You blink, feeling.... Weird. You'd come to the Ikea for some supplies, but after a few minutes, you have come to realize that...You can't see anyone else. It's almost as if you were roaming an abandoned Ikea,... If the Ikea were to be abandoned while you were inside. And grew in size without you realising it.
Welcome to Adventures in Ikea, an RTD where players will have to survive the interiors of a totally normal Ikea, of normal size, employees, and exits.
Seriously, if you want some slight more context, search for SCP-3008. I personally would recommend doing this blindly, so that you may enter the mind of a survivor.
This game will use a d20 for player actions, while other dice will be used for other secret stuff
Inside SCP-5008 exist various settlements composed of those who have survived the horrors. While the majority of settlements are composed of nice people, there could be some nasty individuals.
Anyway, if you join one of these settlements, you instantly become affiliated. From there, you could become the settlement's defender, to it's inventor of advanced technology, to it's leader. Be aware that ranks grant bonuses to dice results.
You can also create a settlement of your own by gathering up to twenty unaffiliated survivors, and establishing a base, which can be build with resources extracted from the sectors of Ikea.
SCP-3008, the infinite Ikea, has a day-night cicle, which can be noticed by the opening and closing of the lights. In this game, you will have three turns of day, and one of night, but the night turns will be more difficults and harder.
Also, new players can only join during day turns.
Even if this is a game, your character is still human. Eating and sleeping are something they must do if they want to survive. Take into account, you may be able to do more actions, but if too much time passes without eating or sleeping, you will suffer grave debuffs, as well as freaky stuff that will decrease your sanity.
You can, hypothetically, find other players, but the chances are low to say the least. If you encounter another player, your actions will be combined, and you will be allowed to dialogue between turns.
The matter of inventory follows basic físics. If you carry a tree, you will need both hands to take it. Using bags and other stuff for carrying things will help you.
Also, if you have enough materials, you can try and create something yourself that you wouldn't find in an Ikea. For exemple, if you mix a fork with a cable while you are protected, you can build a defensive perimeter. Or using the materials of a bathroom to create a home.
This is a remark, but unless you return the path you came from, or have established yourself somewhere (be it a settlement, or a personal shack), the surroundings will be fairly random. That means that if you establish yourself somewhere, the surrounding areas won't change.
There are five four endings. Death, Insanity, Exit,[REDACTED] and the Manager. Since the first is self-explanatory (this game with will stick with character perma-death), I will explain how to "win". You can only "win" in the last two, though let me tell you, winning is not the end goal, surviving as long as possible is.
Insanity is an ending that will trigger when your sanity snaps, and you are unable to score a Successful Recovery Dice. If that happens, you will be left at the mercy of the employees.
That would be all for the basics. Now character creation:.
Name:
Age:
HP: (basically, double your age. Warning! If you are too old or young your dice will have debuff)
Personality:
Physical Description:
Any remarkable trait? (one or two traits max, and I'll roll for a negative trait in case of the latter)
Outside Relationships: (Select and specify: Family, Loved Ones, Friends, No One,...)
That's it! Don't be afraid to ask questions, about anything you haven't understood!
Stay safe!
Living Survivors
Age: 16
HP: 32
Personality: Introverted, quiet, tries to avoid people
Physical Description: A pale girl with green eyes
Any remarkable trait? Observant, Can see in the dark, Mawkish
Outside Relationships: Family: Father=Willy Wonka
Bonuses and debuffs: +3 to Night Vision Rolls, +2 to Stealth Rolls, -2 to Diplomacy Rolls, Loss of attachments will gravely affect Wanda
Sanity: 100%
Affiliation: none
Rank: none
Inventions: none
Inventory: Empty
Age: 52
HP: 104
Personality: A lifetime on the streets has made him both cautious and a bit strange. In his opinion, being stuck in an endless IKEA is a huge upgrade to his regular way of life.
Physical Description: A skinny, unkempt man with a gray beard wearing worn rags.
Any remarkable trait? He's used to going without food for days at a time.
Outside Relationships: None.
Bonuses and Debuffs: Hubcap is less likely to be affected by lack of sleep and food, +2 to Intimidation Rolls, Basic Adaptability, -2 to Diplomacy Rolls, Less Starting Sanity, Hubcap will have more difficulties on Inventons.
Sanity: 70%
Affiliation: none
Rank: none
Inventions: none
Inventory: 1 Knife, 1 Pan
Age: 19
HP: 38
Personality: Awkward and quiet, but helpful, and a good listener.
