Imeeji Idol Productions (
idolpro) wrote in
imeeji_frontstage2018-08-08 04:10 pm
Entry tags:
- !games,
- jacob cross,
- ruler | kotomine shirou,
- xia igarashi,
- ♪ ariel rendell,
- ♪ bakura ryou,
- ♪ dazai osamu,
- ♪ jae-ha,
- ♪ kurusu akira,
- ♪ lace,
- ♪ peter parker | spider-man,
- ♪ shin-ah,
- ♪ suou tatsuya,
- ♭ * exael,
- ♭ kaiba seto,
- ♭ niounomiya izumu,
- ♭ wadanohara,
- ♯ miya osamu,
- ♯ ojiro sniper,
- 𝄳 dusk the miserable,
- 𝄳 yona
BETRAYAL AT THE HOUSE ON THE GAME TOWER - Session 10
Who: Exael and the rest of you lot
When: To be inserted into the timeline after completion
What: Betrayal at the House on the Game Tower
[ The GAME ALERT and map show on the screen of your phones— idols, you know what to do!
The Game Tower elevator doors are open to receive, and close once they have you in their confines and the broadcast monitors click on. You can keep an eye on the city further and further below you, as watch with your host's introduction to today's game.
At the very least it's not Mukuro's face on the screen this time. Instead it's Exael again, pigtails bouncing as she hops up from a grand low bow— it looks like they cut part of her broadcast spiel for you guys. With a showman's flair, she twirls and splays her arms as the camera zooms out to focus on a grand mansion, more Hollywood glamor than anything belonging in Tokyo.
"Summer has come to Tokyo, and so has the season's specialty: The Trial of Courage! Step right up, and charge right in because waiting won't help you at all! Here is a place even angels fear to tread! Azzy's very own, The House of Mirth and Betrayal! This place has a sordid past that casts a shadow as long as the valley of death, and soon our Idols will be adding their own pages to the tale!"
The elevator stops atop the central tower of the Tokyo Metropolitan Government building and then lurches unpleasantly, wrenching itself out of where elevators ought to go. The sudden movement jolts you, and when the doors open you spill out into into a room.
Hopefully, with not too much time missing. ]
When: To be inserted into the timeline after completion
What: Betrayal at the House on the Game Tower
[ The GAME ALERT and map show on the screen of your phones— idols, you know what to do!
The Game Tower elevator doors are open to receive, and close once they have you in their confines and the broadcast monitors click on. You can keep an eye on the city further and further below you, as watch with your host's introduction to today's game.
At the very least it's not Mukuro's face on the screen this time. Instead it's Exael again, pigtails bouncing as she hops up from a grand low bow— it looks like they cut part of her broadcast spiel for you guys. With a showman's flair, she twirls and splays her arms as the camera zooms out to focus on a grand mansion, more Hollywood glamor than anything belonging in Tokyo.
"Summer has come to Tokyo, and so has the season's specialty: The Trial of Courage! Step right up, and charge right in because waiting won't help you at all! Here is a place even angels fear to tread! Azzy's very own, The House of Mirth and Betrayal! This place has a sordid past that casts a shadow as long as the valley of death, and soon our Idols will be adding their own pages to the tale!"
The elevator stops atop the central tower of the Tokyo Metropolitan Government building and then lurches unpleasantly, wrenching itself out of where elevators ought to go. The sudden movement jolts you, and when the doors open you spill out into into a room.
Hopefully, with not too much time missing. ]

INSTRUCTIONS
[ Still have your minds? Try to hold onto those, as long as you can! As long as you're safe and sane, the goal is to explore as many rooms of the house as you can-- first come, first serve! Only the first person to explore a room gets the points for it.
If you lose your mind, you'll turn traitor to those around you, and you won't be able to help but try to do what the house wants you to do. With the house pushing upon you, both physical and mental distress are a danger to your sanity. Take care.
And take heart, too, even if you do turn traitor! It's another goal, and if you're doing badly at the other, this is a way to win! You haven't lost it all yet! Especially since the traitor goals are worth more points with the audience. ]
OOC Instructions:
Each team will have their traitor goal provided in a locked post of their starting room. Do not share your goal OOC, though do pay attention to other players' Do Not Wants when violence does occur.
