DR6 question mark question mark idea creation

sleeping is poggers you get to be cute and sleepy and think about stuff?? and then you get to do that stuff the next day???

I hate sleeping when it’s time to sleep but I love sleeping when it’s time to get up

Oh yeah I messaged you about that

leaving it as this for now

Ï„ÎŻÏ€ÎżÏ„Î±, Forgotten Psychopomp

STR: Low, CON: Low, AGI: Low, INT: Extremely Low, LUK: About 250

’All is Gray’ (Passive) - You struggle to focus, create plans for action, and exhibit emotional responses. While you are more susceptible to suggestion, you can see auras of people when they are under particularly strong emotions. You cannot see colors, but by focusing you can determine what you view may be.
Last Rites - Target a corpse that you see. It will perform the actions it took in its last minute of life, before the soul left the body. The lingering soul will then be destroyed, tainting the room with its will. Will fail if you or the target are seen at any time while performing this action.
Authority of the Unfathomable [Fallen] - Requires a ritual circle to be drawn, which takes chalk (a substitute can be used), cloth, some sort of piece of another player, a weapon that could be used for murder, and a blood sacrifice of someone who reeks of death. Curse the identified player to suffer from your chosen method. They will die from it after a period determined by their LUK, CON, and the sins they have committed in the past. This ritual will remove the inherent power of the items after use, even if the ritual was not completed.
’I Come to You, Broken and Shamed. I Refuse to Ask for Forgiveness’ (Elegy) - Only usable if you have killed another player and have become the Blackened. [This text will be redacted from the player until they have met the condition to use this ability. Change your secondary win condition to {Redacted until use: The Mayakalam}. You will gain an Ultimate, have your title changed, and change your name to your choice.]

Changes and Ultimate

Insert Name, Ultimate Will

’Perhaps
This Too
Is What You Felt, [Name of Person Killed]’ (Ultimate) - Permanently increase your stats by 50. Remove all effects from your passive. Gain a pair of black wings which can be used to fly. These can only be seen by beings deeply attuned with the Mire. You can freely teleport throughout available areas, leaving black wings where you enter and exit.

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Virgo Imhotep, Forgotten Doctor

STR: Mid-High, CON: Extremely High, AGI: Mid-Low, INT: Like 250, LUK: Low

On Deaf Ears (Passive) - Your voice will not be heard by other players if they do not have line of sight on you. Players cannot follow you between rooms unless you ask them to do so. You start the game with a microchip implanted in your neck that activates whenever you attempt to perform a default dance. This activates the two-way transceiver between you and ‘The Commission’ in your earring for the next 30 seconds. Most commonly granted requests are:

  • Information regarding what is going on or who is doing something in a certain room.
  • Information regarding the log file of a player you name. It will include physical attributes, psychiatric evaluations, and a brief summary of their history. You will not receive the full report, so some will be redacted. Requires you to know the true name of the player you name.
  • Information regarding hidden bits about the facility and/or your current room.
  • Turn off the lights in a certain room for 15 seconds.
  • Activate the microchip of a player you name, paralyzing them for a minute. Requires you to know the true name of the player you name.
  • Pertinent Medical Knowledge

If you activate the microchip more than 4 times in a single chapter, you will bleed from your nose each time you activate it for the rest of the chapter. If you activate the microchip more than 8 times in a single chapter, you will begin to feel nauseous and will be less decipherable to ‘The Commission’ when speaking. If you activate the microchip more than 10 times in a single chapter, you will go comatose for 4 hours.
Hollow Heart, Mind of Steel [Guilt] (Passive) - You are immune to suggestion effects, and can perform action chains up to 4 actions without reduced effectiveness.
Intersection of Science and Magic (Passive) - You can create improvised items (including explosives) easily even with makeshift materials. You start the game with 2 small smoke capsules and one large firecracker. Until used, they will remain in “private” slots.
The One Who Remained (Elegy) - Can only be used if ‘The Commission’ gives you clearance. [This text will be redacted from the player until they have met the condition to use this ability. Activate the nanomachines in your body at full capacity, utilizing the full power of man’s understanding of the Mire. Your non-INT stats will be increased by 40, and you will gain superhuman aspects to all your features. As a side effect, your body will degenerate, starting two days after using this ability. Your INT will drop to 30.]

