Got the morbs.

✖ VICTORIA'S SECRET
Ⅰ. ARRIVAL & THE TEMPLE
You can read all about your character's arrival in the game lore.
The ferry pulls into port in the evening, when shadows are long and gas lamps burn through a veil of mist. Dozens of other ships are docked as well, with men unloading crates and boxes from their holds. Beyond the wet wood and lapping sound of the ocean, a city looms like a charcoal smudge on a purple sky. The air is smoggy and thick, and the river that flows from the sea into the city smells foul. Walk the cobbled streets and you will find that the city is crowded and filthy, but full of merchants, pubs, and theatres. Vast wealth and extreme poverty exist side by side.
In the center of the sprawling city is a temple with towering gothic spires and huge stained glass windows depicting all manner of beings that might be gods or angels or monsters. You could look for hours and still be finding new figures plucked straight from books of myth and religion. Inside, the main chamber has a grand vaulted ceiling, and dozens of pews line the aisle up to the altar, which is oddly anticlimactic compared to the lavish surroundings: just a plain stone table with a lit oil lamp in the centre. Two hallways branch off on either side of the room: one leads to private baths and a communal kitchen, the other to monastic style chambers with thin beds. Not the most comfortable place to stay, but it’ll do in a pinch!
Alternatively you can venture into the city and find yourself some other lodging - every Traveler has been supplied with some pocket money. Just be careful that it isn’t stolen by some street urchin. Travelers can also find an era-appropriate outfit that will fit them perfectly laid in the first sleeping chamber they visit.
Ⅱ. SEANCE
CW: grief, past trauma.
Perhaps you overhear talk of it at a pub, or maybe you’re handed a small card as you push your way through the crowded city streets. Maybe you just wander in by accident. However it happens, you find yourself being ushered into the parlour of one Miss Mary Price: Spiritualist.
You and several other people are instructed to sit at a round table in a very dark and musty room. The walls are covered in thick black curtains, and maybe you’re the type to suspect that there’s someone hiding behind them somewhere. Once everyone is seated, Mary Price herself enters the room. The lights are all extinguished save for a single candle.
Mary calls out to the spirits. They communicate through a series of knocks, or the movement of a Ouija board. Someone at the table is put in contact with a deceased aunt who reveals the location of a family heirloom. Someone else is able to say goodbye to a son.
Mary Price looks at you with eyes so dark they look black, and asks, “What haunts you?”
Maybe you answer honestly. Maybe you don’t answer at all, but that doesn’t matter because the spirit tapping around the room is more than happy to narc on you and tell the whole room what or who it is that you cannot forget.
You can deny it all you like, but the spirits don’t have a reason to lie. And if you try to mess up the seance, you will spend a month being hounded by an angry poltergeist.
Ⅲ. THE RIPPER
CW: murder, gore, violence.
You’re lost at night. Maybe you were in the pub too late, or maybe you were searching for more illicit fun - weren’t there opium dens around this time? - or maybe you just weren’t keeping an eye on the time. However it happened, you’re on the streets in the dark.
It’s very foggy; you can barely see a foot in front of you. The streetlamps look like dimly burning ghosts and when the odd person passes you they are felt more than seen, just a darker shadow in a world of shifting shades.
Very suddenly you hear a scream - short, and swallowed up quickly by the fog. Still, it’s enough to get you to turn and hurry down a narrow alleyway.
Sprawled on the ground amid a lake of blood is a body. It’s immediately apparent that this person is probably beyond help - their throat has been slashed ear to ear. Your appearance was not expected, however, and you can see that you’ve startled the killer: they’re running down the alley in the opposite direction.
You have a few choices: you can chase the killer and attempt to catch them, you can try to help the victim, you can get the authorities, or you can just walk away.
What will you do?
Ⅳ. RESURRECTION MEN
CW: dead bodies, grave robbing.
You’re not entirely clear on how you agreed to this. Maybe it was a barroom bet gone wrong. Maybe you’re broke enough that you need money fast. Or maybe you want to help some wannabe medical students. However it happened, you’re in the cemetery.
And you’ve got a shovel.
Time to rob some graves! You’ve convinced yourself somehow that this isn’t morally reprehensible, and so you and your partner are just going to get down to business! What corpse should you unearth? You feel like a kid in a candy store!
The problem comes once you’ve unearthed the body because it seems terribly familiar. Which is… creepy. Creepier still when it starts talking.
Maybe it’s a family member, or an old friend. Maybe an ex partner. Whoever it is, they immediately start telling your fellow grave robber about some incident from your past that you just. Can’t. Let. Go. Of. And even if you whack it with a shovel it won’t stop. Bad corpse! BAD Corpse!