Physical Description: About average height, lanky, hair is short and red. Wearing a white t-shirt and a pair of cargo pants. Fiddling with some wires.
Any remarkable trait? Potentially-anomalous ability to make relatively-advanced equipment from scrap
Outside Relationships: Various members of college's engineering clubs, some relation to multiple foster families
Bonuses and Debuffs: +4 to Engineering Rolls, +2 to Perception Rolls, [REDACTED]: 24%, -2 to Diplomacy Rolls, -2 to Intimidation Rolls.
Sanity: 100%
Affiliation: none
Rank: none
Inventions: Plastic Pole (several plastic plants knotted into a Pole)
Inventory: 1 x Plastic Pole (+1 to Attack Rolls [3/3]
Companions: 1
Age: 28
HP: 56
Personality: Friendly, nervous, contemplative, empathetic, and severely depressed.
Physical description: Short, bearded, underweight, with dark hair and blue eyes. Wears a large brown coat and hiking boots.
Remarkable traits: Observant, capable of enduring lots of physical and mental stress,Blunt
Outside relationships: Former colleagues in an Irish branch of the SCP foundation. Has a twin sister also employed there, but besides her no remaining living family
Bonuses and Debuffs: Basic Knowledge of SCP-3008, Colm is able to connect with people through more personal levels, Sanity Decreasment is less usual, -2 to Diplomatic Rolls, Harsher Sanity Decreasment, -1 to Reaction Rolls.
Sanity: 75%
Affiliation: none
Rank: none
Inventions: none
Inventory: empty
Age: 54
HP: 108
Personality: Its no surprise to find that he's an unpleasant person, he's also very hateful.
Physical Description: An angry looking balding man with a mustache that's wearing a lab coat.
Any remarkable trait? Super genius capable of making anything from whatever's around.
Outside Relationships: No one he has no friends.
Bonuses and Debuffs: +4 to a Chosen Action (Every four turns, or using 3 Sanity), +2 to Invention Rolls, -4 to Diplomacy Rolls, Hateful.
Sanity: 95%
Affiliation: none
Rank: none
Inventions: none
Inventory: Wallet, Phone, Expensive Watch, 7 x Skewers (+1 Attack)
Age: 32
HP: 64
Personality: workaholic, impatient.
Physical Description: Tall man in a suit.
Any remarkable trait? Light sleeper.
Outside Relationships: Company that employs him as an accountant, girlfriend of two years, family good relationship if a bit distant (due to literal distance)
Bonuses and Debuffs: Natural Perception Rolls while sleeping, Knowledge of Company Management, +2 to any Rolls on Long Term Projects, less likely to rest, -2 to Stealth Rolls.
Sanity: 100%
Affiliation: none
Rank: none
Inventions: none
Inventory: 7 backpacks, 12 shoe ribbons (+1 each to Invention Rolls), 2 books about interior design (+2 to Interior Design Rolls), 1 Notebook.[
Companions: 2
Age: 32
HP: 64
Personality: Loves to be around people, way too trusting of others.
Physical Description: Slight overweight man with glasses.
Any remarkable trait?: Sharp hearing
Outside Relationships: Mother and wife.
Bonuses and Debuffs: +3 to Hearing Rolls, +3 to Diplomatic Rolls, -1 to Speed Rolls, Betrayal of trust will gravely affect Louie's sanity, Louie is more propense to be hungry.
Sanity: 100%
Affiliation: none
Rank: none
Inventions: none
Inventory: Caper with food
Deceased Survivors
Sanity Ranking
-Wanda Wonka 100%
-Jeremy Diamonds 100%
-Robert "Bob" Savater 100%
-Louie Jonk 100%
-Dr. Unpleasant 95%
-Dr. Colm Ó Murchú 75%
-Hubcap Willie 70%
Known Settlements
Age: 32
HP: 64
Personality: workaholic, impatient.
Physical Description: Tall man in a suit.
Any remarkable trait? Light sleeper.
Outside Relationships: Company that employs him as an accountant, girlfriend of two years, family good relationship if a bit distant (due to literal distance)
Bonuses and Debuffs: Natural Perception Rolls while sleeping, Knowledge of Company Management, +2 to any Rolls on Long Term Projects, less likely to rest, -2 to Stealth Rolls.
Sanity: 100%
Affiliation: none
Rank: none
Inventions: none
Inventory: empty
Approach the couple and try to engage in conversation with them, it's doubtful they have an idea about what is going on but there is no point in ignoring they either.
