Cat
ㅤㅤ ㅤ
- Joined
- Jun 13, 2022

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Hello, everyone! This is my first time hosting a group roleplay interest check, so I appreciate your patience. My name is Cat, and I recently discovered a video game called Mouthwashing, which has completely captivated me. If you're unfamiliar with it, no worries—this roleplay is simply inspired by some of its themes. Below, you'll find a brief synopsis of the story. If it piques your interest, feel free to explore the tabs and dive into the details!
( Genre: Psychological Horror | Surreal Mystery | Sci-Fi )
A group awakens aboard the USSC Concordance, a pristine spaceship with no destination. Their roles feel hollow, their memories uncertain, and their daily routine—Medication, Tasks, Reflection, Sleep—is inescapable. Deviate, and you disappear.
The ship never moves. The stars never change. The Supervisor's smile never falters. And when someone is taken away, the others forget they existed.
The only way out is to remember. But the more they uncover, the more the ship rewrites them.
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You Wake Up.
Your cryo-pod hisses open. The air is sterile, cold, untouched. The walls are a seamless white, stretching into endless, identical corridors. Soft, ambient tones hum through the speakers—an artificial sound, perfectly engineered to be soothing.
Your uniform is clean. Your badge is pinned in the exact same position as the others. Your name is printed there. It feels wrong.
A warm, pleasant voice chimes through the ship's intercom:
"Good morning, Crew. You are awake. You are refreshed. You are ready to perform your duties. Thank you for cooperating with your Treatment Plan."
But you can't remember why.
The Routine
There is a Schedule. There is always a Schedule.
- You take your Medication. Small, color-coded pills, dispensed automatically into your palm. You do not question them.
- You perform your Assigned Tasks. They do not seem to accomplish anything. Or perhaps they do—but not in a way you can understand.
- You attend Group Reflection. The Supervisor smiles at you (they are always smiling). They ask you and the others calm, simple questions:
- "Are you feeling well?"
- "Do you remember anything unusual?"
- "Are you experiencing any errors?"
- "You are making excellent progress. Thank you for complying."
And then it starts again.
The Crew
You are part of a crew of six. Or maybe five. Or seven yesterday.
Each of you has a designation on your badge, but the roles feel arbitrary. "Navigator," "Engineer," "Captain"—what do these words mean if the ship never moves?
You should know each other. You think. But every time someone deviates—questions too much, remembers something wrong—
- Their badge is different the next morning.
- Their face seems off, just slightly.
- And sometimes… sometimes, they disappear entirely.
The Glitches
At first, they're easy to dismiss.
- A door disappears overnight. No one reacts.
- A hallway is longer than it was yesterday. The lights brighter.
- The Supervisor repeats an entire conversation word for word—even the small, unnecessary breaths.
- You catch a glimpse of yourself in a reflection, but it's not the expression you're making.
- Someone is missing, but the ship's records insist they were never there.
"THERE IS NO OUTSIDE."
"YOU HAVE BEEN HERE LONGER THAN YOU REMEMBER."
"DO NOT TRUST YOUR NAME."
"THE OTHERS AREN'T REAL."
And worst of all:
"YOU ARE NOT WHO YOU THINK YOU ARE." -
What's Really Happening?
The Ship Is Not a Ship.
The USSC Concordance is not traveling. It never has been. Its monitors display fabricated star maps, looping endlessly. The ship is a construct, a controlled environment.
You are not an astronaut. You never were.
You Are a Patient.
The "Crew" are test subjects—people who were brought here for Treatment. For Correction. But Correction from what?
- Were you criminals?
- Were you political dissidents?
- Were you just… people who didn't fit?
The System Wants You to Stay.
Every time you remember something you shouldn't, the ship rewrites you.
- Your badge changes.
- Your memories shift.
- The others forget who you were.
- You forget who you were.
Where do the removed go?
Maybe they wake up.
Maybe they don't.
Maybe they come back as someone new.
How Do You Escape?
Escape is not just about leaving. There may not even be an "outside" anymore.
To survive, you must:
- Remember. Hold onto your true self before it is erased completely.
- Find the Patterns. There are clues in the ship's structure, in the behaviors of the Supervisors and the Orderlies—things they can't deviate from. Exploit that.
- Break the Schedule. The Schedule is the system's control. The more you deviate, the harder it will fight back.
- Decide what is real. If your memories are rewritten every time you sleep… how do you know the ones you find are true?
Because if you dig too deep, if you push too hard— The ship will Correct you.
And then you will wake up.
And your badge will say something new.
And you will smile.
And you will comply.
Because you are making excellent progress. -
Crew Roles (Players)
Each crew member has a badge with their Designation, but whether their role actually matters is part of the mystery. Their memories of their job may feel hazy, scripted, or completely false.
1. The Captain (The Illusion of Control)
- Their badge says "Captain", but they do not remember taking command.
- They give orders, but the ship does not listen.
- If the ship is trapped in a loop, what are they really leading?
2. The Navigator (Lost in the Void)
- Tasked with plotting the course, yet the ship never moves.
- Every time they check the star maps, they show the same position.
- Sometimes, the maps change when they aren't looking.
3. The Engineer (Fixing What Is Not Broken)
- They perform repairs, but the ship is flawless.
- Every system runs at 100%. Always.
- Sometimes, when they try to open a panel, there's nothing behind it.
- They have found wires leading nowhere.
4. The Medical Officer (Administering the Lie)
- Ensures the crew is healthy. Dispenses Medication.
- Reads medical scans, but the data never changes.