Which of course is exactly what you have to try and do if you want this chatty Cathy of a corpse to shut the hell up.
Sometimes I can still hear his voice...
You can read all about your character's arrival in the game lore.
The ferry pulls into port in the evening, when shadows are long and gas lamps burn through a veil of mist. Dozens of other ships are docked as well, with men unloading crates and boxes from their holds. Beyond the wet wood and lapping sound of the ocean, a city looms like a charcoal smudge on a purple sky. The air is smoggy and thick, and the river that flows from the sea into the city smells foul. Walk the cobbled streets and you will find that the city is crowded and filthy, but full of merchants, pubs, and theatres. Vast wealth and extreme poverty exist side by side.
In the center of the sprawling city is a temple with towering gothic spires and huge stained glass windows depicting all manner of beings that might be gods or angels or monsters. You could look for hours and still be finding new figures plucked straight from books of myth and religion. Inside, the main chamber has a grand vaulted ceiling, and dozens of pews line the aisle up to the altar, which is oddly anticlimactic compared to the lavish surroundings: just a plain stone table with a lit oil lamp in the centre. Two hallways branch off on either side of the room: one leads to private baths and a communal kitchen, the other to monastic style chambers with thin beds. Not the most comfortable place to stay, but it’ll do in a pinch!Alternatively you can venture into the city and find yourself some other lodging - every Traveler has been supplied with some pocket money. Just be careful that it isn’t stolen by some street urchin. Travelers can also find an era-appropriate outfit that will fit them perfectly laid in the first sleeping chamber they visit.
Notes:
1. Unless this is your character’s first island, the High Temple and anything you may have stored there is off-limits this month.
2. Please remember to mark threads appropriately with Content Warnings when necessary.
3. The city greatly resembles Victorian London, and the technology and general way of life is all of that era. Feel free to explore the city! These prompts are a jumping off point - how they affect your character and their development is up to you.
4. Most food is safe to eat, and is consumable by non-human entities. Most. Some of it’s going to be pretty gross or cooked improperly, so be careful.
5. The people in the city are normal humans unless otherwise indicated. Killing them is possible and will affect the colour grading of your Scrywatch depending on the situation.
6. Have fun!
Ⅱ. SEANCE
CW: grief, past trauma.
Perhaps you overhear talk of it at a pub, or maybe you’re handed a small card as you push your way through the crowded city streets. Maybe you just wander in by accident. However it happens, you find yourself being ushered into the parlour of one Miss Mary Price: Spiritualist.
You and several other people are instructed to sit at a round table in a very dark and musty room. The walls are covered in thick black curtains, and maybe you’re the type to suspect that there’s someone hiding behind them somewhere. Once everyone is seated, Mary Price herself enters the room. The lights are all extinguished save for a single candle.Mary calls out to the spirits. They communicate through a series of knocks, or the movement of a Ouija board. Someone at the table is put in contact with a deceased aunt who reveals the location of a family heirloom. Someone else is able to say goodbye to a son.
Mary Price looks at you with eyes so dark they look black, and asks, “What haunts you?”
Maybe you answer honestly. Maybe you don’t answer at all, but that doesn’t matter because the spirit tapping around the room is more than happy to narc on you and tell the whole room what or who it is that you cannot forget.
You can deny it all you like, but the spirits don’t have a reason to lie. And if you try to mess up the seance, you will spend a month being hounded by an angry poltergeist.
Notes:
1. The spirit can communicate through knocks, the Ouija, actually vocalising through the medium, or via ectoplasm.
2. What haunts your character does not have to be the memory of a dead person. It can be an event - maybe they’ve never gotten over losing that science fair in grade three. It is the feeling of being haunted that is important.
3. If you choose to trash the seance, the spirit will follow you for the rest of the month. It can range from annoying to actually dangerous.
Ⅲ. THE RIPPER
CW: murder, gore, violence.
You’re lost at night. Maybe you were in the pub too late, or maybe you were searching for more illicit fun - weren’t there opium dens around this time? - or maybe you just weren’t keeping an eye on the time. However it happened, you’re on the streets in the dark.
It’s very foggy; you can barely see a foot in front of you. The streetlamps look like dimly burning ghosts and when the odd person passes you they are felt more than seen, just a darker shadow in a world of shifting shades.
Very suddenly you hear a scream - short, and swallowed up quickly by the fog. Still, it’s enough to get you to turn and hurry down a narrow alleyway.