You are The Mastermind.

Your win conditions are:

  • Ensure the Participants fail to expose N murderers. The value of N is [4, but the counter will increase to 2 rather than 1 the first time, as per orders from The Commission]. If you choose to kill, you must survive the Tribunal for it to count as a mistrial.
  • Make sure nobody else survives ENDGAME.

You know that:

  • There is a greater force at play to thwart the experiment.
  • The Moderator is acting out of line
for some reason.

U☆P - Masqdorima, Ultimate Heartbreaker

STR: Mid, CON: Low, AGI: High, INT: Low, LUK: Mid

Dead Heads (Passive) - You have been contracted by an unknown third party to kill [insert player here], “less you want the entire world to see your face”. Your kill chance when attempting to kill that player is increased by 30%. Conversely, that player has the same increased chance of killing you. Your INT counts as 90 when either determining if a given shot angle would succeed or determining if a certain thing is hip.
Trio Accelerando - Increase your personal speed by a factor of 3 for the next 5 minutes. This increases action effectiveness, rate of actions, and
speed. You will only be able to use this once per 24 hours.
Killer :heart: Smile (Passive) - You have a small gun disguised as one of your teeth. While unlikely to kill itself, its single bullet contains a dangerous neurotoxin that inhibits both motor and mental faculties.
De-Masq’d (Ultimate) - Requires you to be holding a gun to activate, and for that gun to be completely out of bullets. Load a conceptual bullet into your gun. Whatever you proceed to shoot will suffer a rapid aging process lasting for 100 years. If the bullet is taken out, the process will stop. The process takes 3 minutes to complete.

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Liu Xian, Ultimate Arborist

STR: High, CON: Low, AGI: Low, INT: Low, LUK: High

The Eternally Unpainted Canvas (Passive) - Whenever a major event happens and you are either experiencing it or observing it, your soul will gain pressure due to your internal world gaining more weight. In addition to granting a minor CON boost, you take on effects based on what happened.
Atlas Incident - Only usable once per chapter. Shut all the doors to the room you are in for 6 hours. The room will additionally be soundproofed for the same length.
Yaogui - Only usable once per chapter. As long as you are not moving on metal or stone, players cannot follow you between rooms, you are silent, and all kill attempts against you are 15% less likely to succeed.
51 Torture Techniques (Ultimate) - Restore yourself to fully proper condition (includes a full AP refill) and refresh Yaogui. This ability can be used regardless of your current state.

God-King Astrapogiannos I, Ultimate Skateboarder

STR: Med-High, CON: High, AGI: Low-Mid, INT: Mid, LUK: -40

Sync Rails (Passive) - You start with the legendary skateboard, Ars Theurgia Goetia. You are incredibly proficient with this, to the extent that you can ride on the distortion waves inherent to a location so closely connected to the Mire in order to simulate some sort of limited flight. Additionally, the skateboard will make attacks targeting you 10% likely to succeed as long as you are in transit and make movement between rooms cost 1/2 ap instead of 1.
Stargazer (Passive/Ability) - Your skateboard will turn into a snowboard or other such device when the current environment demands such. Once per 24 hours, you can cause some sort of environmental phenomenon to follow you as you glide down the halls.
Unblessed Birth - Target a player. Take a selfie with them. If you successfully took a selfie with them, their LUK will be set to 20 until the end of the chapter, and all risky actions they take will be more likely to fail.
AĂ«romantic Ascendancy (Ultimate) - An unknown weather phenomenon known as a [redacted until ch1 space storm will begin to assault the station] for the next 18 hours. This will cause major power failure and damage the integrity of the outermost rooms. This action must be used during a Tribunal and will resolve after the Tribunal ends.

