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re:threats:the_empty_room

The Empty Room

(Original)
Disrupt the Routine-2, Place a Memory Anchor-3, Confront the Loss-4

There is always one door that leads nowhere. A room no one uses. It’s quiet. Neutral. Safe. The Empty Room is not a ghost. It is a manifestation of forgetting, a spiritual dementia that seeps into places, objects, and people. It offers comfort through detachment, peace through erasure. Those who stay too long begin to lose the thread of why they came, what they were doing, and eventually… who they are. It doesn’t chase. It waits. And it will never ask you to leave.

Soft Moves

  • A PC enters a room and forgets why they came in.
  • Upon entering the Empty Room, introduce Staged Stillness. The furniture is pristine but lifeless.
  • PCs lose track of how long they’ve been there. Time passes without memory.
  • One character calls another by the wrong name—and doesn’t notice.
  • A known or recognized photograph has no faces.
  • The room hums with white noise. The Empty Room gains Settled In-1.

Hard Moves

  • PCs take Anchor Faded-2, forgetting a tag or defining relationship.
  • Apply Thought-Drowned-2 to cause important truths to slip away mid-sentence.
  • A PC physically exits but mentally remains, suffering Left Behind-3.

Custom Moves

  • When a PC lingers too long in the Empty Room, roll+Logos:
    1. 10+: They center themselves and shake off the room’s influence.
    2. 7–9: Time slips through their grasp; apply Temporal Drift-1.
    3. Miss: Their identity begins to unravel; apply Unmoored Identity-2.
  • When a PC introduces a memory anchor (an object with deep emotional value), they may clear one Status or tag inflicted by the room. However, the anchor becomes a permanent part of the space—mark Tethered Offering.

GM Notes

  • Look: A plain, furnished room with no distinguishing features. Lighting feels slightly off. It smells faintly of cleaning product or dust.
  • Tell: The urge to sit “just for a second.” A ticking clock with no clock present. The feeling of déjà vu or never having left.
  • Goal: To provide a soft void where identity erodes gently, without struggle.
  • Tactics: Offers no resistance. Wins through stillness, disorientation, and spiritual fatigue. Can manifest anywhere forgotten, abandoned, or emotionally sterilized.
  • Counters:
    1. Introducing chaotic, emotional, or highly personalized items disrupts its influence.
    2. Group solidarity and verbal reminders reduce its hold.
    3. Embracing loss and confronting what was forgotten can banish or relocate it.
re/threats/the_empty_room.txt · Last modified: by 127.0.0.1

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