[ -- bzzt -- ]
this story is a work of fiction. any similarities to real persons, places, or events, are entirely coincidental.
THE GAME IS NOW IN SESSION.
The room is filled with tables and chairs, and on the far side you can see a map of the world covering the entire wall, with various lines drawn from location to location.
But is this any time to be admiring the scenery? The tables and chairs, so carefully left ajar as if the occupants of this room had simply stood up and left moments ago. The construction. Was this truly the Hindenburg?
The clock is ticking.
Upon stepping through the door at the far end of the hallway, Iskander Bari, Claire Dobson, Penelope Sanders, Marjorie Hwang, and Julian Wiest-Laird will find themselves standing in the KITCHEN.
Hidden in the kitchen, you will find
A blue key card with the mark of (Aquarius) printed onto it in black type. The Aquarius key card can be found in the locked oven.
(( at this point communication is really crucial you guys!! its hard when there are only a few people trying to work out the doors so everyone please make an effort to be a bit active/track the de999 tag/talk to others on their personals ))
You don't have to go through a numbered door! If you can think of a feasible reason for why your character would rather stick around and do something else, whether it's stand in the corner and collect dust or go back and investigate the cabins, that's fine; especially if you know you won't be able to be active for a while! Of course, the game won't exactly proceed if nobody goes through a numbered door, so it's more of a just-in-case kind of thing. In addition, I won't be making groups wait to proceed once they're formed, so if you want to get in on a certain door, better move quickly!!
Because you need to create a specific digital root out of the characters present I'd encourage talking out of character to get a group of characters together with the proper digital root, more just to save time than anything else! Of course, you can work things out in character as well, as long as something gets worked out!
Anyways, once a group has been put together, someone from that group will have to message this blog listing which characters are going through which door! If the digital root matches up, I'll respond to the message and post up the prompt post for that door as soon as possible! If the digital root doesn't match up UM I HOPE THAT DOESN'T HAPPEN! It's then up to that group to make it through the numbered door, heheheh.
The prompt post will include (where the DEAD is located), (what room will first be investigated), (a quick summary of the room itself), as well as (any keys, maps, or plot-centric items that can be found in the room). As far as the room escapes themselves, they'll be pretty much identical to those found in the original 999 game, so if you're curious about anything feel free to check the game, or ask me! If you can manage to slip any objects or tools out of the room without calling your actions into suspicion, then feel free...
I'd like to point out again that the main focus of this RP is not on puzzle solving, which is why the original game puzzles are being used instead of new or different ones! While of course the main goal should be to escape, don't worry too much about solving the puzzle as quickly as possible! What you choose to do behind the numbered doors is mostly at your own discretion, though...
With regards to chronology, it will be assumed that the moment I respond to a message pertaining to passing through a door is the moment where the characters scan their bracelets over the RED. Thus, the door opens right after the prompt post is posted, and it'll be assumed that all characters pass through the door safely and verify at the DEAD on the other side. You can RP these moments out, if you wish, but seeing as the entire experience will last for less than five minutes of game time, it's not necessary!
As usual, if you have any questions, feel free to ask me! I'll do my best to clarify things that are unclear!
i should think to tell you the rules of this game.
This post may be responded to.
"My, my, have you already started to play with the doors? Aaah, but it would simply not do for our cast of actors to decrease any further."
A soft giggle ushers away any remaining chatter.
"Listen wisely. I shall tell you the rules of the game."
A second pause, barely long enough for anyone to catch their breath.
"The rules are simple. To begin, each of you carries a bracelet, ranging from [1] to [9]. These are unremovable, even in death. Until you escape the boundaries of this ship, it will be attached to your wrist. You'll also notice that your bracelet carries a select amount of WP.
"The methods of passing through a numbered door, too, are simple; simply scan your bracelet at the device outside of the door. For simplicity's sake, we'll call it the RED. On the other side of the door, verify your bracelet for a second time on the device located inside the hallway. In a similar naming vein, we'll call this one the DEAD.
"To open a numbered door, you must combine bracelet numbers to create a digital root matching that of the numbered door. Once the proper digital root has been reached and the lever on the side of the device is thrown, the door will open. At least [three] people must pass through a numbered door, but there is no limit to how many can pass..."
The voice pauses, as if thinking about something.