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Before I do any work on my own stuff, may I suggest renaming the Ultimate to AĂ«romantic Ascendancy because that’s a cool archaic word that I learned recently, yes my priorities are very well-placed.

Sheba, Ultimate Street Performer

STR: Low, CON: Mid-High, AGI: Mid-High, INT: Low-Mid, LUK: Low-Mid

Speak Nothing of This (Passive/Ability) - You have perfect sign language and skill at interpretive dance. You can throw your voice to a part of your current room that you see. If you speak to another player, disable this passive for the next 12 hours.
If Anyone Asks, No Alarm was Heard (Passive/Ability) - You can optionally travel silently at the cost of an additional AP per room. Actions you take that make noise are heavily muffled to players outside your current room. You can increase the AP you used to murder via melee by 1.5x to damage their vocal chords before the attack occurs via a choke. If you activate any terminal or other alarm device, disable this passive until the end of the next chapter.
The Moment you Saw, you Lost your Right to those Eyes (Passive/Ability) - Your eyes can see nearly perfectly in the darkness, reflecting light when seen. You begin the game with shades that prevent other people from seeing you eyes. Players who see your eyes become blinded for 3 hours. If they are seen a second time by the same person, you double over in pain and cough up blood.
The Phantom Stranger (Ultimate) - Disguise yourself as an undeterminable figure. Summon 4 more figures who look exactly like you. You can set up to 3 actions for each to do, whereupon they will perform them to the best of their ability before fading away. They cannot interact with players.

Pherus Begonia, Ultimate Communications Officer

STR: Med, CON: Low, AGI: Med, INT: High, LUK: Med

Thumb of Nairobi (Passive) - A contact of yours hid several secret devices amongst the various rooms. Each of them will be helpful should you so choose to hack into the machines around the facility.
Fifty Nine White Lies (Passive) - You can fake symptoms for most injuries / illnesses with almost indistinguishable quality.
DeCrypt - Obfuscate some sort of text that you’ve interacted with to be illegible. It will not appear tampered with unless investigated by someone with higher INT than yours.
Mael.STROM (Ultimate) - Only usable after you have hacked into the mainframe. Transfer administrative controls over to your person.

♕ Jeux du’Roi ♔, Ultimate Dreammaker

STR: Mid-High, CON: High, AGI: Low, INT: Mid, LUK: Mid

Ruler of Everything (Passive) - You start the game with a set of special gloves and a cane that screws open to reveal a hidden gun. Whenever you touch anything that does not contain carbon with your bare hands, it slowly turns to fool’s gold. This gold spreads from the source.
Cofather of Grunge (Passive) - Players in the same room as you are more susceptible to influence, intoxication, and attacks from unseen players.
Idol Maker - Target a player other than yourself. They gain +20 in all stats, an advantage in any rolls to attack players, and a hidden passive to fail any attacks on you for 24 hours. Only one player can be an Idol at any one point.
The Superunknown Supergarden (Ultimate) - Can only be used in specific rooms. Change the room’s features to match the Supergarden of Sound, a debilitating machination made perfectly for killing. On your command, the room will mostly return to normal.

Prototype Room #1: Game Room


Key Object Descriptions:

SECTION 1

Overview Description:

You enter through the door, surprisingly small and weathered for the space station you’re in, and enter the Game Room, lit by various small lamps on the walls. The crisp wafting smell of playing cards on felt hints at the central edifice of the room, a card table, with a stack of five sealed decks of cards in the center, surrounded by four high-quality stools. Two shelving units sit on either side of the far wall, one stocked with various board games, and another staffed with books. A snooker cue lies against the near corner across from the door. The small size of the room gives you an impression of smokiness in the absence of actual smoke. A mural of the moon is painted on the ceiling, inscribed with the number 1.

Card Table:

The card table’s top is made of red felt, with the words LIGHTS AS RED AS HEARTS inscribed repeatedly in the rim. Five decks of playing cards, whose inlaid gold cases inform you to be Sovereigns playing cards sit in the center. The most curious feature of the table is that, in line with the stools, there are four strange shelves, each with a hand of 13 cards in them and a number from 1-4 above them.

