Cʀᴇᴀᴋ... Rᴜᴍʙʟᴇ...
A soft rumbling and creaking echoed through the room, slowly rousing you out of your deep sleep. Grogginess rests over your features, so every move you make felt weighed down with lead. Upon opening your eyes, the only thing within your field of vision appeared to be a large, grey ceiling. A ceiling that was uncomfortably close to your face. You had to be careful to avoid hitting your head, and slid off the bed that you were sleeping in- right onto the concrete floor a good few feet away.
After yelping in pain when you hit the floor, you pushed yourself up to your feet, and start to ponder where you are, and why. You don’t remember going to sleep in a place like this, not at all. In fact… the last thing you remember was more than hazy. You remember entering you home, starting to put away the things you had taken with you, and then… something happened. Was it gas? It had to be gas. Filling the room, and making you dizzy. As you hit the floor, the only thing you remember seeing was someone in a gas mask.
Kidnapped. You were kidnapped, and now, you were in a rinky-dink ship cabin, probably very low class. The bed you fell off of was a three-year bunk bed, explaining why you were so close to the ceiling on the top. Really, the entire room had a claustrophobic feel to it. It only had the bed, a sectioned off miniature bathroom with shower, sink, toilet, mirror, but nothing that even remotely looking like things that belonged to you anywhere near. The kidnapper hadn’t been kind enough to bring your luggage. Nice. A small heated stove laid nearby, and even two suitcases that you knew weren’t yours. Wasn’t like it mattered much, anyway. They were locked with one of the weirdest combination locks you’ve ever seen.
Your eyes rested on the last wall, not sure how you missed it in the first place. A looming door stood there, and it probably wouldn’t have been so threatening if it wasn’t splattered with red paint- red paint that formed a one-night number, almost as big as the door. It was also hooked up to a rather odd electronic device.
Heart leaping into your throat, your head began to race, trying to figure out how this was going to work, what was going to happen, and what your kidnapper had in mind. Why the number? You went to sit back down on the bunk bed, accidentally hitting your wrist on the beam supporting it. A beep emitted from it, causing you to look with a start.
A bracelet was around your wrist, clamped on not tight enough to hurt, but tight enough that it didn't slide around. Honestly, it looked like one of those watches from a kid show that had some silly magic power or something. This red and grey watch didn't have any magic powers, you confirmed this just by pressing a few of the buttons on the side. It beeped at you like before, but other than that, nothing changed. On the face, a digital number showed, and it was the same number as the one on the screen. Well, at least they could keep everything cohesive, eh?
The rumbling and creaking started again, much louder, and much more violently. It was only after a quick thought of what it meant that the answer became apparent to you, though it wasn't due to your problem solving skills. No, the glass in the very small circular window at the wall opposite the door was cracking, splitting into spidery webs of clear terror. Your heart leapt into your throat, and only one thought jumped to your head.
I'm going to drown.
Racing for the door, you heard the glass shatter behind you, and the horrifying sound of water starting to pour into the room. Yeah, definitely a ship. Definitely on a deck below the water. It rushed around your feet, swarming and frothing just to remind you that it was slowly rising, slowly encasing you in a sealed room.I
In a desperate attempt to get out, you began a meddling with the device on the door, trying anything to get it open. Heart thudding in your chest, you tried to make sense of the weird structure. A device about two times the size of your palm, made up of a circular pad that seemed about right for the size of your hand, a golden lever that could be pulled on the side, and a blank digital screen. Pulling the lever down, the device simply beeped at you, giving an error sound. As a last resort, you placed your hand on the pad, hoping it wouldn’t do something as absurd as melt your palm off or something. Another beep emitted, sounding different, and an asterisk appeared on the digital screen. Panicked, you tried the lever again. The asterisk vanished, and the door began to creak open, opening out.
Did it opening have something to do with the number on the door and the bracelet on your wrist? At this point, you could hardly care. Water flowed out into the hallway where it had just recently been whooshing around your knees, and to your surprise, a short time after you stepped into the hallway, the door forcibly closed back, sealing what was left of the water away in the room and leaving it to fill up, undisturbed. Well, this kidnapper wasn’t screwing around with the sealing capabilities of their doors, huh?
Somewhat more relaxed now that the danger of drowning wasn’t present, you made your way down the hallway, finding the structure similar to some movie of a ship that was on the tip of your tongue, but you couldn’t quite name it. Whatever it was, it was huge and extravagant and you were still in the lowest class area.
Eventually, you made it to B Deck, and what awaited you there threw you for a loop. Eight other people stood around, and seemed unsurprised to see you. Each one of them had their own bracelet, their own number.