"...at least, not in that respect. The door will remain open for nine seconds. But, once the door closes, all bracelets which passed through the doorway will activate a three minute countdown and both the numbered door and any other doors in the hallway will lock.
"If you make it to the DEAD in time and verify all of the bracelets that scanned at the RED and passed through the door, the countdown will stop. If you don't, you die. Simple as that.
"So now we come to the next hurdle; the WP. Best treasure what you still have, for should it reach [0], your bracelet dies and becomes inactive. In other words, you will be unable to scan it at either RED or DEAD, and unable to advance. However, be warned -- a dead bracelet will still trigger the three-minute countdown should it pass through a numbered door."
There's a third pause, but this one sounds less like a dramatic stop and more like a pause born of necessity. Then, the voice speaks smoothly and quickly, retelling the rules in a second language.
"If you are capable of it, then please, by all means, do your best to survive. Should you find yourselves incapable of such a simple thing, then for the losers the only thing you shall gain, shall be death. You'll find what you seek beyond the numbered doors."
Take note of what I speak, for they are warnings you shall not hear again.
Know that those who tread behind Door 3 with no regards to the rules shall suffer a death that leaves no outer wounds on their bodies. Could they be but sleeping? Know that the scent of death that hangs now in the air is artificial.
Know that undue meddling with the system to open a number door without regards to the rules will result in a penalty.
Know that the system to open a numbered door utilizes a mechanical device, its visible interface containing a circular scanner panel, a digital display line that displays [asterisks corresponding to the number of bracelets entered into the system] and [a certain number], and a lever to the side. All three numbered doors are currently [DISENGAGED]. Do not engage them.
Know that you shall not advance until the game is prepared.
** end transmission
For the RPers; things to keep in mind:
Because of the (as of yet undisclosed) rules of this Nonary Game, I'd really prefer if you (and the characters) not mess around with the scanner panels beside each numbered door until I reveal the rules. Basically, while they're similar in appearance to those used in 999, their functions are slightly different and I don't want to explain them quite yet.
I'll put out a post explaining the rules once all of the characters have responded to STAGE ZERO - STROBE. This is so that everyone has a fair shot at going through whichever door they want to, and so that nobody gets left behind! For the record, the game will probably operate on a two-week schedule, based off of every other Tuesday. Warning messages should be posted on the previous Saturday or Sunday should not every player have responded. I live in CST, USA, which is GMT-6, so times will always be based off of that now that I think I have this blog set to GMT-6 as well. If you know an RPer who hasn't responded to a stage yet, I'd appreciate it if you could get in touch with them because I've had mixed to bad luck with sending out warning messages myself.
If you're curious about something or something isn't clear in my descriptions, please ask!! I'm aware that I have a tendency to be vague and unnecessarily cryptic when I ought to be more specific and clear, so I'd rather that you check something with me if you're unsure rather than guessing, unless it's something really minor. You can message me either on this blog or on my main blog, and if you want it answered privately just let me know! (In most cases, individual questions sent to this blog will be answered privately.)
One thing that I'd like for RPers to keep in mind is that while quite a bit of information has been disclosed to them, whether it's through prompt posts or other posts on this blog or simply through exposure to the world of 999, this is a first-time experience for all characters. They should not possess as much knowledge as any given RPer does! This kind of goes hand-in-hand with please don't mess around with the door mechanisms. Also for the record the two bodies behind Door 3 did not appear to have any visible wounds on them; for the most part they were entirely intact. The main thing to note is that the body of the girl was twisted around, i.e. elbows bending backwards and broken bones and dislocated joints and whatnot. I probably didn't make that clear in the prompt post and a few people probably assumed that hey, it's 999, they probably exploded. Which I don't blame you for! Another thing to consider is that the door was only open for nine seconds (and not all characters were necessarily looking at the door when it opened), so keep in mind the amount of details that a person could reasonably take in when met with a sudden bright light as well!
Overall I'm pretty happy with how the RP has been going, though; I've had a lot of fun reading the threads (as evidenced by the track pages???) and I feel like we have a great cast of characters! Thank you all for putting up with me because I'm still kind of figuring this whole thing out, too.
Twenty-one persons gather in the A Deck staircase lobby, where half of it is still shrouded in darkness. A voice cuts through any remaining chatter; it is a high voice, perhaps a woman's voice? Is their captor a woman, or is it the workings of a voice changer? It is worlds away from the voice that had summoned them all to the lobby.