(Allow inspection of all four handswith a single action.)

Four Hands:

Player 1: Two of Clubs, Ace through Jack of Hearts, Queen of Spades.
Player 2: Four through Six of Clubs, Eight and Nine of Clubs, Jack of Clubs, Seven of Spades, Jack of Spades, Three of Diamonds, Six of Diamonds, Eight and Nine of Diamonds, King of Diamonds
Player 3: Ace of Clubs, Three of Clubs, Seven of Clubs, Ten of Clubs, Queen of Clubs, King of Hearts, Two of Spades, Six of Spades, Eight through Ten of Spades, Ace of Diamonds, Five of Diamonds.
Player 4: King of Clubs, Queen of Hearts, Ace of Spades, Three through Five of Spades, King of Spades, Two of Diamonds, Four of Diamonds, Seven of Diamonds, Ten of Diamonds, Queen of Diamonds.

Snooker Cue:

Game Design Notes: Run an INT check on inspecting the snooker cue. If failed, tell them it’s an ordinary snooker cue. If succeeded, tell them that it looks like there’s something hidden within the cue. The cue can be unscrewed to reveal a sharp but relatively thin needle. Set its’ stats as a murder weapon later in design process.

Shelving Unit 1: Board Games

There are various familliar board games on the shelves- The Resistance, Dixit, Sherlock Holmes: Consulting Detective, Monopoly, and a copy of Ultimate Werewolf. There is also one unfamilliar game box referred to as “ORGAN TRADER: LUNG EXPANSION” that you have never heard of before. The box proudly advertises having “3D glasses included!”, but you can tell from the plastic window in the box that both lenses are red instead of red and blue, ruining any 3D effect the game could proclaim to have.

Shelving Unit 2: Books

There are various books, all heavy hardbacked tomes with names like How To Play Bridge The Professional Way, The Poker Player’s Companion, The Expert at the Card Table, The Card Game Bible, Family Card Games for Dummies, and Scams and Fantasies With Cards. You doubt these books about card technique and sleight of hand would be useful in your present situation.


Puzzle Descriptions:

SECTION 2

Game Design Notes: There are two main puzzles in this room- both unlock a mix of lore and murder tools. Both are fairly easy, in my opinion, but have overlapping elements, thereby making it unlikely someone will solve both. The center of both puzzles is the phrase at the center of the room LIGHTS AS RED AS HEARTS, but each interprets the phrase differently, leading down different pathways. I call the two puzzles LIGHTS and HEARTS.

HEARTS puzzle:

Explanation: The four hands in the game are set up for a game of the card game Hearts, indicated by Player 1’s hand being all the cards with special meanings in Hearts as well as the ominous phrase at the center- the Two of Clubs is always the first card played in every hand, the objective of the game is to either avoid winning tricks with Hearts in them OR to win all 13 Hearts and “Shoot the Moon”, and the Queen of Spades is also to be avoided, being worth the same as winning 13 hearts.

The combination of all the special cards in one hand, combined with the fact that having a huge number of Hearts in your hand would put you in a decent position to attempt a moonshot, should indicate the solution to this puzzle: pierce the ceiling mural of the moon inscribed with the number 1. The snooker/pool cue in the room is ideal for this purpose.

I’m unsure if more hints are needed- perhaps the two of clubs starting on the table would make it more clear that the game being played at the table is Hearts. In any case, that’s the first puzzle.

See Section 3: Secrets Of The Room for details as to what this puzzle unlocks.

LIGHTS puzzle:

Explanation: Lights is an archaic word for organs, indicating the solution, but I doubt that would be gathered by the players. Rather, the two red lenses should indicate the solution by themselves- by placing the lenses in front of one of the lamps, red light can be cast across the room, making the light as red as hearts- This will reveal a message on the opposite wall only visible under red light. You can also see this by wearing the glasses yourself, but using the lenses on the lamps allows multiple people to see it at once, if you vibe with that. You might not. In any case, this reveals a second, much clearer and less cryptic message that could be quite useful.

