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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. You are worried: very, very worried: you heard about these games before and how there have always been casualties: you mustn’t trust anyone, that’s for sure. You decide it is best to rush towards the surveillance room and see the others act, for your own safety.
- Surprisingly, the heavy door that leads to the surveillance room was open: suspicious, but as you peek into the dark room, you see nothing that indicates that there is someone. The various black-and-white screens and monitors are the only light sources that this room appears to have, creating a tense atmosphere but you came here for a reason and it appears to have paid off as the screens show off various rooms and stores: these are probably the same camera’s that this ‘Conductor’ uses, from another location though.
- After carefully having scanned your surroundings one last time, noting that there is a large window behind you if you look at the monitors, you decide it is time to focus on those monitors. Thankfully, you don’t need to mess around with them as at least one monitor seems to be focused specifically on these other five people, unfortunately: due to the angle, as well as the colouring, it is hard to specifically make out whom is whom, but what they are doing should still prove helpful.
- The first monitor shows somebody whom is messing around in a large kitchen, it looks like a total mess in there: but not soon afterwards you see that person finding a box and in it a kitchen knife, very worrisome indeed. The second monitor instead focuses on somebody whom is beating the crap out of a locker, surely a worthy opponent: after the locker was heroically defeated, the hero looted its corpse, you can make out something of a bat as well as some pills...
- You look around the desk afterwards, and notice some kind of map lying ripe for the taking: finders keepers after all. Looking back to the monitors you’re shown a person running on a platform, you wonder what that is all about: but you are quickly distracted by another monitor. This one shows someone messing around with a corpse, could that be the corpse from where you woke up, or is this different? The fifth monitor appears to show some kind of pharmacy, as someone is holding some kind of small coin up close to their face to inspect it.
- Lazily continuing your observations through the monitors with the map in your hand, you see someone messing about with a large box from which he pulls out a smaller box: you wonder if there’s a smaller box in that box as well, but it turns out to be a Gameboy, you’re not sure what to think of that. Wait a minute, didn’t you only see five other people when you woke up? Suddenly you hear a voice, “you’re inside now, non?” you quickly hide by diving under the desk, accidentally falling on something small. As you pick it up, you notice it is a spy camera and you decide to keep it.
- “There is no need to fret, my friend: you are inside and that is all that is of our concern right now. Me? I’ll be there shortly, I’m just going to grab the map and be on my way.” Hearing footsteps coming closer to the surveillance room, you start panicking: if this is the Conductor you’ll be toast. You tense up as a pair of neat black leather shoes walk inside the room: stopping right in front of you as he appears to look over the desk. It feels like you’re losing years of your life as you wait for him to realise the map is truly not there, seeing as you hold it in your hand, but he eventually gives up, leaves the room and closes the door.
- You can’t hear anything anymore, but just to be safe you wait few moments before standing up and trying the door: it’s locked. Frantically looking around, you see something lying in the corner of the room: as you crawl towards it, it appears to be a pill of sorts and there’s also some kind of paper. The paper in question appears to be a train ticket, there’s a message box that reads “Paranoid:” but it doesn’t state anything else. Suddenly 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!”
- Standing behind the desk again with the paper lying in front of you, you start thinking. What could this mean? This obviously has to do with this sick game, didn’t the Conductor say something along the lines of the objective would be something we found and we need a train ticket, then this seems the most obvious thing. You grab the only pen in the room and start scribbling: “Paranoid: find out the identity of whomever is behind this and escape”. However, time is running short and you are still stuck inside this room.
- Minutes are going to start fading and your options are next-to-non: out of desperation, you pick up one of the heavy monitors and hurl it through the window: the sound of glass shattering is almost like singings at this moment as you climb outside through the broken window, careful not to cut yourself. As you start to run back, you change your mind real quick to come back and grab a larger shard of glass: might come in handy.
- As you return to the corpse, you hear your own panting and take a short break. However, the corpse looks different: it’s jacket is gone! Whomever was messing with the corpse when you were watching what was happening through the camera must’ve taken it. As you start thinking again though, you notice something in the corner of your eye: some kind of paper, you decide to quickly pick it up before starting to swiftly make your way to platform one.
- Inventory:
- 2 Tokens
- Spy Camera: Allows you to know everything that happened in a room.
- Antidote: Automatically consumed if drugged or poisoned, cancels those effects. You will be notified when it is used, but not whom did it or what item was cancelled.
