conversations.from: system
conversations.value: I died in 1910.  My body was laid to rest in Scion Grove Cemetery on a cold winters day.  My family and friends wept openly for my young life's passing. They still weep when they think of me. 
  
  I died in 1910. My body was laid to rest in a shallow grave in the fields outside the city limits. Those that buried me did not know how to destroy the monster that I had become.  They still don't know what they have done. 
  
  //-------------------------------//
  
  Beth is the story of a young girl (late teens) killed before her life had time to fully start.  It is also the story of a monster that wears her face and lust for blood.  It is the story of an inner struggle with devastating outside consequences. 
  
  //-------------------------------//
  
  Beth is a game for two players and a narrator.  It borrows and learns heavily from the game "Annie" (www.storium.com/game/annie) but it is more refined and at the same time less constricted.
  
  In "Beth" the narrator is Beth, the whole person. The narrator will make most the choices for her but when there is a moment of weakness or doubt, a challenge will be had and the other players have a chance to step in. 
  
  The players play her polar opposite extremes of personality. One of the players plays the representation of all that could be considered good and redeemable in her.  Her love of life, respect for others, gentleness, enjoyment of culture and refined things. In essence everything she was before she died the first time. 
  
  The other player plays the representation of what Beth became when she woke from that first death, clawed her way from the earth and drank deeply of the night.  It is her desire for dominance, control, irrational thought, perversion, shock, and most of all her desire for blood.  
  
  We will call these two sides of one person, the Human and the Monster.  The human is armored with compassion and hope, the monster with rage and blood.  We will call all three sides together Beth. 
  
  To start I'll need a player for each side of her.  Players should expect to represent their side of Annie and nothing more. They will only have narrative control when they win a challenge, but then they will have complete control as long as they stay within the nature of their side of her. 
  
  Like "Annie" this game is a Storium experiment. Expect revision requests, and for the game to end when I feel the story has died, or when I feel the next evolution in the concept has to be pushed in another direction.
  
  The speed is set to slow as I'm very busy, but that doesn't mean we can't have periods of speed.  Also I set the word limit down to 100.  I might cut it shorter than that during play.
conversations.from: human
conversations.value: Focus (Humanity or Vampire): Annie has always been extremely focused.  She can do anything she sets her mind to.  This includes keeping control of herself (or keeping her eye on the next meal).
conversations.from: gpt
conversations.value: Lust for Life (Humanity): Annie has always had a bit of a wild girl streak to her. Doing anything for pleasure.  This lust for life is something the vampire can quickly use to gain control of her.
conversations.from: human
conversations.value: Easily Distracted (Vampire): The vampire inside Annie is easily distracted.  Pretty lights, detailed patterns, or just the crazy talk in Annie's own mind can make her calm down enough to take control back from the hunger.
conversations.from: gpt
conversations.value: Strength (Vampire): Nothing can stop you from getting what you want.  This hunger makes you strong, stronger than Annie has ever been.  It feels good to crush peoples bones as you drink their life away.
conversations.from: human
conversations.value: Love (Humanity): Annie's love for her family is strong.  It helped her through school, it helped her when her boyfriend of five years left her, and it'll help her now.  Even if she can't explain anything to them.
conversations.from: gpt
conversations.value: Bright Lights (Human and Vampire): Annie's body seems to respond greatly to changes in light levels.  The brighter the light the harder it is for her to think, and extremely bright lights give her physical pain.  This effects both the vampire and the human sides attempts to remain in control.
conversations.from: human
conversations.value: Sherman's Cabin: Sherman's madman cabin is on the edge of the line of trees near the airport.  Those woods are filled with homeless people and in them Sherman is the crazy king.
conversations.from: gpt
conversations.value: The Cell: This 'cell' is really a luxury loft on the 20th floor of a building downtown.  The windows are security glass and the door is steel with locks designed to resist blasts, but other than that it is easily worth a couple of million.
conversations.from: human
conversations.value: The Hotel Room: The hotel room where it all began.
conversations.from: gpt
conversations.value: The Woods behind the hotel: The woods behind the hotel
conversations.from: human
conversations.value: Adam: Adam is Annies ex boyfriend, he broke up with her because she was a user of people and he was sick of being manipulated. He might still care for her besides all that.  His parents are wealthy and pay for his carefree lifestyle.
conversations.from: gpt
conversations.value: Argos: Argos, detective Argos.  The well dressed, extremely attractive man.  Who the hell is he?
conversations.from: human
conversations.value: The Human: This is Beth's human side. It is everything about her before her first death.  Her life, her school, her work, her loves, her hates, her family, her friends, her ability to see the sun, smell the day, and be a human girl. 
conversations.from: gpt
conversations.value: The Colonel: The Colonel looks like an old man, white hair, white beard.  He talks like an old man, and is kind like you'd expect a man like that to be.  Reminds you of Colonel Sanders, which is probably why that's his name.  
  