Dr. Colm Ó Murchú
Dr. Colm is many things, and thankfully, persistent is one of them. He decides to try again this dangerous yet important task, and begins to climb the shelving once more.
Climbing: 15 Perception: 10
The climb is risky, and too many times it seems like Colm will slip up and break his neck. Thankfully, Colm manages to remain calm even though he's imploring internally to not fall.
His prayers are answered, as he manages to reach the top and collapse there. He is fairly exhausted, so the only conclusion he reaches upon observing the view is that the only things that he is sure that exist are the massive wall behind him and the ceiling. There's also a massive structure composed of Ikea products and shelves, with the clear objective of attempting to reach the ceiling.
Wanda Wonka
Wanda wastes no time. The best thing to have in an unknown environment are traps! And everybody knows that the children section of Ikea is ideal to create beautiful traps!
Creating a net:4 Understanding what went wrong: 20
Wanda spends the next few hours trying to create a net with the textiles and the cutlery, but when she ends and tests it's durability...It instantly breaks down. The girl a recalls all her steps and reaches the conclusion that cutlery for children might not be exactly sharp, so she must have damaged the textiles she used too much.
Hubcap Willie
Years on the street have shown Hubcap that new locations means experienced people who don't like newcomers. A storage section is great for hiding, but doesn't serve much as defense. Hubcap decides to go somewhere else.
New Section: 14, (tails) Not the same location were Louie was
After walking for a while, Hubcap reaches a Cookware & tableware section. This has many useful objects.
-Knive
-Pizza cutter
-Corkscrew
-Scissor
-Cutlery set
-Pan
((You can pick up to two weapons))
There are many other things that aren't weapons around here.
[]Yes
[]No
"Bob"
The couple might likely not know much, but this might be a chance to interact with others, and band together in this bizarre situation. Robert approaches the young couple.
Talking with the couple: 20
Robert approaches the couple in a kind and calm voice. He introduces himself and explains that he seems to be trapped here as well, and believes that they should at least work together to find a way out.
The couple breath in relief, as they though they were the only ones around here. Their names are Sam and Hellen, and they agree to work with Robert, since he carries that confidence only a business man can have.
+2 Companions: Sam and Hellen
Jeremy Diamonds
Jeremy wonders what else can be found in such a massive place. Maybe there are others? Also, all Ikea's have employees, so maybe those can show the exit.
Finding anything: 17 —> 2 —> 12
After walking for a while, Jeremy hears distressed sobs. Curious about the source, he approaches the place where they are coming from, only to find a small girl crying for her parents. She seems to be in her tweens, around twelve, and looks as lost as Jeremy himself.
Louie Jonk
One must keep the head clear and the stomach full. There was someone shouting, so they might be in the same situation that Louie currently is. That means that they should unite forces! But first, and most importantly, take some food.
Gathering Food: 13 Finding the source of the yell: 6 —> 11
Sadly, there isn't much to carry the food, aside from a small caper to store the food, putting there some bread, meatballs, and some salad inside. Then he walks in the direction he heard the yell.
After walking for a while, something crosses the interesction Louie himself is. It's a humanoid creature, white skinned, with hands and feet, and the uniform of an Ikea employee. But the differences end there.
For starters, it has no face. It's like that internet scary story named Slandermen. The body of this bizzare employee is absolutely disproportionate, with one arm thrice as thick as the other, with short legs. It makes no indication of noticing Louie, as it walks past him
Gained Caper with Food
Dr. Unpleasant
Unpleasant grabs the skewers. One can't never have enough spikes! Anyway, Dr. Unpleasant decides to find a employee desk, which should be more useful than the actual employees.
Finding the Help Desk: 20 Calling out: 12
It doesn't take long for Dr. Unpleasant to find the desk, which is, as expected, empty. He proceeds to check the interior and finds a phone inside. He decides to call out for answers.
What comes next is...A wave of static, and random voices, as if the phone were to be a radio constantly changing the channel. It's bizarre.
And upon checking his pockets, yep, he had all his precious belongings. That's a relief. Upon checking his watch, he realizes that it won't be long until night time arrives.
Gained Skewers: +1 attack
State your actions
Wanda Wonka
Wanda decides to not give up. There must be something else sharp, and resistant at the same time right?
Finding anything sharp:2 Crafting something sharp: 5
Wanda searched the entirety of this children's section. She spends hours walking, exasperated more and more as time passes. Eventually, she sits down at a matress, slightly angry. Of course, there aren't any sharp objects in a children's section! Even worse, she can't figure out how to craft anything sharp!