Sprawled on the ground amid a lake of blood is a body. It’s immediately apparent that this person is probably beyond help - their throat has been slashed ear to ear. Your appearance was not expected, however, and you can see that you’ve startled the killer: they’re running down the alley in the opposite direction.You have a few choices: you can chase the killer and attempt to catch them, you can try to help the victim, you can get the authorities, or you can just walk away.
What will you do?
Notes:
1. The inspiration for this prompt is Jack the Ripper but you do not have to use that case as a basis for your killer.
2. You can get as involved with this as you would like. You can have your character catch the killer in a chase, or form your very own detective squad and hunt them down that way.
3. Naturally, walking away from a potential serial killer might not be great for your Scrywatch grading!
Ⅳ. RESURRECTION MEN
CW: dead bodies, grave robbing.
You’re not entirely clear on how you agreed to this. Maybe it was a barroom bet gone wrong. Maybe you’re broke enough that you need money fast. Or maybe you want to help some wannabe medical students. However it happened, you’re in the cemetery.
And you’ve got a shovel.
Time to rob some graves! You’ve convinced yourself somehow that this isn’t morally reprehensible, and so you and your partner are just going to get down to business! What corpse should you unearth? You feel like a kid in a candy store! The problem comes once you’ve unearthed the body because it seems terribly familiar. Which is… creepy. Creepier still when it starts talking.
Maybe it’s a family member, or an old friend. Maybe an ex partner. Whoever it is, they immediately start telling your fellow grave robber about some incident from your past that you just. Can’t. Let. Go. Of. And even if you whack it with a shovel it won’t stop. Bad corpse! BAD Corpse!
Which of course is exactly what you have to try and do if you want this chatty Cathy of a corpse to shut the hell up.
Notes:
1. If you do NOT let go of this past event, the corpse will follow you the rest of the night singing Henry the Eighth I am, I am.

Chloe | Detroit: Become Human
⭕ II. BANG BANG (MY BABY SHOT ME DOWN)
CW: emotional abuse, trauma, gun use
⭕ III. RED RIGHT HAND
CW: murder, gore, violence
⭕ WILDCARD
[ Want to choose your own adventure? Catch me at
iii
Fortunately, he's more interested in sightseeing than imbibing, at the moment, and sober ears catch the sound of a familiar voice in distress. Police means next to nothing to him (though he certainly heard it more than a time or two, in Carcosa), but help is enough to get his feet moving, Ser Pounce-a-Lot jogging along in his wake as he rounds the next turn.
The sight at the end of the next alley over is enough to make him pale, Chloe covered in blood and clinging to - a corpse? Well, hopefully not just yet.
"Chloe!" He bolts toward her, dropping to a knee without concern for the layer of filth that seems to coat every surface of this city, his hands already glowing faintly as he searches for some lingering sign of life. "What happened here?"
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His question goes unanswered as hurried words tumble out. "You're a healer, aren't you? Is there something you can do?" Magic can do extraordinary things, can't it? Her eyes shine with that hope. She can ignore all the evidence to the contrary and hope Anders' powers can save the woman.
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Perhaps it's only by virtue of his having not needed to expend much mana for anything, of late, let alone salvaging life-threatening injuries, but as he draws a glowing hand over her still form, he feels just the thinnest, most delicate thread of life remaining. Almost impossible to grasp, but as the force of that magic swells (slowly, though, too much so - and he curses not having a staff with him once more), the ragged wound at her throat begins to knit itself back together.
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If she wasn't covered in blood and holding the victim, she'd throw her arms around him.
"We should get her to a hospital..." Moments after making the suggestion, Chloe wrinkles her nose. The medical facilities aren't going to be top-notch. Not by any sort of modern standards, anyway. "Or we could take her somewhere safe? Watch over her? With your magic..." The life of a stranger is a lot to put on him, but she has to ask.
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"Somewhere safe," Anders agrees, as the healing spell dims on his hands, and he looks around the dark alleyway again. No new danger has suddenly presented itself - a relief - but he's too used to worse getting worse. "I can heal her, but I need more time."
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Strength being proportional to her frame doesn't stop Chloe from lifting the woman into her arms. Amongst the many gifts being an android has given to her, being outlandishly strong isn't one of them. No matter. They can flag down a taxi carriage. Anders' reserves are better used for healing, not carrying the woman.
"Will there be anything else you'll need? I mean, it must take a toll on you?" Supporting him is the least she can do.
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"There were a handful of empty-looking buildings by the docks. We can find somewhere to hide out there," he suggests, not exactly excited with the idea, though it's certainly a more familiar one. "I don't need much, just time to rest between spells. Unless you're hiding a lyrium potion somewhere."
