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- Prologue
- You awake, you feel a pressing cold metal around your neck as you try to understand where you are through your headache. It takes a while for your eyes to get used to the darkness around you, but as you do: you seem to not be the only person present as there are five others whom appear to be just as confused about the situation as you are. Then a short sound is played, a sound reminiscent to how announcements start at train stations. “Dear travellers, that’s you, the train heading fo-” as a cracking interrupts the briefing for a good few minutes before continuing as if nothing happened. “-use it doesn’t work, but please refrain from doing so, thank you. Now. You are surely confused as to whom I am: well, you can call me the... Conductor? Who *wrote* this crap?” As you hear papers being moved from wherever the announcer is as mumbling can be heard. “I suppose you can call me that after all, seems fitting.”
- “Regardless! You best start looking around for whatever may help you: also, your objective is whatever you find. It’ll make sense, I think.” Then it hits you, you heard about it before: these ‘Games of Fun’, they were all over the media for the past months. Not just the incident orchestrated by Ned Logan that started it all: but also the many copycats that have started their own games through kidnapping or inviting others to play in such games ‘for fun’; there have even been talks about new vigilantes and mercenaries that specifically hunt down these copycats and their games. The authorities have called a national emergency, but nothing seems to stop them. Now, it seems: you are part of one of these games.
- Suddenly, you are blinded as several lights turn on all around you: as your eyes stop blinking from the sudden change in light level, you seem to find yourself in an old; abandoned train station. Your eyes did not deceive you when you spotted five other people in the darkness, however you did miss a person that lay close to the six of you. Wearing an orange jacket and a light blue cap, however: judging from the way the person is lying on the floor, the fact that he is not breathing and the bullet hole through the back of his head it appears he is dead. You feel kind of uncomfortable, and it looks like you’re not the only one: so you leave the body alone.
- For now, you believe it is best for now to do as the ‘Conductor’ says, as looking around for things that might help you seems to be the best thing to do regardless of everything else and it appears you are not alone in thinking like this as the others appear to also go their separate ways in finding whatever might help them. As you walk to what appears to be a store for rental bikes you feel a lot of emotions, but perhaps the biggest of them would be anger: why are you here? Who does he think you are?! Inside this brightly-lit store, you see a large collections of feature-less silver bikes, and in your rage you kick down one of them: creating a domino effect, as a long line of bikes fall to the ground, this meaningless destructive act fills you with a tiny bit of glee.
- Despite looking around very carefully, you can’t seem to find anything particularly useful to you: however, the lockers in the back of the store surely have to hold things that can help you. After opening all but one of these lockers however, your confidence has dropped immensely as you only managed to find the two coins with some kind of train on them. You have no choice but to put all your faith into this one locker, as your hand moves down the handle: you learn that it’s locked. After cursing in your mind, you proceed to think logically on how to perhaps open this locker carefully before throwing it to the ground and proceeding to stamp on the handle until it comes loose: giving you access to what’s inside: a cricket bat; a stick of sorts and a couple of painkillers. Inside is also a small train ticket, reading: “Wrothful: Attack two players on the same day”.
- Happy that your skills in opening lockers has paid off, you hear the speakers crack again: “would all passengers be so kind as to move to platform one, your train will leave in approximately ten minutes! Don’t forget your train ticket!” You head there immediately.
- Inventory:
- 2 Tokens
- Cricket Bat: CR 2; Hands 2; Unlimited Uses
- Painkillers: Upon taking it you will be immune to pain, allowing you to be more deadly in combat, unfortunately you won't be quick to react to your surroundings: making you more open to surprises. Can also be stealthily given to other players to let them have the same effects.
- Stick: CR 1; Hands 1; 1 Use; Can be a secondary weapon
- Objective: Wrothful: Attack 2 players on the same day.
- Actions Night 1:
- I wish to go to the roof and search for tokens as a priority.
- If there is only one other person in the room I attack them regardless of alliances. Samson is my enemy so I will attack him but only if he's not attacking someone else.
- Deka and Daniel are my allies so if I am in the same room as them, and they are attacked I will attack the assailant. The opposite is true for everyone else, If I see someone being attacked I also attack that person.
- If after all this I still have more than one health left and have only attacked one person I take my painkillers and proceed to punch my self in frustration.