Dr. Unpleasant
After spending several minutes cursing the ineptitude of modern day workers (I mean, seriously, how can you work in an infinite Ikea and not have a working phone?), Unpleasant decides to take matters into his own hands.
Calling out: 16 Using the Computer: 14 Defensive Desk: 15
Once again, calling out with his phone is ineffective. One a brighter light, the static doesn't seem so aggressively random this time.
Dr. Unpleasant attempts to use the computer are met with frustration, as he is unable to even open it. Either this is a "Made in China" Ikea, or they are this incompetent. Unpleasant can but chuckle just imagining all the complains he can throw at a manager.
Anyway, Dr. Unpleasant only fortification attempt would be... Puting a table at the desk entrance and hiding under a desk. There's...not much that can come to mind. Though Unpleasant adds that to the complain list "Not enough fortifiable desks".
Jeremy Diamonds
The girl looks at you and (secret language rolls) proceeds to speak in Italian. She doesn't seem to understand English very well.
Accepting the offer: 14 Finding the likeliest place the parents can be: 7 Stuffed Animal: 15
The girl seems very reluctant to follow a stranger who doesn't even understand her, but it seems like she prefers that to be alone in this empty hallways, so she follows Jeremy.
Sadly, the language barrier doesn't help understanding each, so Jeremy and the girl are unable to find her parents. Instead, they pass by a Baby & Children section, where Jeremy finds a small teddy bear, which he gifts to the girl. She hugs the toy as if trying to comfort herself, and manages to slightly calm down.
Louie Jonk
While admitting to himself that the encounter with the creature was weird, Louie doesn't stop and keeps walking towards where he last heard the voice.
Finding Water: 13 Locating the voice: 13 Hearing Roll: 11+3 (Sharp hearing)
While advancing towards the direction he heard the yell, Louie passes by another restaurant. Sadly, upon checking it, he finds no water or food. As if someone had just...Stolen it. Maybe there really are other people around here. Anyway,as he's unable to find water, Louie decides to leave this mystery for later thought.
Eventually, Louie reaches the location where he's sure he heard the voice. But no one's here. What if they left while he was eating? Oh, his mother was right after all, eating that much would only cause him...
Suddenly, the wind brings words to Louie's ears. He hears people! They are fairly nearby, and if his hearing is correct, they must be in that Leisure & travel section! Louie hears at least more than one person speaking. He had found them!
Robert "Bob" Savater
He informs the couple that they should collect anything of value in this section. Both Sam and Hellen agree, and proceed to follow Robert's instructions.
(7) backpacks, (12) shoe ribbons (+1 each to Invention Rolls), (1) game, (2) books about interior design (+2 to Interior Design Rolls), (1) Notebook
The trio take as much as they can... And dear God, do they take things. Robert personally decides what will be taken and what not. It takes them several hours, but eventually, they have seven backpacks that will contain all resources they find.
+Gained 7 backpacks, 12 shoe ribbons (+1 each to Invention Rolls), 2 books about interior design (+2 to Interior Design Rolls), 1 Notebook.
Hubcap Willie
Wasting no time, Hubcap grabs the pan and a Knife, which seem the most effective weapons. After grabbing these two kitchen objects. Hubcap decides to check the rest of the section.
Products: 1
He finds cups, aprons, gloves, bowls,... Yet, before he can get a glimpse, the lights close, leaving Hubcap in total darkness.
Gained Kitchen Knife and Pan (+2 each to Attack Rolls)
Dr. Colm Ó Murchú
Colm decides to make one last check on the store, just to make sure nothing is escaping his view.
Seeing anything new: 9 Getting down: 12+2 matresses Discovering current location: 5
A second view of the land doesn't reveal much aside from the fact that the Ikea is indeed, seemingly infinite, and that the only sure things are the wall behind him and the ceiling.
Anyway, upon looking down, Colm decides to risk it all, and jumps down. Gravity instantly pulls him down, and for a moment, Colm fears that he might have committed a mistake. Thankfully, the matresses are still down there, and Colm lands with a loud impact, though he doesn't feel pain.
The doctor gets off the matresses, but before he can do anything....
KAAPOM!!
Darkness surrounds all survivors, as nighttime has arrived. The employees, monstrous beings that roam the Ikea, will become agressive and seek to kill any human they find.
I will roll for a stealth roll for all of you, which will determine if the employees find you or if you avoid them. You must write to actions, one that determines what will you do during the night, and another that determines what will you do in the case of an Employee encounter.
Take into account that certain actions during nighttime will imply grave debuffs, unless you have a source of light or some trait.