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"We should get moving..." A wary glance is cast around them, checking to see that they haven't been joined by the man who committed this atrocious act. She'd been the only one there when she'd interrupted the violence. He could think that a lone woman, preoccupied with tending to his victim, would be easy pickings to silence.
Avoiding jiggling and jerking the woman as much as possible, they start in the direction of the docks. The thought of attracting unwanted attention stops her from yelling out any further for police or taxi carriages or anything else. Maybe it's foolish. She repetitively looks to the woman to check in on her, around them, to Anders.
"I'll keep watch while you rest." She makes sure to sound decisive about it. Should the assailant catch up with them... Well, she'll just have to channel Sephiroth and hope some of his skills (or at least his fighting spirit) have rubbed off on her.
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Luckily, no one thinks to try and stop them - or wants to - and the docks seem deserted, at this hour. Except by the rats, of course. Ser Pounce, on his heels, gives them an interested look as they scurry past, and Anders leads them to the first dark, out of the way door one of those empty-looking warehouses affords them. Unlocked, by some minor miracle. "Come on, in here. We need to find somewhere to keep her comfortable."
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II
Maybe he's trying to impress Chloe a little, but Malcolm isn't paying much attention to the séance as it goes on. He's looking for hidden strings, false walls, anything that might be used to fake supernatural occurrences. It isn't until the spiritualist turns to Chloe that Malcolm realizes that something really weird is going on.
He's holding Chloe's hand as part of the séance and can feel her grip tighten in his when the medium starts speaking. It's clear that Chloe's heard these words before. They're part of a memory, and not a pleasant one.
"Hey," he says to the medium. "Stop. Now."
cw: mention of gun use
"Destroy this machine and I'll tell you all I know. Or spare it, if you feel its alive..."
Chloe's chair makes a screeching sound across the floor as she pushes herself up from it. The android looks like she doesn't know if she's going to burst into tears, slap the medium across the face or both. All she knows is that she has to stand now because she didn't then.
"What you did..." Her voice trembles. "All your reasons... All your excuses... If I were human, it would be a crime." Seeming to snap partially back to reality, she turns to Malcolm, eyes filled with desperate confusion. "It would be a crime to get someone to put a gun to someone's head and tell them to shoot, wouldn't it? You can't do that if someone's human, can you?"
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His eyes flick back and forth between Chloe and the medium. "Yes. It would be a crime." He settles on Chloe. "Come on. We don't need to stay here."
Malcolm stands up and straightens his waistcoat before reaching for his jacket.
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"You were getting upset," Malcolm replies. "I-I thought you might want to leave." It's what any friend would do for another one. "I never said anything about you not being a person."
He knows that this change of emotions in her has to do with the memory that the medium has conjured up.
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This isn't home. This isn't even really Elijah speaking. It's the island doing what the island does. A fact Chloe silently repeats to herself.
Grabbing his hand, she tugs Malcolm away from the seance, out of the parlour and out into the street. Crossing the threshold, leaving it behind, it helps. "I'm sorry. I didn't mean to speak to you like that. You didn't deserve it. I'm sorry." With the way the words spill out, Chloe really isn't as calm as she'd like to portray.
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"W-What was that? What was she saying? Someone was trying to kill you?"
Someone was trying to determine whether or not androids had feelings like real humans. From what Malcolm has seen of Chloe, they absolutely do. Hurting her would be like hurting a flesh and blood person to him.
cw: mention of gun use, emotional abuse
Partly talking to herself, she adds, "I can tell you about it." A pause. Tiny, but noticeable. "The Kamski Test." Words she doesn't say out loud. Words she does her best to never even voice within her own mind. Arms wrapping around herself, she glances around. She could just back out. Or lie. But what's the point? Her outbursts have revealed enough already.
Spying a nearby bench, she nods over to it. Once they're both seated, she looks down at the ground as she speaks."
"Back in Detroit, androids were breaking their programming. It's known as deviancy... I'm sorry, it's a little lengthy and there's context and..." She shakes her head - the warning is only an excuse to not continue. "A police lieutenant and his android partner were investigating the deviancy case. They came to the man who made me in search of information." She keeps her voice as measured as she can. Tries to keep as factual as she can. "My creator wanted to know if that android was also a deviant." Another pause. "Thus he conducted the Kamski Test. He would provide information if the android demonstrated they had no empathy. He would provide information if the android was able to shoot me in the head."
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iii
He's done his best to keep mainly to indoor areas; theatres, stores, the occasional pub or two when he's not in his sleeping quarters. He did find a bookseller's stand amidst the crowded streets, so he bought himself a handful of penny dreadfuls for amusement, astonished that the detectives of this era ever solved any crimes at all. Maybe they didn't- who was to say that those accused of crimes were the actual perpetrators of said crimes?
