https://mtg.design/i/thcd83 Job: Electrician Background: Hephaista has been hunted down on plane after plane(Zendikar, Innistrad, Kaldheim, Kamigawa, and Theros) for selling trinkets and gadgets deemed "Uncivil", "Dangerous", and "Illegal". The third one is mostly true. She's also blown up a couple of temples on Theros.
Background: V'glua is an anomaly in every sense of the way. Manifested by the Planeswalker Ashiok, he never faded out of existence from the Planeswalker's power. He wandered Theros, never understanding living beings or what they needed, but appreciating them. He found ways to oh-so-subtley influence those he stalked for the better; make a spear miss its target, assist a hero in taking down a Hydra, he helped them behind the scenes because they interested him.
Of course, he suddenly found himself in space, among a myriad of other survivors. Given a role behind the scenes, to assist these people. He doesn't truly know what is going on, nor can he speak to them, but it doesn't matter; he will fufill his purpose regardless.
Oof just remembered this was starting today. Ok, here we go:
Everyone wakes up. Questioning other players is now available by @ing them. Here's a list of options you can choose from:
- Talk to other players - Search the ship - Look for clues - Walk to a room (See a post above for the available rooms) - Tell me or other players more about your character traits, remember, you all can't remember how you got here!
1: Command Module 2: Airlock 3: Breaker Room (Where the Electrician works most of the time) 4: Radio Room (Where the Radio Rescuer works) 5: Electric Room (Technician can do some work here) 6: Entrance and Exit hatch 7: Right hall (Located to the right of Breaker Room, Radio Room, and Watcher's Station) 8: Left hall (Located to the left of Command Module, Airlock, Electric Room, and Entrance and Exit hatch). 9: Miniature Restroom 10: Captain's Quarters 11: Crew's Quarters 12: Entertainment Room
@Abu_Jafar exactly... which room would you like to look in?
1: Command Module 2: Airlock 3: Breaker Room (Where the Electrician works most of the time) 4: Radio Room (Where the Radio Rescuer works) 5: Electric Room (Technician can do some work here) 6: Entrance and Exit hatch 7: Right hall (Located to the right of Breaker Room, Radio Room, and Watcher's Station) 8: Left hall (Located to the left of Command Module, Airlock, Electric Room, and Entrance and Exit hatch). 9: Miniature Restroom 10: Captain's Quarters 11: Crew's Quarters 12: Entertainment Room
Comments
Job: Electrician
Background: Hephaista has been hunted down on plane after plane(Zendikar, Innistrad, Kaldheim, Kamigawa, and Theros) for selling trinkets and gadgets deemed "Uncivil", "Dangerous", and "Illegal".
The third one is mostly true.
She's also blown up a couple of temples on Theros.
That's some FNAF-y mechanic.
/s
So now this is Among Us + FNAF with a side of Clue?
(You also spelled rogue wrong...)
Also just got back from a game of among us and dang it's good
Race: Nightmare
Role: Telepath
Background: V'glua is an anomaly in every sense of the way. Manifested by the Planeswalker Ashiok, he never faded out of existence from the Planeswalker's power. He wandered Theros, never understanding living beings or what they needed, but appreciating them. He found ways to oh-so-subtley influence those he stalked for the better; make a spear miss its target, assist a hero in taking down a Hydra, he helped them behind the scenes because they interested him.
Of course, he suddenly found himself in space, among a myriad of other survivors. Given a role behind the scenes, to assist these people. He doesn't truly know what is going on, nor can he speak to them, but it doesn't matter; he will fufill his purpose regardless.
@Abu_Jafar
@DrakeGladis
@SpellPiper2213
@ChoyBoi
@CassZero
@LordTachanka123
@Potato13
Excited for tomorrow, I'm also running this as a D&D campaign IRL (Socially distanced, of course)
Everyone wakes up. Questioning other players is now available by @ing them. Here's a list of options you can choose from:
- Talk to other players
- Search the ship
- Look for clues
- Walk to a room (See a post above for the available rooms)
- Tell me or other players more about your character traits, remember, you all can't remember how you got here!
1: Command Module
2: Airlock
3: Breaker Room (Where the Electrician works most of the time)
4: Radio Room (Where the Radio Rescuer works)
5: Electric Room (Technician can do some work here)
6: Entrance and Exit hatch
7: Right hall (Located to the right of Breaker Room, Radio Room, and Watcher's Station)
8: Left hall (Located to the left of Command Module, Airlock, Electric Room, and Entrance and Exit hatch).
9: Miniature Restroom
10: Captain's Quarters
11: Crew's Quarters
12: Entertainment Room
1: Command Module
2: Airlock
3: Breaker Room (Where the Electrician works most of the time)
4: Radio Room (Where the Radio Rescuer works)
5: Electric Room (Technician can do some work here)
6: Entrance and Exit hatch
7: Right hall (Located to the right of Breaker Room, Radio Room, and Watcher's Station)
8: Left hall (Located to the left of Command Module, Airlock, Electric Room, and Entrance and Exit hatch).
9: Miniature Restroom
10: Captain's Quarters
11: Crew's Quarters
12: Entertainment Room