- Glass Shard: CR 1; Hands 1; 1 Use; can be a secondary weapon
- [Map of Train](http://i.imgur.com/wU9tl3z.png): Gives you a map of the entire train, revealing what lies ahead, or behind.
- Objective: Paranoid: find out the identity of whomever is behind this and escape
- Actions Night 1:
- Set up the spy camera when everyone is sleeping in the common room, in such a way that it can observe the second coupe. I go inside the fifth coupe and I'll lock it from the inside if there's nobody inside, but I will not lock it if somebody else is in the coupe. I will go to the upper level, as the fifth coupe has the entrance to there, however: should the fifth coupe be locked, I'll search for an empty coupe and lock myself inside going from 5 to 1 if necessary.
- Allies: no-one
- Enemies: Mysterious Person, the Conductor, Daniel
- I'll attack the former two with my shard unless they are armed. I'll attack Daniel if he's already being attacked.
- I will not attack if Daniel has a knife or bat. If somebody with a bat or knife attacks someone else, I'll run away and hide. If there's a brawl between 2 unarmed people, I'll assist the one that is defending himself.
- Night 1:
- Everyone slowly starts to leave the main hallway of the wagon, or ‘common room’, as they enter their claimed coupés to try and get a night’s sleep. You stay awake for as long as possible, eventually being the only one left in the main hallway; you start putting up the small spy camera by sticking it to the ceiling, you have no idea how it sticks to the ceiling and you honestly don’t feel like finding out, putting it up in such a way that only people with eyes like a hawk, no: a falcon, can see it. This should reveal, maybe, what is behind that second door. Thankfully, you managed to lay claim on the fifth coupe: as the map seems to indicate that the upper wagon will only be accessible through your coupe. You close the door, try the lock and fall into an uncomfortable sleep. The next morning, which has probably only been a couple of hours: seeing as you still feel tired, an announcement can be heard from the speaker in the main hallway. “Please make your way to the next sleeping arrangements! I cannot guarantee that it is safe to stay in this wagon!”
- As soon as the ‘announcement’ is over, you hear a thud and suddenly the wooden bench moves up against the wall: revealing the entrance that you were expecting. You crawl through the entrance to face, darkness. It appears the Conductor has not paid his electricity bill in years. On both sides, against the wall, are boxed that are piled up to the ceiling: perhaps there’s something inside it? Before you check the boxed though, you look around the rest of the wagon: there’s barely anything else really noteworthy here, must’ve truly been a storage wagon. After having made your round through the room, you see a metal door with a glass window, it appears to lead outside and as you peek through the window, you can see a ladder that must lead to both the roof and the door to the common room. Keeping this in mind, you turn your back to the door and can’t help but snicker as you wonder how many people must be trying to get to *your* coupe to get to *your* room.
- You get to work and start emptying the cardboard boxes for anything valuable: unfortunately, most turn out to be empty as soon as you lift them up. Eventually you get tired of boxes; boxes that are empty and the cardboard that the boxed are made off and start being less careful and structured: throwing boxes and flattening them with your feet. Thankfully, you manage to find something that is not made of cardboard: a black plastic stick with a thing white band on one side, a magic wand? Twirling it around in your hand, you notice something on the bottom: upon closer inspection it appears to be a print reading J.L.. Whatever the case, you could use it as a weapon to defend yourself, should the need be: though it looks neither intimidating nor strong.
- Suddenly, you hear glass shattering. Jerking right up, you hear glass being crushed: whomever it is, he’s coming closer! You instinctively hide behind several boxes, as you lie on the floor listening closely to the footsteps that come closer and closer: you turn your head around to face the wall of boxed behind you, and see something blue, but you’re not sure what it is.
- “I can see you, there’s no need to hide.” You hear Daniel saying, perplexed you give in and stand up, grabbing the glass shard that has been sitting uncomfortably in your pocket the whole time. You don’t see anything in Daniel’s hands and you grab your shard and stick somewhat tighter. “Where you the one whom closed off access to this room? Oh, what’s wrong?” Daniel asks, obviously worried: but before he opens his mouth again, you cut his left hand with your shard, leaving a nasty gash. However, now you’ve done it: both of you are surprised at what you did, but before you can react properly or strike again: Daniel pulls out his knife, “YOU FUCKER, you want to kill me!”
- Daniel’s left hand bleeds quite heavily as the blood drops hit the floor, but his right hand holds the kitchen knife you saw in camera back at the train station. You realise that even with Daniel’s wound, you are no match for that knife and you make a run for it back to the common room. It seems Daniel has no intention to chase after you: he believed you were a friend, you bastard.