Digital roots are simpler to find than you think. First, you add the numbers together. If they turn out to be a one-digit number, that's it. You're done.
For example:
1 + 3 + 4 = 8
So the digital root is 8.
However, if the end result is more than a one digit number, you have an extra step. Then, you will have to add the result's individual integers to find the root.
For example:
6 + 7 + 8 = 21
2 + 1 = 3
So the digital root is 3.
How the Nonary Game works is also rather simple. Each participant in the Nonary Game is embedded with an explosive device to carry out elimination if needed. All players are tasked with going through numbered doors. Only 3-5 people can go through a numbered door at once, and the digital root of their combined assigned numbers must match the number on the door. (Note: You may use the bracelet of a dead player, just make sure to deactivate it, too.)
To activate a numbered door, participants must first decide on who will activate it. Then, these selected people must place their bracelet near the RED (Recognition Device) scanner, (while that is an acronym, it is also the color red.) like the one described in the opening sequence, and when everyone has scanned in, pull the lever. The door will open if the digital root is correct, and it will stay open for 9 seconds. If you enter a door you did not activate, you will be eliminated. If everyone who opened the door does not enter and deactivate their bracelets, the people who entered will be eliminated, those who were left behind will be spared. After the door closes, if at least one person entered, the bracelets of those who entered will start beeping. Players then have 81 seconds to deactivate all bracelets that were activated at the DEAD (Deactivation Device) scanner found somewhere behind the door. If all bracelets are not deactivated within the time limit, players who entered the door will be eliminated. If a player enters a door without using the RED, they alone will be eliminated. If you attempt to remove the bracelet, you will be eliminated. There are only two ways to remove the bracelet, leave the ship, or let your heart rate reach zero.
Behind numbered doors are puzzles, and they all are different. After using the DEAD, you have no time restriction on the puzzle other than the 9 hour sinking time of the ship. Each puzzle will be described by the narrator, or, in their absence, copy-and-pasted from the Puzzle/Description Information Thread. Solutions will also be available in this thread. Maps of the ship will also be available in this thread. Both the exit door, and the numbered door behind you will be locked until you complete the puzzle.
After completing the puzzle, the exit door will be unlocked and you will probably get a key that lets you explore the ship further. This process repeats until Door 9 is found, which holds the last puzzle to leave the ship.
- I'm aware the intro is slightly different than the Game, forgive me, I had trouble understanding what was going on in that mess.
- Characters are limited to 2 per Roleplayer.
- There are limited spots. Please, if you're going to join, commit.
- Signing up and leaving (or posting once and leaving, etc.) will force me to have to kill off your character if we've already started, or to boot them from the list.
- This is a semi-advanced to advanced roleplay. It has to be, to be honest. If you're low on muse, that's fine. No one liners, and try your best to be grammatically correct and have a decent vocabulary and syntax.
- Realism is encouraged, there aren't any super powers in 9 Hours, 9 Persons, 9 Doors. (Though the idea and theory of telepathy is discussed A LOT.)
- Characters can be connected in different ways. Don't feel afraid to seek out other RPers who have already signed up and ask them if you can make someone related to their character, or etc.
- Some IC Rules can be broken, but will have consequences.
- There will be some IC Rules that your character will not be aware of. (Ex. You can use the bracelet of a dead person.)
- Check the list of taken Bracelets before making characters.
- Bracelets can be reserved when tracking for up to 48 hours.
- Please try to ride out the rp until the end.
- Just in case I am gone when a numbered door is opened, I will have a thread, the Puzzle/Description Information Thread, ( can be found in Important Threads ) that will have descriptions of the puzzles and things to be found behind the numbered doors, or progression. Please do not read these unless you must copy and paste them for those playing.
- Maps will also be available in the Puzzle/Description Information Thread.
- You cannot remove your bracelet. If you do, (Ex. Cut your hand off.) you will be eliminated.
- There are only two ways to remove a bracelet- Your heart rate reaches zero, or you get off the ship.
- You only know the rules Zero has told you.
- If you enter a door you did not activate, you will be eliminated.
- After entering a door that you activated, you must deactivate your bracelet or you will be eliminated within the time limit.
- If everyone who opened the door does not enter and deactivate their bracelets, the people who entered will be eliminated, those who were left behind will be spared.
- Puzzles do not have a time limit other than the collective limit placed on the sinking ship.
- Each participant in the Nonary Game is embedded with an explosive device to carry out elimination if needed.
- Only 3-5 people may enter a numbered door at at time.
- In order to exit a Puzzle Room behind a Numbered Door, you must solve the puzzle.
- People may not enter the Numbered Door after another group of people if the Puzzle Room is still activated.