randomtology

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Aug 3rd, 2023
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  1. - After being grabbed, Captives will wake up to find themselves in shipping containers with a low quality mattress to rest. It's up to you if they share a shipping container or are by themselves.
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  3. - All of their possessions on them will have been taken away, including anything in their pockets. These are being stored in the main office of the facility (aka will be returned upon rescue). There's a monitoring bracelet attached to each of their ankles- it's enchanted to send volts through the body should you try to remove or tamper with it.
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  5. - There is no air conditioning in the shipping containers, which considering it's the summer, that makes the whole thing extremely hot and uncomfortable. The metal of the container will even burn bare skin during the hottest parts of the day.
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  7. - The containers have been enchanted with glyphs to inhibit any of their powers.
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  9. - There's no windows and no easy way to tell the time of day. Krusnik agents will further disrupt their schedules by showing up at their containers of the day and never keeping to a routine.
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  11. - Sleep deprivation will be a problem, as not only is your container really uncomfortable to sleep in, but Krusnik will intentionally disrupt their sleep so they can never get anything more than a couple hours at a time.
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  13. - There'll be fed food and water but it's not only low quality, but it's never enough. Sometimes the food will be safe, and sometimes the food will be drugged with sedatives or whatever horrid concoction they felt like testing today. The meals aren't set to any schedule. Sometimes they only come a couple hours between each other, sometimes its over half a day. If the captive is particularly uncooperative, meals are skipped.
  14. - Sometimes they will have Krusnik agents show up to perform tests on them. Sometimes it's basic physicals, sometimes it's things like "pain tolerance". Many of these underlings are either as twisted as Weissmann and Phillip, or former victims who have been mentally broken into being loyal to Krusnik. Many of the latter are possessed by demons or evil spirits, giving them extra strength and abilities.
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  16. - They will be occasionally interrogated for information, often by Phillip. Phillip is very manipulative and silver tongued, trying to make you believe that he's torturing you for your own good, really. He will ask information about their abilities, about their backgrounds, their ideology, and oh yeah about other people on the app - mostly the former victims or otherworlders. Should you comply and give him information, you'll get rewards with bigger food portions and less disrupted sleep.
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  18. - Every 1-2 days the captives will be expected to do the "labyrinth". Basically they are sent into a Spirit Realm they access through a portal that is an labyrinth full of various monsters. They are armed with very basic weapons, and expected to do what they can to "grow stronger". From there, they have to basically survive a few hours in this labyrinth.
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  20. - FOR ROSE: After the first visit to the Labyrinth, a phantom monster will sense her repressed feelings and decide to "latch" onto her. Negative emotions she has will feel amplified, and harder to ignore until it's to the point of making her act irrational. The phantom monster will need to be destroyed in order for it to stop.
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  22. - FOR VERGIL: Unfortunately, Vergil bears a resemblance to Phillip's dead brother (it's the hair), so Philip will be particularly vindictive towards him at times.
  23. - [OPTIONAL] Memory suppression: After a session with Weissmann, they might find themselves struggling to recall certain things. Basically things to make them question how long they've been there, if they actually have a life to go back to, etc. These memories can be gained back after being rescued.
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  25. - [OPTIONAL] Branding: Philip is attempting to test a new version of the Coven Sigils he remembers in his past life, and might use them as test subjects. ( https://theowlhouse.fandom.com/wiki/Coven_system#Coven_brand ) Basically it'd be a magical brand on their arm that will inhibit any abilities Phillip isn't a fan of. The magic is far from perfected, so it'll also cause occasional bouts of pain. It can be removed/de-powered after rescue.
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