- Back in the common room, you pant heavily; remove the lock from your coupé door to get your camera back. Stepping back in the main hall, you notice that all other coupé doors are open: including the second door: you step inside, holding in front of you the magic wand to intimidate your potential foe, but it’s empty and there is seemingly usable inside. You look up to the ceiling and notice a grate of sorts: it is too high for you to reach but a large man might be able to reach up to it. You spot something small just laying on top of the grate though: it looks like a cassette, no not really. What could it be? Reaching up with your wand, you knock it through one of the openings: letting gravity do the work for you and pick it up. A label on it reads “Game1 +”, you wonder what it means: maybe there’s some device in which it could fit? But you don’t remember any kind of device that might help with this.
- Seeing as you don’t feel quite like facing Daniel again, you decide to stay here for a while and might as well look at what the spy camera has to show. Initially it shows nothing, as everyone is sleeping: then you see and hear the door of coupé 1 opening and Deka carefully stepping outside, obviously making sure not to wake anyone. He has something in his hand that looks awfully familiar to your spy camera, and as he looks up.... He notices your spy camera, and with surprising precision destroys the spy camera’s camera, making you unable to see anything else. For the next hour, you curse Deka’s continued existence and decide to make your way back to the upper level and onwards to the common room. Walking through the common room, you notice that the rest of the room has been searched, probably by Daniel, well it’s pretty much guaranteed Daniel since there’s blood everywhere, and make your way through the metal door with its glass broken.
- Inventory:
- 2 Tokens
- Antidote: Automatically consumed if drugged or poisoned, cancels those effects. You will be notified when it is used, but not whom did it or what item was cancelled.
- [Map of Train](http://i.imgur.com/wU9tl3z.png): Gives you a map of the entire train, revealing what lies ahead, or behind.
- Game1 +: There should be a way to use this.
- Magic Wand: Can be used as a stick with a CR 1 and 1 use.
- Objective: Paranoid: find out the identity of whomever is behind this and escape
- Actions night 2:
- First of all, listed enemies ARE NOT to be attacked in a one on one situation.
- I want to hide in a room with a trap door. The objective is to watch the said trap door - somebody either has the key to it (one of the group) or it will be used by X. I should get to that room as soon as possible.
- Other than that, there's a small possibility that Deka has a spy camera like the one he destroyed, I should pay attention to notmiss it if it's somewhere on my way or on my way out. If found, I should take it for myself and not destroy it. The bigger probability is that he just used my camera to see its data before he broke it, but you can never be too careful.
- Daniel: consider ally. If found out by him, do not flee, but stop him - he should not move closer than double that range of his knife's reach. Explain the situation, why shouldn't he come closer, why am I hiding, etc. By logic, if he considers me neutral/ally, he won't come closer. If he does, flee as soon as possible.
- Charles: consider enemy. Has a baseball bat, direct confrontation is impossible, so if found out by him, flee as soon as possible. There's a chance he has a poison and not the antidote, do not drink stuff he offers.
- Deka: consider enemy. Do not attack him if found out by him. Talk with him, but be ready to use the magic wand to defend if needed. Priority is to hold the ground, do not leave the area if things do not go bad. If they do, flee if magic wand is not enough to shake him off.
- Samson: consider neutral. Do not drink the stuff he offers, with a high probability he has a poison on him. Same rules of holding ground as with Deka.
- Nora: consider neutral. Same rules.
- Chcklad/X: consider enemy. Try to get information if I find him, if things go bad, flee. Use the wand if needed.
- Magic wand is not used for attacking, only for defending. How to do it: shout "AVADA KEDAVRA" and try to stab their eyes. Or head. If that does not work, and wand breaks, flee.
- As a general rule, do not help in a fight, keep hiding. Exceptions: help Daniel if he's attacked by Charles, use wand in this case. Help Deka if he's attacked by Charles, also use wand. If Deka's attacked by Nora, help Deka, but do not use wand unless she has a dangerous weapon. Do not help Deka if he's attacked by Daniel. Yes, helping Deka goes regardless of me considering him an enemy.
- 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.
- 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, specifically at the ceiling but seeing nothing of note, you hear Samson: “Ugh! My stomach, ohoh the pain! I feel sick!” you wonder what his deal is. Regardless, with Samson’s yelps and cries drowning out the usual noise of the speaker and the train, surprisingly enough: a short stare at the grate on the ceiling, and you make a run for the upper restaurant wagon.
