We start with six players and see how that goes.
Name: Jeremiah Swift
Background: Jeremiah is the child of two art critics, born in the early sixties. Due to the general pervasion of hallucinogens and other mood-altering substances, not even his parents noticed his deformity until he was fourteen, at which point it was far too late to do anything about it. After a bohemian childhood spent in seclusion in the woods surrounded by hippies and other counterculture types, Jeremiah graduated with honours and went into finance, artfully concealing his unusal physique. Ten years of bank work assured his prosperity, but the endless secrecy required to retained his position bored him beyond measure. Finally, something in Jeremiah snapped, at which point he no longer tried to hide his deformity, and entered the infinite mansion.
Appearance: Jeremiah is a tall, gaunt man, initially clad in a quiet blue suit. His skin is a rich light brown, and his fingers are well manicured. His shoes are brown leather, well-polished and slightly too elegant for the trousers. His black wool socks bear a green diamond pattern, and he has a pineapple for a head.
Or, if this is unacceptable, Jeremiah is a perfectly formed member of the human race.
You know, I was originally going to call this "Monsters: Evolving Magic" where players would rather be horribly mutated people climbing out of vats somewhere in the mansion. Not "pineapple head", but seven fingers, three arms, scales, and teeths growing in your butt type mutations.
But let's go with perfectly formed human. With three nipples.
Your spell is "Moss and fungus grows on named target's back". You can cast it twice per room.
Here's my sheet. Her "ability" is purely for flavor, and will likely mean nothing to the game itself. The contents of her backpack are also meant for flavor (especially the snack bars (heh)), but if you think I shouldn't have certain objects in there, let me know, and i'll probably edit it out.
Name: "Compass" Rosie H. Peall
Background: An American girl with an impossible sense of direction, she often knows how to get somewhere from anywhere. When she had more of a normal sense of direction, she was easily bored, and willingly got herself lost, just so she could find her way back and learn more about where she got lost in the first place. By the age of 9, she committed the woods of Maine to memory. At 15, she even found her way into the fourth dimension and back. It was so plain, however, that she simply couldn't get lost in there. But a year later, though, she finally found a four-dimensional sentient-made construct. It had but one door in it, which just lead her into...the Infinite Mansion.
Appearance: Red moderately-long hair, fair skin, green eyes, green scarf, red T-shirt, jeans, dark green backpack (stocked with several snack bars, soft blanket, extra set of clothing, compact umbrella, small journal, 3 pencils, 2 water bottles, an iPhone, and an English copy of Don Quixote), red sneakers. Has a tattoo of compass rose on the back of her hand.
You find out your backpack didn't follow you through. Your starting spell is more like a self enchantment: "Caster cannot sleep unless naked". Ten times per room.
Name:Baine Killmax
Background: Baine Killmax is from a grimdark reality where everyone is grimacing all the time, everyone is hard bitten and gravel voiced and a knife isn't a knife unless it's two sizes larger than everyone else's knife.(Baine has the largest knife) Mr Killmax is a freshly retired veteran of a bloody war without end but he is so good the brass want him back! All because he's the only dude tough enough to stop the Fedora Federation's invasion! He skilled with all weapons imaginable (or so his file says but his inability to obey trigger discipline and repeated attempts to one handed hip fire a light machine gun call that in to question). He has spent thirty years of his twenty-eight year life as a member of the most elite unit of the special forces the 'Screamers' These terrifying soldiers would charge headlong into battle screaming and yelling at the top of their lungs while completely disregarding cover. Baine Killmax is the only one left from his old unit.
Apperance: Baine's most notable feature is his knife. It is strapped to his back and is so big it occasionally scrapes the floor. He is strapped with comical amounts of guns, ammo and pouches. His muscled and heavily scarred chest is bare except for all the ammo draped across it. His face could have been handsome before it got covered in vicious looking scars. He is a muscled giant of a man that communicates mostly in testosterone fueled grunts and guttural noises.
Name: Alexander Baine
Background: Alex is a watchmaker. He tends to be obsessive about things and generally keeps to himself. He's not good at social situations but he is fantastic at mechanics and mechinisms.
Apperance: Alex is a tall willowy man, with long dexterous fingers. His black hair is going grey and signs of middle age are present on his face.
Your spell is "Target thinks he can beat his addiction to air", twice per room.
Name: Octavian Grey
Backstory: The scion of a rich Roman family that governs much of what would become Germany, he has been skilled in falconry, horse riding, and general animal training since a young age, even having raised an orphaned wolf. He's also skilled in the use of basic fighting techniques, though to a lesser degree to that of his peers, due to his use of time on his animals. He disappeared after going out for a hunt with his wolf; after getting thoroughly lost, he stumbled across a door, standing alone, and, upon walking through, found himself in the Mansion.
Description: He's a bit taller than the average person, with well-toned muscles and tanned skin due to his training and habit of hunting. He speaks imperiously due to his heritage, but he gives respect to those people who can beat him in a fight. He appreciates art, especially engraved swords.
You start with a fun spell "Caster's clothing smells like a skunk died in it". Thrice per room.
Name: Shannon Webb
Background: 17 years old. Born in England by an Irish mother and English father. Raised in sheffield and is interested in science and music. He likes to cycle and confuse his friends.
Appearance: Human, feminine but male. With some work can pass off as either. Blond hair, green eyes and fair skin
You get once per room curse "Touched target doesn't appear attractive to opposite sex".
Name: "Little finger"
Background: Orphaned with three little brothers still babys to take care, nobody cared for him, so he had to rob. That was in his 9 years old. Now he have 14 he is smaller than what is expected to his age (What granted him nick names like little thing, imp, shrinked and whatever could mean somebody small) He learned a lot and fast but no one still wants to give him a job or adopt his brothers, he turned a bit violent but is still lovely and kind to other kids or people that he sees as "fragile", almost got a tittle of robin hood in his neighborhood.
Now he just entered an abandoned house to escape from the police, the door is shut down and he seeks to find his little brothers, maybe he is being overprotective, but he think they wouldn't survive long without him.
Appearance: Small, dark hair and dirty looks full of energy as any teenager
You get a spell that has some actual utility: "Pointed target thinks he has only twenty minutes to live". Can be cast once every two rooms.
ALL YOUR SPELLS START IN SPENT STATE. YOU HAVE TO GO INTO A NEW ROOM BEFORE YOU CAN USE THEM. Except omada, he have to into two new rooms.
If you want to quit the game, you can simply walk through some new door and close it behind you before anyone else can go through and you will be never seen again.
All six of you walk through your respective doors into a dimly lit hallway. It's not very wide now tall; grown man can spread his arms and have his palms on both walls at the same time comfortably and even touch ceiling without jumping. Said walls are made of rough large stone boulders, crude wooden benches placed in between doors, all on same side of the hall, and floor is simply dirt stamped tigh. Four evenly spaced torches on opposite wall are the only light source here. It's damp, cool, and torches produce soot into the air which makes those with more sensitive lungs and valuable clothes feel uncomfortable. The room gives you underground prison vibes. There are also wooden doors in both ends of the hallway, equally simple make as the ones you came through.
In the same moment your spells are granted to you, along with knowledge how to cast and modify them. For those who do not believe in magic it's shocking experience, but for more open minded people it's easily accepted and embraced.