Notably, completing this puzzle partially obscures the solution for HEARTS for about 12 hours, or until the solver leaves, thereby making it unlikely both are solved by the same person, spreading out hidden knowledge amongst the players.

See Section 3: Secrets of the Room for details as to what this puzzle unlocks.


Secrets of the Room:

SECTION 3

Ceiling Mural:

Game Design Notes: The room has a false ceiling, above which is an identical mural, meaning that after being peirced the old ceiling can be torn down to make the room appear to be mostly unchanged. I say mostly because, well
 Of what’s up there.

Contents: Three smoke grenades. When piercing the ceiling, it should pierce through and activate one of the smoke grenades, flooding the room with smoke, changing the descripiton. See section 4: Miscellanea. A sample description of how to run the puzzle being solved, giving clear feedback of the puzzle being solved to those in the room, is below.

Smoke Grenades:

Each is designed to be triggered by being pierced or a strong force applied to them. You notice text inscribed on the side of each: “GOOD WORK PARTICIPANT. TEAR DOWN FALSE CEILING TO LEAVE NO TRACE. USE THESE HOW YOU WILL. PREVENT MURDER, OR CAUSE IT. USE YOUR JUDGEMENT. USE OUR JUDGEMENT.” followed by a dry description of the means of operating them.

Messge for when unlocked:

[player] thrusts their [weapon] into the ceiling, and you expect to hear a damp clang as it meets the mass of metal and plaster above. Instead, it travels through, sending out a high rip through the room. Smoke billows out of the torn wound in the room, slowly obscuring the room, until the sight of [player] is lost in mist. There is something above that was not anticipated.

Wall Messages:

*Seeing through the red light, you can see two messages cleverly obscured from the dim white light the room is ordinarily lit in:

THERE ARE FOUR LAMPS IN ROOM.
TWIST LAMP TO EXCHANGE CORRESPONDING HAND.

Table Secret:

Game Design Notes: As implied by the message on the walls, twisting the lightbulbs in the room does not unscrew them, but rather triggers a mechanism which silently swaps one of the hands in the card table. Something different is hidden in each of the four hidden compartments at the start.

Hidden Compartment 1:

Details for the Operation of the Lights’ Cheating Table.

Greetings, customer! We assume since you purchased this device and had it custom-installed, you are aware of the details of its’ operation, but just in case ownership of the room has been transfered or a refresher is needed, we have included the following instructions:

  • Your device was installed with a concealed activation mechanism. Activate this covertly in the midst of a game to exchange your hand for a better one.
  • After a period of 12 hours, the switch will automatically be reversed, so please ensure that your games last a reasonable length.
  • Twisting too fast will jam the device, and will create a loud noise as well as risk breaking the machinery. Please be responsible.

Thank you for accessing this high-tech cheating device. Please cheat responsibly, and don’t blatantly deal yourself pocket aces or a royal flush, or something of that sort. Remember- Percentage-cheating is much better, and won’t land you in as much trouble with the law.

Hidden Compartment 2:

Player 2’s compartment contains a large empty syringe.

Hidden Compartment 3:

Player 3’s compartment contains a Jack of Clubs, with the name “ODIE” inscribed across the face, and the words “Do not trust” scrawled across the back in a different hand.

Hidden Compartment 4:

Player 4’s hidden compartment is empty.


Miscellanea:

SECTION 4

Updated Description:

You enter through the door, surprisingly small and weathered for the space station you’re in, and enter the Game Room, lit by various small lamps on the walls. The crisp wafting smell of playing cards on felt hints at the central edifice of the room, a card table, with a stack of five sealed decks of cards in the center, surrounded by four high-quality stools. Two shelving units sit on either side of the far wall, one stocked with various board games, and another staffed with books. A snooker cue lies against the near corner across from the door. The room is faintly smoky, as expected for a small room dominated by a card table. A mural of the moon is painted on the ceiling, inscribed with the number 1.