"On May 6th, 1937, tragedy struck as the LZ 129 Hindenburg caught fire and was soon utterly engulfed in flames. Thirty-six people died."
The voice pauses.
"But that is a story you have heard before, and I did not seek your company to exchange stories of tragedies.
"Tonight, I have gathered you all on this ship for one reason. The LZ 129 was destroyed in thirty-seven seconds, but I will give you more time to make your escape." Yes, escape. The rumbling of the ship can be heard in the silence.
"Nine hours. That is the time you will be given. Should you fail to escape the boundaries of this dirigible within those 32,400 seconds, this ship will follow the fate of its predecessor and go down in flames." The voice pauses for a second time, although all has fallen silent; even the rumbling sounds of mechanics whirring has ceased.
"Seek a way out. Seek a door that carries a —"
The mechanical sound of a lever being pulled interrupts the speaker, and a door can be heard slowly sliding open. The metal squeals, as if in protest, as if to say, "do not open this door--," but the door has been opened.
A faint scent of gas -- or is it smoke? -- seeps out into the staircase lobby, as light floods the entire lobby, as well as the dark hallway beyond the metal door with the black 3 emblazoned upon it.
( tread you not )
Along with the scent of smoke-gas is the stench of death, of something horribly stale; the stench of two dead bodies. One, slumped against the wall with bones and limbs bent at impossible angles. A second, lying limp upon the floor, doubled over as if in pain, even in death. Both wear bracelets upon their left wrists. Both wore?
A girl and a man, lying dead behind Door 3
( in the halls of )
and, nine seconds elapsed, the door slides closed once more, sealing away the two corpses behind its unforgiving walls. And amidst the horror, whoever was speaking has disappeared -- or were they ever there? With the sudden illumination of the staircase lobby, you can see that there is a single loudspeaker installed in the far corner; was that the source of the voice? But it sounded real, organic, as if the speaker of death was in this very room with you. Could the speaker still be in your midst? How else could they have disappeared so quickly?
You will also see that there are three doors before you; [1], [3], and [5] plastered upon their surfaces in a black tar-like substance.
The clock strikes midnight.
Now, will you open the door? Towards which door shall you go? Whatever shall you do now?
You may respond to this post. Should you not, it will still be assumed that your character arrived with the rest of the group.
A voice, chilling in how artificial it sounds, echoes through the hallway.
"Come to the A Deck staircase lobby," it crackles, although its source is unknown; there don't appear to be any loudspeakers in sight, "where from light shall answers spring."
But the A Deck staircase lobby continues to remain partially pitch-black; what could the voice be asking for?
A note to the wise:
You will be given 90 minutes to tie up your current threaded interactions.
Fifteen years ago, in an underground laboratory somewhere in the United States, something happened.
And you were there. You might not remember it, no-- you definitely don't remember it; have you even been to the United States? You must have, but, you don't remember. It's all hazy, everything's hazy.
You might not have even been in the laboratory. In fact, it's probable that you weren't in the laboratory. But you were there.
In a laboratory more like a coffin than a place of science? No, you couldn't have been there. But what about directly above the laboratory? In a museum, where there was a mysterious power outage?
You don't remember being there. But you were there, you existed there fifteen years ago.
i was wondering what sort of items it'd be ok to find and take from the room, thanks!! i figure maps and keys aren't meant to be found randomly just yet.
Maps and keys are not to be found randomly, that's correct! Otherwise, any sorts of items are okay to be found, so go for whatever you so desire! If the Game Mastermind decides that what you have claimed is out of bounds, then the item will be taken from you at a proper date.
Other characters might try to steal your stuff, too, so watch out!
(answered publicly in case others were wondering!!)
Click. Clack. Click, clack, clickclackclacklclakcclkacklclack. The sound of heels on cold floors, hollow and ringing. Mustn’t be found, mustn’t be caught, must succeed.
Soft footsteps, hard heels, corpses; a funeral march.
electric sounds, music, or cacophony?
Go not into the coffin, where your sister weeps, eyes crying blood-tears. Yet steps through he does, carrying her. Dead? Alive? Somewhere in-between?
Goodbye to something.