- Night 1:
- Waking up and exiting the first coupé together with Deka, you hang out until you are joined by Daniel, Samson and Nora. Looking up to the crackling speaker, the Conductor starts making an announcement of sorts, “Please make your way to the next sleeping arrangements! I cannot guarantee that it is safe to stay in this wagon!” A hidden door opens up and after Samson’s short inspection, it appears to be the lower storage wagon: but you have no intention of going there, you want to go to the upper storage wagon! You see Samson and Nora leaving for the lower wagon, Samson looking calm whilst Nora looks lazy at best. “So what about reaching the roof?” Deka asks no one in particular, “Oh just pull the damm light bulb already!” a reply can be heard from the crackling speaker. Sure enough, when Deka reaches up to the light bulb, the light switches off and when Deka pulls it, after burning his hand accidentally, a small ladder falls down giving access to the roof: you carefully climb up, ready for surprises but you once you poke your head out you confirm that it is indeed the roof.
- Deka followed you suit and now both of you find yourselves on the roof, the wind rushing past you as the two of you look to the scene around you: a train riding on a track in the middle of the desert. Thankfully, it is night and not unbearably hot: as you sigh you notice Deka has his back turned and is looked to the track upon which the train rides, and you see the perfect opportunity. Carefully walking towards him, you grab your bat and push Deka: nearly making him fall off, luckily for Deka: he manages to hold on to the roof and not fall. He furiously turns around to you, grabs something from his pocket and charges towards you. As Deka tackles you, your bat flies off to the end of the wagon: out of your reach and the two of you find yourselves in a test of strength as Deka lies on top of you, slamming your head against the roof several times before freeing a hand and revealing what he grabbed a moment ago: pepper spray and spray it full force in your eyes.
- It burns is what it does. Your eyes start crying immediately and you can’t see anything, but you can’t do anything as Deka is still on top of you. Suddenly, his weight on you disappears and you’re free to sit up right: through teary eyes you can see that Deka is being put in his place by Daniel. Eventually, he leaves Deka and comes to you: handing you a water bottle, “that should clean your eyes up.” Daniel states before running forward to wherever he is going. You clean your eyes in silence and avoid Deka as you grab your cricket bat again, though you have no intention to attack again.
- You feel lost, the sand around you stretches for miles: there are a couple of sand dunes, but that’s it. There is nothing on this roof that might’ve helped you, so you’re not entirely sure why you decided to come here specifically: you look up to the bright moon and the stars until something hits you on the side of your head. You quickly react, but it turns out it isn’t Deka: whom appears to crouch in front of whatever hit you: it’s a box. He opens the box to reveal four tokens, a glove and a magnet of sorts. You proceed to nab the tokens for yourself and leave Deka with the glove and magnet: surely you got the better end of the deal, you think as you walk towards the next wagon and the third common room.
- Upon entering, you notice that in this common room: there is no joint hallway like in the last common room. Whilst you walk around, you start to realize that you just gave Deka a Sticky Glove and a magnet; realising how utterly stupid you are; combined with some self-hatred, you sit down in the corner of the first coupé, take your painkillers and punch yourself for your stupidity as you hear a cackling laughter erupting from a speaker. Aren’t you a piece of work.
- Inventory:
- 6 Tokens
- Cricket Bat: CR 2; Hands 2; Unlimited Uses
- Stick: CR 1; Hands 1; 1 Use; Can be a secondary weapon
- Objective: Wrothful: Attack 2 players on the same day.
- Actions Night 2:
- I will go to the Upper Restaurant Wagon, my allies are Deka and Daniel. If Daniel wants to comb my hair I will bring my head closer to him.
- If a corpse is in the room (either before or after events) I will search it first for loot.
- My priorities for items are the following:
- • Medicine,
- • Weapons,
- • Tokens,
- • Everything else.
- I like Daniel the most and dislike Samson the most.
- Night 2:
- “So you little travellers are bored, are you now?!” The Conductor shouts through the speaker, causing the speaker to crack even more than usual, “Well I’ll make it more entertaining for you, just you wait! I’ll, I’l-“ Suddenly, the entire speaker seems to have been cut off and after a confusing couple of minutes of silence, it appears the speaker has stopped working entirely.. Deka speaks up and talks about how he and Nora agreed to show Nora’s Game3 + by placing it inside Deka’s Gameboy. Huddling together around the Gameboy, Deka switches it on.