- Inside, you take a look around real quick as you walk swiftly from one end to the other: spotting the grate you were looking for, it is time to set up the trap. There’s not a whole lot in this ‘restaurant’ besides a couple of tables and some tablecloths under the large window. You place the tables in such a way that you can hide behind them and observe the grate before you hear footsteps: somebody else is making their way to the restaurant! Indeed, somebody else has also entered the room and it’s Charles, you curse in your head many times over, but it appears he has no desire to look around well enough to check your hiding spot, so you calm down.
- Time seems to pass so, so slow and it appears your chase was useless as the prey didn’t even bother showing up. But you hear glass shattering as you start to doze off, looking back: you see nothing but the open window, eventually though, Daniel comes climbing in, what. Seeing as Charles hasn’t spotted him yet, you motion to Daniel. “Hi.” he whispers, “don’t hi me, be quiet and stay back!” you hiss back as you starts staring at the roof, “a grate?” he asks like an idiot, “why are you hiding from Charles, Charles?”
- “Very funny” you grumble, “There’s someone that can crawl through parts of the train that I, or we, can’t access. I need to find out, it may be the Conductor, so I can kill him and escape.”
- “Why are you hiding from Charles?” he asks, ignoring your explanation
- “Because I don’t trust him and I think he wants to kill me. And stay back.” You warn,
- “Fine, fine. Hey, you don’t trust Charles, right?”
- “Yeah, so?”
- “Let’s kill him.”
- “Dude..”
- “I’m serious, we could take him.”
- “...”
- “I got this knife man.”
- “I know.”
- “Wait, how?”
- “Fine. I’ll help you, but be careful: he has a bat of sorts.”
- “Seriously?”
- “Yeah man”
- “We can still take him, he’s alone: we’re with two.”
- “Fine. You get him first.”
- “Ummm, I don’t think if you’ve noticed.” He mutters as he looks you dead in the eyes and raises his left hand before shaking his head. “I can kill him easily, but I need a distraction. So I’ll go up to him, he won’t suspect me; then you go and challenge him and I stab him! Easy enough?”
- “Fine, fine. Just go already, I’ll do it.”
- “Aye, don’t double-cross me though: I won’t like you if you do.” He whispers as he stands up and start walking towards Charles, unfortunately you were now talked into doing this “hey man!”
- Charles turns around and grabs his cricket bat, but lowers his guard as he sees that it is Daniel, “hey buddy, how’s it going?”
- “Not much, I just felt like combing your hair.” He states as he shows him his comb, surprisingly, Charles seems to fully trust him as he turns his back towards you and Daniel “alright sure, go ahead.” Daniel proceeds to comb his messy hair and walk around him: Charles should really wash that hair of his. Daniel continues brushing his hair and walk around him, and you see your chance. You sneak up on Charles and raise your fist to slam him a good one that will distract him enough to get Daniel the kill he pushed for.
- “Hey, why are you tensing up?” Charles asks as he gets a punch, or rather a smack, on the back of the head from you. He promptly turns around to face you, you suddenly feel very insecure and unsure of yourself as Charles proceeds to grab his bat tighter and slam it against your shoulder. A fight has broken out, with Charles facing Charles; it is quite obvious that Charles, the other one, will win. Luckily, Daniel grabs his knife and just as Charles is close enough to hit you, Daniel stab his neck from behind: he will not survive, you think as Charles turns around and slams the bat into Daniel’s face: breaking his nose and causing several teeth to fly out, Daniel should be lucky that Charles couldn’t manage to swing at full strength. As see Charles falling down, you roll out of the way.
- “Thank God you still killed him, it appears it’s over.” You say as you look down on Charles,
- “Of course I killed him, but it’s not over.” Daniel says as he points his knife towards you and takes a step forward, you have realized that you’ve been tricked into making the worst mistake in your life.
- You get nervous and step back, grabbing your magic wand to defend yourself. He steps forward, you step back. “AVADA KEDAVRA” you shout as you attempt to stab Daniel’s eye with the stick, but all he has to do is slap it out of your hand and shake his bruised head: “seriously?”
- You start looking around frantically, the adrenaline in you seems to be pumping in massive amounts. He attempts a stab, but you dodge out of the way and proceed to make a run for it: back to the common room! Time seems to be going slow, unbelievable slow. However, as you sprints towards the door back to the second common room: you realize too late that the door is closed and you slam against it. Cornered with your back towards Daniel, you feel hot blood erupt from painful, shallow wounds, as you hear maniacal laughing erupt from the speakers.
- You are dead.
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