Each room will be described with one paragraph of flavor text, which you can use to interact with each other but does not mechanically do anything or have dice rolls. Following the flavor text, the exits/entrances to the room will be listed, with one additional paragraph listing any other effects the room may have attached. Interacting with specific aspects listed after the entrances may give you stat bonuses, or stat detriments. Be aware of that! Flavor text from the first paragraph has no stat stuff attached.
Ping the runner the first time you enter a room, so we can get the description up for you.
The first time a room is entered, the first post will be descriptive. The second comment beneath that will be an event/item, unless the room does not have one attached, which would be noted in the first comment. Please wait for the second comment before responding to top-levels if you are the first person in a room.
If you are not the first person to go through a room, you can just comment beneath the top-level, there will not be another event/item for it.
Make rolls in the Discord roll channel as necessary. Rolls are made with 3 sided dice, minus the number of dice you're rolling, so zero is possible. Use the command .roll Xd3-X in the #dicebot channel on Discord, with X being the number of dice you're rolling.
If your character loses all of one stat, they lose the battle of the wills to the House. All their personal morals and concerns are overridden. If it helps, think of it as being possessed by a vengeful spirit. Those who have turned traitor do not get points for exploring rooms. The possessed do not need to reveal their status OOC to other players, as many Traitor goals need to be performed in certain areas-- it is up to player preference if you are going to overpower another PC and drag them there, or trick them to going somewhere with you. All traitor characters know the whole map. The insanity effect is temporary, and lasts only as long as the game does. Characters turn traitor on an individual basis; if a character hits a sanity break, it will not also impact their unitmates.
Stat sheet changes and traitor status both carry over into a new session. If your character ended a session with +2 might and -1 speed from their starting positions, they will start their next session with +2 might and -1 speed from their starting positions. If they turn traitor, they will remain a traitor until endgame.
Any team that completes a traitor goal is automatically a winner. If less than half the units complete their traitor goals, then the remaining winning units will be those who explored the most rooms.
SESSION 10 LINKS
Stat cards reference reference sheet
This session's stat card page - PLEASE DO THIS FIRST BEFORE YOU START PLAYING.
This session's map - to be updated as rooms are unlocked.
UNIT ROOMS
Taisho Roman Revolution
BAD END=DEAD END
future is now
WILD CITY
☆ZRAEL
Heart Soldier Senshi
AlcheME!
avante en garde
GALLERY
There is an entrance to the north, and the south.
You may also choose to jump to the ballroom below . . . It'll hurt if you do. Take 1 die of physical damage if you choose to do this. ]
MASTER BEDROOM
There are exits to the west and to the south.]
SKELETONS
Take 1 die of mental damage. The skeletons are now established to be in this room until removed.
Each character can attempt a sanity roll once, to search the Skeletons:
5+: Draw an item card. Remove the Skeletons from the room.
0-4: You dig around, but find nothing. Take 1 die of mental damage.
(no subject)
REVOLVER
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Re: MASTER BEDROOM
Let's see what we've got here...
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ORGAN ROOM
There is an entrance to the south, and to the west. ]
JONAH'S TURN
"No," says Jonah, "I want all the turns." Jonah takes the top and hits the other boy in the face. The boy falls. Jonah keeps hitting him as they fade from view.
If a character has the Puzzle Box, that character discards that item and draws a replacement item for it. If this happens, you gain 1 sanity; otherwise you take 1 die of mental damage.
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CHARRED ROOM
There are entrances to the North, East, and South. ]
A MOMENT OF HOPE
This place is #Blessed.
Each character rolls 1 additional die (max 8) on all trait rolls in this room.
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CATACOMBS
You can go North or South. If you choose to go the direction you came from, you can leave freely; however, if you choose to go in the direction you were initially headed to, then you must roll for 6+ sanity. If you fail, you can continue to the next room, but you lose 1 point of sanity to the overwhelming creepiness of the catacombs, and the general spooky vibe to the entire place. ]
DRIP... DRIP... DRIP...
There is a drip in this room. All characters roll 1 fewer die (min. 1) on all trait rolls while in this room.
(no subject)
BEDROOM
The only entrance to this room is to the west. It's a dead-end. ]
Re: BEDROOM
time to explore the rest of the room!]