Generalised Musings:

Game Design Notes: I like this room a lot, but think it should probably be sealed around Chapter 3- nothing in it is essential, but it would provide an interesting dynamic in the early-game. The card table could potentially be used for some sort of murder if you could convince people to play cards with you, while the mechanism’s means of operation remains unknown. Smoke grenades have historically turned out to be fun. Yes, I count Kunaigeddon as fun. It was, apart from the part where the wounds made no forensic sense.

The heavy books are just there to be weights, same with the board games. The cards are unlikely to be useful, but hey, who knows, maybe there’s a viable method to use an ordinary deck of cards as part of a murder plan.

Additionally, I like this format for the description of rooms. It’s a bit overwrought formatting-wise, but so is everything I work hard on. I hope you enjoy it! As always, I am willing to take suggestions.

expect one of these every other day! maybe! depends on how up to it i feel!

Energy Drink negative effect after the 3 hours are up can just be being more prone to being killed, lowered reaction time and a -10% to their stats for like an hour or something

Prototype Room #2: Garden


Key Object Descrptions:

SECTION 1

Overview:

You emerge into a garden, the air about as fresh as one could expect in a space station. A long winding garden path branches out to the various entrances and exits of the room. From the entrance, there are three main sections you can discern:

  • High in the vaulted ceiling above, a balcony from some room above looms, with various exotic trees beneath it, forming the appearance of a miniature jungle.
  • An elegant statuary on one side of the room, created of a mix of stone and topiary.
  • What looks like an overgrown meadow full of flowers.

The largest plant in the room by far, however, is at the center of the gardens- a hulking ginormous flower in its’ own miniature square, its’ backdrop being your former home against the endless stars beyond.

Mini Jungle

*The various trees surround a winding passage, which next to it has a small, dillapidated shed lacking a door. It contains some rope, a medium-sized shovel, a bag of fertiliser and a watering can.

Statuary

There are three statues, each on its’ own plinth. Between each of the statues is a topiary sclupture. Lazily dropped in front of all five sculptures is a pair of shears. The statues and topiaries are as follows:

  • A statue of a stern middle-aged man wearing a crown, holding a sword victoriously in the air. The plaque reads A______
  • A topiary depicting a bathtub, and a hand clutching a knife outside of the bath.
  • A statue of an old woman, pretty despite her advanced age. There is a short spatter of blood on her cheek. The plaque reads C_______
  • A topiary of two figures arched back to back, one female, one male, with the space between their bodies in the rough shape of a jar. Both are clutching swords.
  • A statue of a young man wearing a crown, a sword and a knife in his belt, both faintly stained with blood. The plaque reads O_______

Meadow

The meadow is pleasant, poppies and dasies sprinkled through a wild, unkempt, rolling plain. A large rock with a sword inside of it towers over the field.

Sword

Game Design Notes: Yeah, it’s excallibur. Unlike DR5, though, it doesn’t just
 show up. Instead, it can only be accessed via a late-game puzzle. See the puzzles section for more details on how I want to handle this area’s puzzles, although that’s partially a misnomer since they don’t actually
 happen here. Nonetheless, the sword retains its’ sharpness and indestructibility even in the stone, so it could potentially still be used, even if the conditions for its’ removal are never actually met.

Giant Flower

Inspecting the giant flower, its’ titanic yawning hulk is too high to see inside. It strikes you as having the form of a venus fly trap. Perhaps you are the fly. A manic hunger can be felt this close to it.


Puzzles (Misnomer)

SECTION 2

Statuary

Game Design Notes: The statuary depicts the events of the Oresteia- an ancient greek trilogy of tragedies about the foundation of the concept of justice in the world. I figured it was thematically appropriate. Regardless, if this is a puzzle, it doesn’t begin here- I was thinking that it would be interesting to show a flashback in the Mire very late in the game that takes place in the garden (like an argument between two of the game’s creators), but have it take place during the events of the Oresteia to conceal where exactly it happened. I don’t intend for this puzzle to mean too much. As you will see with the next “Puzzle”, this isn’t really a puzzle room, but more a room that indicates possibilities.

