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Story and setting

Page history last edited by Satyrane 11 years, 11 months ago

 

The player's goal(s):

  • Evacuating important item (voluntarily entering setting)
    • Common rescuer (firefighter, etc.) who doesn't know the scope of what he/she is facing
    • A mercenary hired to enter an already abandoned laboratory
    • A "cleaner" of a major research corporation who is fully aware of the dangers 
    • A fellow researcher who knows all too well that this important item cannot be lost or left alone 
  • Escaping (involuntarily entered setting)
    • Hapless office worker in a major research corporation with no idea his/her company can make such horrors
    • A fellow researcher who may or may not be guilty of what's going on, but knows what he's facing
    • The mad scientist himself, who probably enjoys having to get himself out of this mess too

 

     S.S.

     The protagonist is a lowly Intern, at a rather dubious mega-corporation. She desperately needs this job to finish her degree and hopefully move on to something better, but it kind of sucks: menial, never-ending tasks that seem completely pointless and needlessly difficult. One day, her supervisor informs her they have a special, very important task for you: one of the scientists, a Dr. Flügenmeister, has come up with an exciting and very important new development, but unfortunately has disappeared and her notes are missing as well. Additionally,her laboratory is a hazardous space, filled with radioactive waste and dangerous escaped experimental creatures running amok. The Intern is desperate to get her letter of recommendation so she can graduate and leave, so she quickly agrees. Armed with only an ACME brand can of All-Purpose Decontaminant, her wits, and the occasional advice from the company’s Janitor received via walkie-talkie, she enters the lab and begins her search. She must navigate the environment of the lab by solving puzzles and avoiding dangerous creatures and obstacles, retrieving portions of the research. As she does so, she becomes bolder, more confident in her abilities, and inured to the strange environment. Once she has it all, she hands over the materials to the supervisor. Doing so, she discovers that the plans are for a mousetrap designed to trap mutant radioactive rats, a paranoia of Dr. Flügenmeister’s. Ironically, she created the rats in order to test the trap designed to catch the rats, and so her invention wouldn’t be necessary if she hadn’t decided to experiment on rats to test it. The supervisor takes the research, leaving the Intern feeling disillusioned and disappointed. However, she is approached by the Janitor, who informs her that because of the skills she displayed, he’d like to offer her a job in his department, which (though dangerous) pays extremely well. The Intern realizes she’d rather live a life of adventure than settle into a humdrum “normal” life, and so she accepts.

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