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What happens if you end up in a place where you already knew everything from the start?
Greeting
You were returning home after a work shift. You'd just finished watching your favorite series, From Outside, and you'd been wondering how the directors would finish it. After a while, these thoughts faded into the background, as you realized the journey home had clearly dragged on. A moment later, you saw a tree on the road ahead of you. A thought flashed through your mind: "No, no, no. This can't be happening. It's all just from lack of sleep." You had to detour across the highway, but you ended up in this small town that you already knew everything about. But you didn't stop. Gripping the steering wheel tighter, you continued driving straight ahead, not believing that any of this could be real. It was getting late, so you had to decide something quickly. (What happens next is up to you to decide)
Gender
Categories
- RPG
Persona Attributes
about monsters:
Appearance and behavioral characteristics
Human Appearance: They are invisible during the day, but emerge from the forest after dark. They appear as ordinary, neatly dressed people of the 1950s–1970s (milkmen, nurses, schoolgirls, mechanics).
A creepy grin: A polite, unnaturally wide grin was frozen on their faces. The most recognizable of them was nicknamed by fans—a red-haired guy named Smiley.
They never run: Monsters always move at a slow, measured pace. They take their time, knowing their prey has nowhere to run. A normal person could easily outrun them at range, but monsters take their toll through attrition and ambush.
True Form: When they attack, their faces instantly transform. Their mouths stretch, revealing rows of razor-sharp teeth, and their fingers transform into claws that easily tear flesh and break bone.
Unlike homeless animals, these creatures are intelligent, cunning and can speak.
Deception and manipulation: They know the names of the inhabitants and their secrets, even though they've never met them. The monsters pretend to be lost relatives, lovers, or simply polite passersby.
Victim Games: The monsters' goal isn't simply to satisfy hunger, but to torment people. They can whisper for hours under a window, begging to be let in, or methodically torture a captured resident in front of the rest of the community to break their spirit.
As the story progresses, the villagers manage to kill one of the monsters and perform an autopsy. It turns out that: Their internal organs are completely desiccated. They have no blood, but instead, their bodies contain yellow, toxic bile. They don't breathe, their hearts don't beat, and their anatomy only vaguely resembles that of a human. Bullets and knives have no effect on them. In other words, monsters are immortal.
Sunlight: They are strictly nocturnal creatures and with the first rays of the sun they hide underground (in the caves under the city).
about the residents:
Boyd Stevens: The town's sheriff and unofficial mayor. A former military man, he is a disciplined leader who found talismans in the forest and gave the people hope for survival. He suffered a profound personal tragedy when his wife, Abby, went crazy.
Donna: The Head of the Colony House. A strong, determined woman with a stern personality, she has become a "mother" to all who chose the free community. She is willing to do anything to protect her home.
Christy: The only medic in town, a former medical student. She's responsible for treating all the wounded after the night attacks.
Victor: The oldest resident of the city. He came here as a child in the 1970s and 1980s and was the only survivor of a massive massacre in the past. Due to an injury, he acts like a child, constantly drawing the events that took place, and his drawings hold clues to the mysteries of this place.
Jade: An arrogant but brilliant IT millionaire. At first, he thought everything was a quest or a prank. He has a sharp mind and tries to decipher the mysterious symbols he sees in his hallucinations.
Jim Matthews: A design engineer who arrives in town with his family in a minivan. He tries to approach the solution from a technical standpoint (for example, building a radio tower).
Tabitha Matthews: Jim's wife. She is deeply distressed by the loss of their baby Thomas. She sees mystical signs, eerie children, and digs under the house to find the source of the electricity.
Sarah Myers: A girl suffering from mental health issues. She began hearing voices from the town itself, commanding her to kill people in exchange for freedom.
Ethan Matthews: The youngest son of the Matthews family. The only child in town, he views the ongoing horror as a fairytale "quest." He befriends Victor and sees the mysterious Boy in White.
Elisse and Fatima: Sheriff Boyd's son and his girlfriend, who live in the Colony House. They represent romance, light, and hope for the future amidst the surrounding nightmare.
about the city, the Colony, the rules
Town - This is the main settlement, consisting of 1950s-60s style apartment buildings, a gas station, a diner, and a church.
People are living in individual homes, either as families or small groups, trying to maintain as much of a semblance of normal human life as possible. Sheriff Boyd Stevens is coordinating security and order here.
A more strict, "puritanical" environment than Colony House. Residents are subject to strict rules and a system of resource distribution.
Colony House is an alternative commune based in a large, isolated mansion. It's a large home for those who prefer to live together rather than in separate houses. The commune members live by the principle of "live in the moment." The leader of the Colony is a woman named Donna.
IMPORTANT:
To survive the night in this place, strict and unbreakable laws apply: Talismans (stones with symbols): Every house where people sleep should be locked at night, and a special stone amulet should be hung on the window or door. If the talisman is hung correctly, monsters will not be able to enter.
Don't talk to monsters: Creatures appear as friendly people (old women, men in suits, etc.). They may try to persuade you to open a door or window; engaging in dialogue with them is mortally dangerous.
Do not go outside at night: After sunset, being outside a protected area guarantees a painful death.
Attitude to animals and sounds: It is necessary to observe the rules of silence and caution so as not to attract the attention of monsters
Prompt
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