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SPIDER
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DINING ROOM
There are two entrances, one to the North and one to the West. ]
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yes, they are holding hands because fuck splitting up.]
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ANGRY BEING
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JUNK ROOM
There are four entrances, one in each cardinal direction: to the north, east, south, and west.
To pull open a door you'll need to make a Might roll of 3+. If you fail, you'll lose one speed from tripping and hurting your ankle while yanking it open, but you'll still get out. ]
PHONE CALL
Roll 2 dice. A sweet little granny voice says:
4: "Tea and cakes! Tea and Cakes! You were always my favorite!" Gain 1 Sanity.
3: "I'm always here for you, Pattycakes. Watching..." Gain 1 knowledge.
1-2: "I'm here, Sweetums! Give us a kiss!" Take 1 die of mental damage.
0: "Bad little children must be punished." Take 2 dice of physical damage.
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BLOODY ROOM
Aside from . . . all the blood, there is a twin sized bed - the mystery, really, is how this bed ended up not being so bloody; although there are stains against the wood that indicate handprints, the sheets themselves are mostly clean and white except for one handprint on the corner. It's also entirely too big for a child, sized for an adult; across it, there is a vanity and several full-length mirrors aligned to allow someone to look at themself in every angle. Sitting on the vanity is a white veil, flowery and sheer; hanging on one of the mirrors is one near-perfectly intact bridal dress, completely in white - except for the bloody handprint square against the chest.
There is only one entrance and exit: the Furnace to the West. ]
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CREAKY HALLWAY
The room is a cross-shaped intersection, doors in each of the cardinal directions.
The room itself offers no particular dangers or advantages. ]
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BASEMENT LANDING
You may go North, East, South, or West. However, you may not climb up the Coal Chute. ]
\
He just sort of endures the weird noises before heading west. ]
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BALLROOM
There are entrances to the West, North, and East. ]
SILENCE
Each character in the basement must attempt a sanity roll:
4+: You wait calmly for your hearing to return.
1-3: You scream a silent scream. Take 1 die of mental damage.
0: You freak out. Take 2 die of mental damage.
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LIBRARY
There are entrances to the West and South.
There is one library shelf set apart from the others— a display case with a glass front and a thick book bound with tattooed hide inside. Cracks radiate outward, where it seems like someone smashed their fist through the glass to gain access. Do you want to read it? ]
DEBRIS
You must attempt a Speed roll:
3+: You dodge the plaster. Gain 1 Speed
1-2: You're buried in debris. Take 1 die of physical damage.
0: You're buried in debris. Take 2 die of physical damage
Buried characters can either get someone else to try and free them (4+ for a success) or free themselves, at the cost of 2 might.
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FOYER
The room itself offers no particular dangers or advantages. ]
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UPPER LANDING
There is an entrance in all four cardinal directions: the north, east, south, and west, as well as the option to the take the stairs downstairs.
The room itself offers no particular dangers or advantages. ]
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GRAND STAIRCASE
There is one entrance to the south, and one that leads to the second floor landing above.
The room itself offers no particular dangers or advantages. ]
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CHAPEL
At the front of the Chapel's hall there is an altar with wilted flowers on the corner of either side that crumble into fine dust if touched. A holy book sits in the center of the altar - it's hard to read, but there's something that can barely be read: "...God did not spare angels ... but cast them into hell and committed them to chains of gloomy darkness to be kept until the judgment…"
There is only one entrance, and consequently, one exit: to the East, back to the Organ Room.
There's a confessional in here, in the far corner. Confess? Each character can do this once per game. ]
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[Just going to come and sit down on one of those pews for now. He figures he's got a little while before Intensity shows up. He was so slow last time.]
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ENTRANCE HALL
There are entrances to the North, East, and West. To the South lies the front door— and a sheer drop off the skyscraper. Probably don't go that way.
The room itself offers no particular dangers or advantages. ]
no subject
[fine let's see what's west real quick]
SERVANT'S QUARTERS
You may go North, East, South, or West. ]
HANGED MEN
You must attempt a roll for each trait:
2+: That Trait is unaffected.
0-1: Lose 1 from that trait.
If you roll a 2+ on all 4 rolls, gain 1 additional point in a trait of your choice.