- Game3 +
- >As the screen starts to light up, you are immediately brought to some kind of point in the ‘game’. As Deka is testing the buttons, it appears he controls a man in complete orange with something yellow on his chest: the graphics are nothing to write home about, but it appears the orange man is walking around empty streets at end with only a few spots of lights, which are probably streetlights.
- >After faffing about, Charles motions that Deka should start making haste and Deka starts to make the man only walk left: as he appears to be blocked from going anywhere else. Either it is a long street or the orange man walks incredibly slowly, as it seems to take ages: but eventually the buildings along the streets disappear and instead it appears to now take place on a parking lot.
- >Continuing moving left, the orange man reaches a large building with a large banner which shows a blue bunny as well as an incomprehensible text. However, as Deka wanst to make the man continue to the left: it seems the game does not allow so much. After a while of walking around aimlessly, Deka manages to move the man close enough to the large building’s door and the orange man enters immediately.
- >Upon entering the building, you are in some kind of large hallway: there isn’t a whole lot here and the lights are turned off. Trying to move up, further inside the building, yields no results: however moving to a door to the right side of the screen holds results as you enter a different room. This room holds several tables and other things, but nothing noteworthy as far as you can see, there is also another door to the top side of the screen; you walk towards it.
- >Entering this door leads you into an even smaller room, though the graphics make it hard to place: it appears that there are several musical instruments, party hats and decorations here. Then you spot something in the top-right corner of the room: a big blue thing? A man? It doesn’t look the same as the orange man you are controlling: its ears are way, way bigger and the body itself is also larger. Walking towards it gives you [this image]( http://i.imgur.com/M8c4jAw.png), what could it mean?
- “-at I’m going to do!” as the speaker starts cracking again, “hey, why are you huddled around like that?” but none of you feel the particular need to say what you have been doing, instead you continue to make fun of the Conductor before you are eventually threatened to go to sleep. So you sleep. As you wake up, stiff from the wooden couch. You note that the entrances to the upper and lower wagons as well as the roof are already there, apparently the Conductor has realised that it is no use to try and attempt to be clever. As you calmly look around the room, you hear Samson “Ugh! My stomach, ohoh the pain! I feel sick!” you wonder what happened to him. Regardless, with Samson’s yelps and cries drowning out the usual noise of the speaker and the train, surprisingly enough: you head to your respective destinations. After a short stare at the grate on the ceiling, Charles(ewig) makes a run for the upper restaurant wagon; the orange jacket, which looks familiar, wearing Nora goes up to the roof, oddly invigorated; you proceed to follow Charles’s trail and also leaves for the upper restaurant wagon, leaving behind Deka, Daniel and Samson.
- As you enter the restaurant wagon, you look around and note that this is decisively not a restaurant: there is nothing here that indicates that this is a restaurant save for a couple of thrown over tables and some tablecloths near the window. You shrug and start looking around, wondering where your same-name-buddy went. Unfortunately, there’s not a lot to look for here as you can’t find anything. So you start a staring contest with the wall, that’ll show him! Unfortunately you lost and you decide it may be best to try a different place, but as you walk back to the entrance: the door is closed and you can’t open it, so now you’re stuck here.
- At wits end, you hear a familiar voice: “hey man!” you turn around and grab your cricket bat, but you lower your guard as you see it’s Daniel, your best friend! “hey buddy, how’s it going?” you ask, curious at how he got here: you look around to spot the now-broken window, at least you’re not alone.
- “Not much, I just felt like combing your hair.” He states as he shows his comb, surprisingly, you have no problem with this and turn your back to him: “alright sure, go ahead.” He start combing your messy hair and walks around you. He continues brushing your hair, before eventually you come face to face with him but you can see that something is the matter, “hey, why are you tensing up?” as you get a punch, or rather a smack, on the back of your head. You promptly turn around to face Charles, whom seems unsure of himself as you proceed to grab your bat tighter and slam it against Charles’s shoulder. A fight has broken out between Charles and Charles; it is quite obvious that Charles, that is you, will win but suddenly you feel a sharp, cold metal in the back of your neck. Daniel betrayed you. In a last ditch effort you swing your bat at the man you believed to be your friend, hitting him in the face: but it doesn’t matter, you can feel that you’re becoming heavy as you fall to the ground...
- You are dead.
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