( Intro/CR Meme )
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DIVINE AUTHORITY - 1 SLOT
continues into Month 2; warnings for violence & eventual murder
Character will be printed wearing a police uniform, including a walkie talkie, badge, holster, and a pistol.
Character will adopt a leadership role.
Character will wake up in the CHURCH.
UNPOPULAR OPINIONS - 2 SLOTS
Continues into month 2; warnings for eventual character death & causing the deaths of others
Character will adopt antagonistic roles that will develop negative CR.
At least 1 open network post will be required.
VOLUNTEER AS TRIBUTE: - 2 SLOTS
Warnings for psychological trauma or physical violence
Characters will be exposed to the mist and the effects caused by it.
Potential character death, optional.
FIRST CONTACT - 1 SLOT
Open network post required.
DO THE RIGHT THING - 1-3 SLOTS
Character(s) will be exposed to the mist and the effects caused by it.
GUINEA PIGS - Unlimited, can be taken on as a second role by LIBRARY SURVIVORS or CHURCH SURVIVORS.
Characters will be exposed to the mist and the effects caused by it.
Slight to moderate consequences that will allow the characters to disobey once the consequences pass.
CHURCH SURVIVORS - 1-3 SLOTS
Character(s) will wake up in the CHURCH.
Character(s) will eventually be exposed to the mist and the effects caused by it.
No consequences, no objectives.
LIBRARY SURVIVORS - 1-4 SLOTS
Character(s) will wake up in the LIBRARY.
Character(s) will eventually be exposed to the mist and the effects caused by it.
No consequences, no objectives.
THE ADDICT - 1-4 SLOTS
Character does not spend more than 5 hours a day sober.
Character does not have any significant contribution to the overall story.
Unique consequences: After hour 8 of sobriety, the character will experience symptoms of severe withdrawal which will become unbearable by hour 10. These symptoms cannot be overcome.
THE OLD FRIENDS - 2 SLOTS
Slots must go to characters who do not currently share CR.
Role has no significant contribution to the overall story.
Objectives:
- Treat each other like long time best friends.
- Ruminate over stories about your shared past.
- Convince others that you've always known each other.
Consequences are mild and can be overcome.
Our church survivors, library survivors, and mall survivors will wake up in their respective settings. The mist will have already begun to overtake each location. Our GUINEA PIGS have been given a very simple and rather vague instruction: try to leave. Wandering out into the mist will cause them to suffer the effects of the mist, allowing for all characters in the game to see the threat firsthand.
DIVINE AUTHORITY, or any of the other CHURCH SURVIVORS, may use the network community, via walkie talkies, to attempt communication. Only the LIBRARY SURVIVORS will be able to answer at this point; the larger mall group does not yet have a access.
By the third day, the mall manager will attempt to bring order to the chaos. He’s a portly and otherwise unobtrusive type, but by virtue of having all of the keys to the building and a security-issued stun gun, he has some semblance of authority. He will gather all of the mall survivors into the main lobby and kindly suggest that they establish and vote upon some simple rules for the mall population:1. Ration and equally share food.
2. Loot from the shops only what is necessary to survive.
3. Anyone who threatens the group will be thrown into the mist.
That last one probably isn’t foreshadowing.
Our mall manager is back again to remember something useful: In the security office is a tote full of standard issue walkie talkies that may be helpful in contacting assistance from the outside world. The only issue? The admin office is located in the sealed off administrative wing and someone has left the window open, and contaminated it with fog. Taking no initiative in retrieving them himself, he convinces the group to draw a name for the person who will attempt the journey.
VOLUNTEER AS TRIBUTE 1 will offer to go themselves (or don’t, and let your name be chosen) and VOLUNTEER AS TRIBUTE 2 will kindly offer to accompany them into the mist. Together, they will brave the lengthy stretch of corridor toward the security offices and back. Unfortunately, the fog is a cruel mistress. Paranoia and shared hallucinations will settle in before they can make it back, causing them to either band together or turn on one another. They will either walk out of the admin corridor together and triumphant, or only one of them will survive.
Either way, the walkie talkies join the mall crew and network communication is now available. FIRST CONTACT will reach out via the network and advise the LIBRARY SURVIVORS and CHURCH SURVIVORS of their location, and of the fact that they have food, supplies, and electricity.
The church survivors run out of food and water, leaving them no choice but to risk the fog and take the church van to the mall. DIVINE AUTHORITY will lead the mission.
UNPOPULAR OPINION 1 will voice clear dissent on the network, stating that the food is already rationed and that opening the doors is an unfair risk. The CHURCH SURVIVORS come anyway, though they lose each other in the mist and arrive at the doors separately. UNPOPULAR OPINION 2 will refuse to allow one of the survivors through the door unless someone intervenes. One CHURCH SURVIVOR will either die to a creature in the mist, or will be saved by one of the characters in the mall.
The LIBRARY SURVIVORS deplete the last of the rations from the canned food drive and radio for help. DO THE RIGHT THING volunteers will have to take the church van to rescue them, much to the displeasure of UNPOPULAR OPINION 1 & 2. Enemies are made.
By the end of the month, all characters will be consolidated into the mall.
Alcohol and other mind-altering substances have a slight bug throughout the duration of the Mist setting: They are nearly triple the strength that they should be. This may catch some characters off guard until word spreads.
Intermittently and seemingly at random, a room seems to forget that it's actually indoors. Rain will begin to pour down from the ceiling abruptly and torrentially, soaking only the characters within the room but not the contents of the room itself. It seems to happen especially frequently in the bathrooms, or when characters are sleeping.
Characters may find themselves with a simplistic, cartoonish thought bubble over their heads that convey basic images relating to their thoughts. Hearts for love, smiley faces, frowny faces - basically if an emotion or thought can be conveyed as an emoji, it appears hovering over their heads for all to see.
This is an incredibly inconsistent glitch that can't be reproduced on demand, and only happens once in a blue moon. When reaching for an object or interacting with the surroundings, characters will find themselves unable to. Their hands will go through doorknobs like they're intangible, food or water bottles will phase through them seemingly at random. Objects simply cease to be physical for a minute.