Friday, April 6, 2012

Werehouse

So, the apocalypse happened. The entire world had been destroyed and withered away. Reality was consumed, retroactively removing it from the timeline. However, destruction and annihilation isn't so clean. There are shards of the world left behind in the world's wake, falling through the quantum cracks into the realm of memory, the Astral Plane.
Someone stores them, catalogs them. This is the Werehouse (pronounced 'wir', not 'wear').




Roughly the size of Manhattan, this warehouse stores crate after crate, labelled and organized. Within each crate is leftover detritus from a world erased. The crates are typical 5' plywood, with an ancient script etched onto it by heat, stating the name of the world the piece is from as well as its multidimensional coordinates of origin.


In the background, there is a constant 'toll' for the deaths of each world: which sounds like this.






If you have a typical player, they WILL attempt to open a crate. Roll a d4 & a d12



d12\d4
1 - Place
2 - Event
3 - Item
4 - Emotion
1
Snowy mountain peak
Amphibious whale giving birth
Laser beam
Saudade: Melancholic feeling of incompleteness
2
Outer space
Extreme speed bridge match, televised before coliseum
Tandem bicycle
Serefe: Drinking for one’s honor
3
Tavern
17th century astronomy lecture
Rope-driven robot
Gezelligheid: Comfort of being with family/friends
4
21st century maternity ward
Humanoid trash monsters protesting in front of large cathedral
Burning animal head
Alienation
5
Wooded glen
Space frogs croaking to alien melody in space swamp
1’ pile of soot
Jubilation
6
Ship’s hold
Ice volcano eruption interrupting path of falling meteor
Bilge pump
Compassion
7
Middle of ocean
Tree falling in forest, soundlessly
Platinum spork
Jealousy
8
Permafrost beach
Battle of Teutoburk Forest, 12k Germans beating 25k Romans
6 tonnes of butter
Guilty
9
Edge of active volcano
Four-armed gorilla approaching lightning-made fire, picking up stick
Trumpet
Sore
10
1920-era train car
Very primitive shaman, exhausted, animating a zombie for the first time
Clump of bamboo
Panic
11
Old West bank lobby
Child drowning drugged mother in kitchen
Meteor
Iktsuarpok: Feeling of anticipation from waiting for someone to arrive
12
Massive tree branch
Giant lizard, seeking, finding last fruit behind rock
Corset for medium human
Boketto: Feeling from gazing vacantly




Place: A single moment, without any animal or sentient life, its conditions unchanging. Any attempts to change or disturb the place will result in it resetting to its original condition when not observed, even for an instant. The boundaries of the place, which are arbitrary, act as an exit out of the crate.
Event: Much like a place, except that people are present to recreate their roles in the original event, endlessly repeating themselves. While they can react to stimuli that differ from the narrative enshrined, they have immense mental inertia to direct the reaction to something approximate to the original outcome. Even getting them to appreciably change this will matter little once the event reaches its end-time and resets every participant regardless of observation.
Item: Other than the item remaining in temporal stasis, unchanging from the passage of time, it is otherwise an ordinary item subject to damage as normal.
Emotion: A glowing pink half-sphere, emanating and impressing a particular emotion upon any in the immediate vicinity (usually about 10' to 20' radius). Its radiating emotion can be blocked with sufficient concentration or a metal helmet.


The Caretaker of Werehouse: Goncho Vierge of the Dustmen
Tall, with flowing Arabic clothes. Everything, down to the skin, is bone white. He carries a plain white staff in one hand, and an identical head with turban in the other, which is fully alive and independent. Very quiet, erring towards silence or few words, and will react with indifference most of the time. He constantly maintains the grounds, and also works on new storage. He only resorts to violence in self-defense long enough to escape their reach, and will only press the attack against assailants to him or the facility if he feels he can take on the intruder.

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