- Has the strongest memories of the "Before," but can't tell if they're real.
- Knows something is wrong, but is compelled to say, "You are in perfect condition."
5. The Communications Officer (Listening to Nothing)
- Tries to reach out, but all transmissions loop or go unanswered.
- Sometimes hears static-filled voices whispering things they shouldn't know.
- Receives distress signals—from themselves.
- Has access to old logs, but the timestamps don't make sense.
6. The Quartermaster (Inventorying the Unchanging)
- Oversees supplies, but nothing ever runs out.
- When they count the rations, the number fluctuates—sometimes too few, sometimes too many.
- Finds items that shouldn't exist. Like old photographs. Or bloodstained uniforms.
- Knows that someone else used to do their job. But they don't know who.
7. The Security Officer (Defending Against Nothing)
- Carries a stun baton but has never needed to use it.
- Who were they meant to protect the crew from?
- Has access to restricted areas—but those areas do not exist.
- Every time they review old footage, it plays differently.
8. The Psych Officer (Managing Minds That Are Not Their Own)
- Conducts mental wellness check-ins with the crew.
- Reads from a script, but sometimes, they don't remember writing it.
- Knows exactly what to say to keep people compliant. But sometimes, they hesitate.
- Knows about "The Treatment," but only in fragments.
Non-Player Characters (NPCs or GM-Controlled)
These roles help enforce the system's control and deepen the mystery.
The Supervisor (Always Smiling)
- Leads Group Reflection. Always friendly. Always scripted.
- If questioned, they repeat the same phrases.
- If the crew deviates too much, they remind them to "Stay on Schedule."
- May not be human.
The Orderlies (Enforcers of Compliance)
- Tall. Silent. Dressed in sterile white.
- Appear when someone questions too much.
- Take people away. They come back different. Or don't come back at all.
- They have no faces behind their masks.
The Voice on the Intercom (Calm. Friendly. Watching You Always.)
- Announces wake-up calls, meal times, Treatment updates.
- Speaks in an artificially soothing tone.
- Sometimes, at night, it whispers different things.
- Knows your real name.
The Removed (They Were Here Before. You Just Don't Remember.)
- A former crew member (or patient) who questioned too much.
- They were taken away by the Orderlies. No one spoke about it afterward. Or maybe no one could.
- Their room was emptied. Their name vanished from the logs. The crew's memories of them feel distant, like a dream.
What Happens to Them?
- They Never Return. No one knows if they were ejected, erased, or something worse. The ship adjusts to their absence.
- They Come Back Different. The same face. The same voice. But… wrong. A new badge. A new role. A new personality. They do not remember who they were before.
- They Become Something Else. They reappear, but now they serve the system. Perhaps they are a new Supervisor, an Orderly, or even part of the ship itself. They watch the others with a placid, empty smile.
Additional Roleplay Elements
- Players could have their badges change unexpectedly. One day, the Captain wakes up as the Security Officer. The Engineer wakes up as the Medical Officer. No one acknowledges it but them.
- Memories are unreliable. The Medical Officer might recall an injury that never happened. The Quartermaster might remember someone who isn't here anymore.
- Some roles may hold key knowledge. The Communications Officer receives signals that hint at the truth. The Psych Officer might remember old patients. The Security Officer might find classified records.
- The crew must decide who to trust. If one of them isn't real, how do they prove they are?
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Just some things I'd like to point out beforehand.
Explicit sexual content is not allowed in the main story. However, if participating parties wish to explore mature topics in a private and consensual manner, they may do so in PMs.
- Romance is welcome and encouraged! Given the psychological horror and mystery elements, emotional connections between characters can enhance the tension and stakes. However, all romantic interactions should be organic, respectful, and fit within the eerie, mind-bending atmosphere of the roleplay.
- Any uncomfortable or non-consensual interactions are strictly forbidden. If a player expresses discomfort with a romantic or thematic element, it must be respected immediately.
This roleplay has 8 main character slots, and each participant may claim only one character. These roles are central to the mystery, and keeping them limited ensures that every player has a meaningful impact on the story.
- Once all 8 slots are filled, no additional main characters will be accepted.
- NPCs are allowed! If a player is interested in portraying an NPC role (such as the Supervisor, an Orderly, or The Removed), they may do so in addition to the main cast. This means the roleplay may have more than 8 players, depending on interest in NPC roles.
- If a player wishes to drop out, their character's fate will be handled in a way that fits the narrative.
Hello, everyone! This is my first time hosting a group roleplay interest check, so I appreciate your patience. My name is Cat, and I recently discovered a video game called Mouthwashing, which has completely captivated me. If you're unfamiliar with it, no worries—this roleplay is simply inspired by some of its themes. Below, you'll find a brief synopsis of the story. If it piques your interest, feel free to explore the tabs and dive into the details!
This roleplay is heavily dependent on out-of-character (OOC) discussion and collaboration. Given its mystery-driven, psychological horror elements, player contributions will help shape the story's twists, reveals, and atmosphere.
- Most OOC discussion will take place in a Discord server, where site rules still apply. Respect for fellow players is mandatory—this includes no harassment, no godmodding, and no metagaming.
- Communication is key. Players should be open to discussing plot developments, character arcs, and any concerns. If you need to step away or adjust your role, please let the group know so the story can adapt.
- This is a collaborative experience. Everyone's input matters, and players are encouraged to share theories, create connections between characters, and contribute to the eerie, mind-bending atmosphere.
- If conflicts arise, they should be handled maturely and respectfully. The goal is to build an engaging, unsettling story together.
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