your ███████. When summoned, ███████ will roll a number from █ to █ and summon a specific ███████ assigned to that number, the items in question being gathered over the past ████ during your research into ███████████. The weapon/tool cannot ████████████████████████████████, in which you can █████████████████ after █████████████████. If another player ███████ attempts to ███████, the ███ will ███████████████████. You are able to keep an ███████ ████████████████ until someone else attempts to █████ or it is ███████. This is an ability completely ████████████, and thus cannot be █████████████████████.
Soul Bound - You will be spiritually linked with the last person you have physical contact with, allowing you to feel any strong emotions your link is feeling.
Healer's Choice - At any point, you may toggle between the following abilities:
1. People in the same room as you will gradually heal their wounds naturally, at the cost of giving you half of their pain. 2. If you are wounded, you will gradually heal naturally while giving the person you are linked with half of your pain.
Judgment - You will know when a player has died and what floor they are on. If you are the first person to see the body that is not the killer, you may increase one stat by 1. This does not apply if you are the killer. If someone is killed in a group of people and you are in that group, you will get the bonus.
Blood Pact - Should you share blood with another player, they will get a +3 to their VIT and you will gain +1 in all of their positive stats. You may only be in one blood pact at a time.
Save at least 2 people from death.
Jackal “Your first mistake was thinking I would let you make a second.”
Discreet Deceit - When you betray in the AB game and are successful the results will appear as if you allied. A player's real results will be revealed if the player dies, or tries to open the escape door.
Opportunist at Heart - Once per cycle of phases target a player. When you decide to attack the player you are informed of what the outcome would be and may decide against your action. If that player rolls a one in any combat interaction you are near you may kill them if you are free to perform said action.
Be the first person or part of the first group of people to reach 9 BP (you do not need to escape to win).
Psychic Crusader “Stay out of my way. I have a job to do.”
Iron Will - You are immune to foreign alterations to your mental state or statistics be they supernatural or mundane in nature. It does not protect you from mundane attacks.
Psychic Surge - Once per roaming, you may give somebody an order. This order cannot result in the immediate death of the subject. Should they refuse, fail to achieve the order by the end of the phase, or voluntarily fail to take the order, you can do one of the following:
1. Knock the target unconscious if they fail a SKL roll against your PRC. Failure stuns you for a turn. 2. Attack the target as if making a blow with a weapon of your choice on your possession. This does not take up your turn, and this cannot be tracked. You attack with PRC while the target defends with SKL.
Kill anyone who betrays you (successfully or not) and escape.
Captain Commander - For every person in Legionary gear, you gain an adept to your next stat from STR --> DEX --> VIT --> PRC --> INT --> SKL as long as you yourself are wearing Legionary gear.
Conscript - Your start with 2 suits of leather Legion armor. Every AB Game, you will receive another suit of leather Legion armor, but only if you have handed out all previous armor. If anyone given the armor is or becomes a killer then this active and passive can no longer be used.
Escape without allowing killers to escape.
Vaporeon “Vaporeon, the Bubble Jet Pokémon. Vaporeon is made up of molecules similar to water, which allows it to melt and vanish.”
Mist - Your vision cannot be obscured by any factor.
Acid Armor - Twice per phase, you, as well as any items you are holding, may disappear into a puddle of water. This will last for 10 minutes or until you cancel it.
Escape.
Royale Scientist “Zero as a number is fascinating. Its creation alone yielded humanity one of its greatest successes, the ability to perform arithmetic and calculations untold of before that time. And like then, I too will accomplish great things. You are a part of that.”
I don't have any mod rant prepared, and I really wish I did, because I really had some things to drill people about. So I'll just say this:
1. If you join a game, play it. 2. Hosts make mistakes. They have hindsight. Keep your so-called "constructive criticism" for the end of the game. Remember our rule about respect. Hosts are people too.
I will reiterate.
If you join a game, play it. If you join a game, play it. If you join a game, play it.
Nikki thinks we're in a god damned dream. Believe it? I don't either.
Suck my hypothetical cock and Schrodinger nuts.
---
Game was ended suddenly and a bit disappointing considering the amount of work put into my role. One tapped in the back of the head with no real way to actually have a chance to defend myself.
Spectating of the game after being dead was sad too because there was just so much not being done/ignored, as well as a poor showing in the playerlist actions.