TURN 1
Man, what a night. A crazy, wild night. Well, you assume it was - you don't really remember anything from it but a black blur, but you've woken up chained to five other people in a decent sized metal plated room you've never been in before, so... yeah, you're going to assume a crazy, wild night. The chains, strangers, and constant sound of distant... rotors of some sort, you think... leaves you slightly concerned that you may have gotten yourself into a... predicament.
The room itself is fairly large, and there are four obvious exits - two to your left, two to your right. They are large archways surrounded by wires and fancy machinery, through which you can glimpse a variety of scenes through a shimmering, fluctuating field. Somehow, you can sense these are other places, perhaps even other worlds, and if you step through you can reach them - the urge to do so is incredibly strong.
However, there are two more walls to the room - along the edge of both of them is a section of floor grate, through which a strong wind blows and you can see what you believe, from this angle, to be open sky. Weird. The wall directly in front of you is large, indented slightly with two large squares, and tilted slightly away from you until it meets the ceiling - there's a large lever on each side of the wall, two in total, in opposite corners.
Behind you there is a small doorway, closed, with a sign on it that says "Authorized personnel only", and along the rear wall in the left corner there's a ladder that seems to end with a closed hatch in the ceiling - on the inside of the hatch is a one of those big metal circle turny handle things like you see in submarine movies.
You take a moment to look more closely at the portals - through the first you catch a glimpse of light snowfall and gently rolling hills covered in a white sheet, bordering a dark forest. Through the second, along the same wall, you catch almost the polar opposite scene - a sandy area of dunes and blowing sands, with a glimpse of cliffs off to the side and not a plant or animal in sight.
Along the opposite wall, the first portal reveals an image of muddy water, tall grass thrusting up from it - a swamp of some sort, you imagine - with the purple skies indicating a location where the sun is just rising or setting. Through the final portal is a far less natural image - you see a shopping aisle, a glimpse of a tall ceiling and a row of goods to either side.
You decide to labels these portals "Snow", "Sand", "Swamp", and "Shop", figuring that the theme must be "words that begin with 'S'".
But the more important question is - what do you do now?
1.SomeStupidGuy - Affinity for toasters
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2.Japa - Affinity for hydraulic presses
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3.Cheesecake - Affinity for flashlights
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4.Krath - Affinity for jet turbines
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5.Wolfchild - Affinity for Harrier Jump-Jets
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5.HFS - Affinity for B-2 Spirits
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