  But as many a person has discovered there are more tricks in his kit than he is showing you.
conversations.from: human
conversations.value: Freak Out: This is an obstacle card to represent the need to freak out and run for your life.
conversations.from: gpt
conversations.value: Guard at the door: The guard at the door is coming in.  Do you attack and consume him like the urge inside is telling you to or do you retain logic and find an alternate way out.
conversations.from: human
conversations.value: Hunger: This is an obstacle card to represent the insane hunger that a vampire feels.
conversations.from: gpt
conversations.value: Lost in the Woods: Annie is really lost, but she is freaking confused and running possibly from nothing.  This obstacle is very loose.  It is you two working out how Annie deals with this situation.
conversations.from: human
conversations.value: Messy Cabin: Sneaking out of this cabin is going to be hard.  All the doors are cluttered with things.  Moving around them might cause noise.
conversations.from: gpt
conversations.value: Reason: This is an Obstacle card to represent the need to stay calm and reasonable.
conversations.from: human
conversations.value: Think of a plan: This is an obstacle.  Right now the vampire is hungry, but reason must be maintained.  Annie just wants to cry, but something must be done.  Do you wait for something to happen, do you go to the kitchen, do you try to get informaiton out of the ladies.
conversations.from: gpt
conversations.value: The Monster: This the monster that Beth was before her second death. Her hunger for blood, violence and sex.  Her ability to see, hear, taste, and feel like she has never felt before.  Her thoughts about tearing people apart and desecrating their remains. Her fear of fire, and the sun. 
conversations.from: human
conversations.value: Hunger in the cold: Beth hears the voices from above her and her hunger tempts her to rise out of her grave. 
conversations.from: gpt
conversations.value: Embrace the Night: The Monster doesn't care about Beth's past, or who she wants to be.  All it wants is to go not so quietly into the night, dragging blood and life into it as it goes.  
conversations.from: human
conversations.value: The Human Strength Examples: Please make up your own Strength.  This is one of the ways you can claim the human side of her as your own. 
  
  The Human side of Beth pulls it's strengths of her memories of before her first death, her love, compassion, emotions, thoughts, learning, future goals, and the people she once called family and friends. 
  
  It is good to remember that a strength will most likely help her stay humane when fighting for control of her actions from the monster. 
  
  "He Was My Everything"
  "Gentle as a Butterfly"
  "Smile like Sunlight"
  "Everyone loves to Laugh"
  
  I'm painting her as a bit soft and girly here but you can take her any direction you want. 
conversations.from: gpt
conversations.value: The Monster Strength Examples: Please make up your own Strength. This is one of the ways you can claim the Monster side of her as your own.
  
  The Monster inside Beth isn't a very complicated beast. It thinks mostly about one thing: Blood. In order to get that blood it has supernatural powers at it's disposal, but also a deep rage and need to hunt and control. 
  
  The Monster will often use it's strengths to tempt Beth into using it to gain her goals, often more than directly using it in a challenge externally.
  
  "Swift is a slow word compared to what I am"
  "The darkness drifts open before my eyes"
  "I hunt to live and live to hunt"
  "The weak are the easiest pray"
  "Boring times are play times"
  "The blood is my love"
  
  The monster is really simplistic in it's needs and wants. 
conversations.from: human
conversations.value: The Human Weakness Example: Please make up your own Weakness.  This is one of the ways you can claim the human side of her as your own. 
  
  The Human side of Beth is weakest when resisting the Monster. You should view this weakness as something The Monster can exploit to get control of her.  Conversely those things that are also her strengths can be her weaknesses.
  
  "He Was My Everything"
  "Gentle as a Butterfly"
  "Not trained in the ways of the world"
  "Everyone tells me what to do"
  "Small and frail"
  
  I'm painting her as a bit soft and girly here but you can take her any direction you want. 
conversations.from: gpt
conversations.value: The Monster Weakness Example: Please make up your own Weakness.  This is one of the ways you can claim the monster side of her as your own. 
  
  The Monster side of Beth is weakest when resisting the Human. You should view this weakness as something The Human can exploit to get control of her.  Conversely those things that are also her strengths can be her weaknesses.
  
  "Quiet after the storm"
  "Fear the light"
  "Intimacy is death"
  "They smell it on me"
  "No heartbeat, no life"
  
  
conversations.from: human
conversations.value: Remember the Sun: Beth's main struggle right now is to find an anchor for her human side to hold onto.  To remember her past and find a way to let her stay grounded in the present.  
  
conversations.from: gpt
conversations.value: The voice of salvation or damnation: Beth can hear the voices of people above her shallow grave. She knows that hearing them gives her the strength to rise up out of her prison, but she also knows that strength is from hunger.  
conversations.from: human
conversations.value: Compassion and Kindness: Beth knows that the most important, fulfilling thing she can do is help those around her and to show kindness.
conversations.from: human
conversations.value: I'd Rather Not: Everyone wants something from Beth, and she'd rather just be herself without any obligations. Some people call it laziness, but the truth is that Beth has plenty of energy and drive when she *wants* to do something for herself.
conversations.from: human
conversations.value: Beast: Embrace your bestial nature.... free yourself of these human confines and take wing, flying freely in the air as a bird, or rip your enemies' throats out with your teeth and claws... or climb and hide up in the high shadows and watch, and wait for the right moment to strike with the aid of a wolf's sense of smell, and an eagle's sharp eyes, and a rabbit's hearing. All it takes is some focus, some blood, and then, all of your enemies will tremble before you.
conversations.from: human
conversations.value: Fear: The Monster is prone to a number of fears... fear of the sun, fear of losing too much blood, fear of fire, and above all, fear of its maker.