Excallibur

Game Design Notes: Okay, okay, hear me out. Players can get Mired, and design-wise we decided the best thing to do while they temporarily die would be to allow them to explore exclusive areas, and possibly unlock small amounts of content. My idea is that under certain circumstances, a player could get Mired and end up in the cave where King Arthur and his knights slumber- we’re going with all mythology being true, and it’s a nice callback to DR5, so it fits perfectly. In that room, there could be a puzzle that ends with Arthur’s hand being amputated, and given to the player with a title like “A hand torn from a true-mired monarch” with some profoundly underwhelming magical effect, concealing its’ true effect- you can use this hand to remove excallibur from the stone, and unlock an incredibly powerful weapon. Now, I don’t want to guarentee this to happen- perhaps make it so only a weaker character getting Mired unlocks this item for them as a balancing mechanism. In any case, I want this to be a possible but not 100% thing to happen.


Secrets of the Room

SECTION 3

A Note

Game Design Notes: Despite having no real explicit puzzles beyond two possibilities that begin elsewhere, which I wouldn’t really qualify as puzzles being in this room, there are secrets to this room which can be used for MURDER. Read on.

Overhanging Balcony

Game Design Notes: The reason for there being trees below this balcony is pertinent- the balcony leads to the Observation Deck, which as I will note in that room’s description, has holes in the floor covered by wicker chairs. This means that there are effectively “soft spots” in the floor leading directly to where someone might be sitting, allowing for attacking the Observation Deck from the Garden covertly.

Esurient Flower

Game Design Notes: I’ll just plainly describe how this thing’s magical effects work, since they’re intended to be gleamed via experimentation.

  • Anything the Flower doesn’t want to eat placed into it will be coated in a blue sap that lowers AGI and INT by 20 for 1 hour when consumed or when covered in it. (flavour text: You feel
 slower. Your mind fogs. Your muscles slow.) Then it will SPIT that thing back out directly in front of it, at the same point every time, opening a fold in one of its’ petals
  • It does want to eat some things, though:
    • Any knives fed to the Flower will cause it to release a red sap inside of a curled up, hardened, shrivelled petal. Investigating the petal and liquid causes a difficult INT check- if successful, reveals that this sap is a poison that instantly knocks out anyone who ingests it for 1 hour, and mixes undetectably with any other liquid. This can be done any number of times, but consumes the knives.
    • Anything non-alive covered in blood fed to the Flower will cause it release an amber sap inside a curled up, hardened, shrivelled petal. Anyone holding this petal-potion will receive a psychic message telling them that anyone who ingests this liquid will be Mired. It does not mix undetectably with any other liquid. Then the item will be spat out, covered in far less blood. This can only be done once- any future bloodied items will just be spat out slightly less bloodied.
  • Any time someone attempts to harm the Flower, it will sweep a vine around and fling them up to the Observation Deck.

This probably sucks but I had a concept and I ran with it. You can see the overall point, even if it needs some adjustment. Basically, it’s a source of unconventional movement and acceptable poisons. Maybe put lore about this flower in there late-game.


Miscellanea

SECTION 4

Observation Deck?

Game Design Notes: The observation deck is coming tomorrow! I have a very strong vision in mind for what it’ll be- simple but effective, and additionally the first thing the players see when they learn they’re in space. The fact that it’s within the same overall space as the Garden should present murder plans as well- potentially throwing something into the mouth of the Esurient Flower from a height, or performing a ranged attack to bring someone near it up to the Observation Deck to STAB THEM.

Lack of Confidence:

Game Design Notes: I think more effort is required to make this room work than the Game Room- it feels a bit barren, and some more items could be placed in it later. Regardless, I think this is another “standard” room on a simillar level- less of a chamber in which puzzles happen and more a chamber in which puzzles pass through, as opposed to the inherrently cryptic nature of the Game Room.

There’s honestly still going to be some storerooms that just contain an assortment of items and no lore or puzzles or anything, just present for the purposes of
 completing the map. Which is fine! But they don’t exactly take much effort.