Goodbye to you? To me? To whom, we ask —
the door claims its two victims. swing open, swing shut, too long, too short —
For those who are not sure how to calculate a digital root, do some research! The necessary information is included in the file tucked away on the shelf of your cabin.
For the most part, this escape is entirely in your jurisdiction! Is the floor absolutely littered with key cards, only three of which will open the door? Are the three sparse key cards hidden away where the eye can't see? Are there puzzles you must unlock within the room to find the necessary key cards? It differs from room to room.
This is by no means a test, so don't feel like you have to spend a lot of time coming up with the most creative way to complete this challenge! There is not a specific time limit on this post, but as is the case with many things in this roleplay, it will be difficult to proceed until all characters have been accounted for. Undue dilly-dallying in the cabin may also result in rather dire consequences...it would be quite a shame to lose a valuable player so soon into the game!
Your response should include your character's awakening, as well as the details of their escape (and anything else you see fit to include); it should end with their emergence into the hallway.
Characters who are faster at escaping are welcome to mingle with other similarly nimble players, whether it is in the hallway or either of the staircase lobbies. New posts should be created for such situations.
Please note that as of right now, a good portion of the A DECK STAIRCASE LOBBY is pitch black! Undue explorations in that area are not advised. The remaining portion, and the entirety of both the HALLWAY and B DECK STAIRCASE LOBBY are bright as day. Once all players are accounted for, the game will proceed.
---
As usual, if you have any questions, feel free to contact me, either through this blog's ask box or my personal blog's ask box!
When it becomes apparent that only a select few have yet to respond to this prompt, a [private message] will be sent to said players as a reminder to respond! If you need more time to respond, that's perfectly fine; just be sure to let me know and we'll wait up for you! Characters are welcome to interact in the staircase lobby in the meantime.
With regards to the response itself, please reblog the [original prompt post] as a [text post]!
You may respond to this post. Please refer to the attached map for any necessary details. Note that the map is not to scale. In addition, room assignments per character can be found here.
You have awoken in a passenger cabin. While you do not appear to be in immediate danger (aside from possibly a splitting headache and a foggy head), you will realize that your surroundings are ones you have never seen before.
Upon awakening you found that you were sitting in a chair (unless, by some show of grace, you had fallen out of it and onto the cold cement floor), a wooden chair that had been placed against the back of the wall.
[ For those located in cabins K-W, the wall behind you is partitioned in an odd manner; what appears to have once been a window of some sort has been sealed off by a metal plate. Those located in cabins A-J will see nothing of the sort. There are no other exits, aside from... ]
Directly in front of you is a door with a number emblazoned on it in what appears to be black tar. You will find that the number matches that of the bracelet latched onto your left wrist.
Speaking of which, the bracelet! Tugging at it will do no good. Further attempts would likely rip your skin clean off. It is an unwieldy, metallic thing; a mess of white wires and gray interfacing, and a bright red number burning holes in the dark face of the watch. Its number corresponds with the one on your door. Upon closer scrutinization, the watch appears to have only one button to the left of the face; should you choose to press it, the color of the text will change to white, and the content to
[ 27 WP ]
Whatever could that mean? A second press of the button reverts the watch to its single digit display.
Your attention returns to your surroundings, and you will note that your newfound prison rather small. To your left is a bunk bed with two berths, and to your right is a wash basin, along with a small shelf.
What will you do? The air is thin, and you're not entirely certain that fresh air can find its way into this cabin. Your only route of escape is the door directly ahead of you.
Hidden somewhere in this room are three key cards, which, when combined, will create a digital root that matches the number upon your door. Where are they hidden? Are there more cards? That is up to you. But lying on the small shelf is a briefcase containing a sheet of paper explaining the process of finding a digital root, along with a notepad and pencil. It would do you well to avail yourself of the resources that have been left for you.
Good luck.
We look forward to seeing you join us in the staircase lobby.
On May 6th, 1937, tragedy struck as the LZ 129 Hindenburg caught fire and was soon utterly engulfed in flames. Thirty-six people died.
But that is a story you have heard before, and I did not seek your company to exchange stories of tragedies.
Tonight, I have gathered you all on this ship for one reason. The LZ 129 was destroyed in thirty-seven seconds, but I will give you more time to make your escape.
Nine hours. That is the time you will be given. Should you fail to escape the boundaries of this dirigible within those 32,400 seconds, this ship will follow the fate of its predecessor and go down in flames.