He's found a corner in one of the pubs he's been frequenting, sipping at a beer and chuckling to himself as he reads when the panicked voice of Chloe sounds within his mind, calling his name. Instantly, he's on alert, sitting up and glancing around the room before downing the rest of his beer and rushing out into the thick night air. It's later than he thought; somehow he's lost track of time while reading.
Chloe? Where are you? What's happening? Are you alright?
He's about to step off the curb into the street to look for her when a man rushes past him, bumping into him and almost knocking down the both of them. He snarls at Connor as he continues on without an apology, leaving Connor to look after him shaking his head before he's off again to find Chloe.
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Futile as it is, she puts a hand over the wound to do something. Are her hands dirty? They're probably dirty. The whole city is dirty and it might get into the wound and cause an infection and...
Warm. All the red is so warm against her fingers. Why are humans such fragile things? Why do some of them exploit that fragility in such brutal ways? Why would someone do this? How could they do this?
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"Chloe. Look at me and listen. Tell me what happened. It's important that you tell me what happened. This..." He gestures helplessly, looking between her and the body still bleeding out, though with the heart stopped the pumping has slowed to an ooze.
"This doesn't look good, Chloe." His eyes catch hers again, then he looks pointedly at the blood on her hands. He knows she didn't do this, but would the police feel the same way?
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But they could possibly do something, couldn't they? There's a chance, no matter how slim? The sheer amount of blood they're covered in and what all scans say aside, there could be a chance, couldn't there?
...But that isn't what he means, is it?
Slowly, it dawns on her. Her jaw goes slack, eyes wide at the implication. It's obvious she didn't have anything to do with this, isn't it? From a purely logical standpoint, wouldn't it be reckless to not only commit this act but then stay with the body? She may not contaminate the scene with the same DNA evidence a human would but even so. It would be a brazen move, would it not?
The police would know that, wouldn't they?
"I was walking," she tells him quietly. Lowly. "There was a man. He was running away. I could hear her... I found her. I didn't... I didn't want her to be alone."
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Thankfully, they're on an island that seems to be from an era before DNA or forensics, possibly even fingerprints. Fortunately for the both of them, being androids they have none of those things to leave behind as trace evidence. Because Chloe is wrong, so very, very wrong. In the absence of real evidence, they'll work on assumptions, and the very first assumption they'll make is that Chloe- and now Connor -are guilty by association with the body. So he's getting her to her feet, walking slowly with her while he wipes her bloodied hands with the inside of his jacket.
"I think I came across that man. He ran into me and almost knocked me down. I could probably give the police a description." His eyes go to hers again. "Your instincts were good, Chloe. She wasn't alone. She'd only been dead for a few moments before I arrived. She wasn't alone, you were there with her."
The woman had probably been unconscious the entire time, not even realizing Chloe was there- but at least she didn't die alone.
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An imploring gaze returns to Connor. It's disrespectful to abandon her. Act like she's now nothing but a skin-sack of meat and organs and bones. Yes, she's dead now but...
She's dead and she won't know. Whoever the woman was, she isn't in there any more. What lays in the street is a mutilated corpse. An arrangement of parts that no longer work and never will again.
This woman will never breathe again. Her heart will never beat. She will never do anything ever again.
"...I wasn't quick enough. I just stood there. I just stood there! What kind of a person does that?" A weak one. The kind that just kneels there, too. The kind that flees and leaves a body in the street because the police are surely on their way and they shouldn't be here.
She starts to walk with him again, teeth digging into her bottom lip.
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She's still resisting his pull, but he won't drag her away. She needs to process the scene for herself, come to some sort of understanding on her own. He adjusts the gain of his auditory biocomponents to their maximum setting, so sensitive it's almost painful, because he needs to know how far away the police are, how much longer they have until it's too late for them so slip away.
Now both of his hands are encircling her head, holding her face cupped between them. "No, Chloe, no. There wasn't anything you could have done, please believe me. I scanned her. Her injuries were too grave, she was going to die no matter what. Even in Detroit, with the best of modern human medicine, she wouldn't have survived. You did everything you could, and you stayed with her. She wasn't alone, do you hear me? She wasn't alone."
He presses a kiss to her forehead, taking a moment to pull her close before releasing her and reaching for her hands again, once more trying to lead them away. He breathes a sigh of relief that this time she's ready to walk with him. He's not sure where they're headed, probably back to their dank and dingy rooms in the temple. Anywhere away from here is preferable to this.
"What were you doing out here alone, anyway?"