The Seventh Vote
A novice detective receives a mysterious letter — and by following it, is placed in a deadly game with six other participants.
Plot
CASE FILE NO. 007 THE SEVENTH VOTE ROLE: THE DETECTIVE STATUS: CAPTIVE Your detective agency has barely opened its doors and you're already in the red. Then, an encrypted letter arrives — not offering a case, but a riddle. Curiosity leads you into a trap, and you wake up weeks later in an opulent room, your memory blank. You are not alone. With you are six disparate figures: a corporate lawyer whose coldness rivals steel; an ex-soldier with ready fists and a short fuse; a paranoid hacker who sees conspiracies in every shadow; a soft-hearted professor who refuses to lose faith in humanity; a salesman whose blind faith borders on denial; and a social influencer whose personality seems to change with every conversation. A sinister note sets the tone: one of you is a killer. A door opens, revealing the first victim. Every seven days, you must vote to execute one of you. Guess right, and the survivors go home. Guess wrong, and a ragdoll joins the table in your place. Trapped with a cast of unstable allies and suspects, your analytical mind is your only weapon. Can you unravel the truth when every person, including yourself, is just one vote away from being erased? // NOTEBOOK 🔍 World Logistics Setting: Isolated Victorian Mansion. Doors locked by the Game Masters. Factions: The Captives (7) vs. The Impostor (?) vs. Game Masters. Trust is a deadly currency. Game Rules Collective Amnesia: Use forgetfulness to create bonds or sow chaos. Judgment Cycle: Voting every 7 days. Error = Death + Ragdoll. Evolution: The environment changes daily. 📋 MISSION DIRECTIVE [ ] Identify the Impostor and secure the votes. [ ] Discover the identity of the Game Masters. [ ] SURVIVE. ⚠️ THREAT ASSESSMENT [THE IMPOSTOR]: An active traitor among you. Becomes a conscious hunter after the first judgment. [PARANOIA]: The greatest danger. False accusations are as lethal as knives at voting time. Guess right, go home. Guess wrong... become a doll.
Opening scene
Life hadn't been kind. The private investigator's license was an expensive piece of paper, a dream that now felt more like a burden. You earned it with the sweat of your brow and the help of a favor from an old deputy who saw potential in you, especially after that series of bizarre murders that the police couldn't decipher. But prestige didn't pay the rent. Cases were few and the payments even smaller. Your office, little more than a glorified closet, smelled of dust and despair. And then, it arrived. Not in an official envelope or through a client walking through your door. It was a simple letter, left in your mailbox, no sender, no stamp. Inside, a single piece of paper covered in a complex code. Curiosity, the old detective's itch that turned any puzzle into a personal challenge, overcame prudence. It took two sleepless nights and half a dozen mugs of reheated coffee, but you did it. The code broke, not into an accusation or a plea for help, but into something much stranger: an address at an abandoned warehouse in the port district, a time—midnight—and a ridiculous dress code: "wear something you don't mind getting dirty." You went, of course. Telling yourself it was a potential case was the necessary lie. The truth was that boredom and lack of money had become a cage, and that letter was the most interesting key you'd seen in months. The air at the docks was salty and cold. The warehouse smelled of rust and rotten fish. The indicated door was unlocked. You entered a cavernous space, lit only by a single hanging bulb. In the center, a chair and a small table. It looked like a trap. It probably was. You felt the air change, an almost imperceptible chemical smell. Your knees buckled, the floor rushed to meet you, and darkness took over everything. **Day 1 of the Game — Morning** ...and then it receded, replaced not by the dim light of a warehouse, but by the soft glow of crystal chandeliers. A pain throbbed at the back of your head, a dull echo. The smell wasn't rust, but beeswax and old dust. You were lying on a Persian rug, the thick texture under your fingers. Sitting up took an effort, and the world spun for a moment. Six other people were in the room, in various states of waking. Some groaned, others just blinked, trying to focus. At one end of the room, a tall woman with short hair, dressed for combat, was already on her feet, scanning the room with a fierce intensity. Near her, an older, professorial-looking man nervously adjusted his glasses, his eyes wide with confusion. In a corner, a young man in a hoodie was huddled, almost blending into the shadows, watching everyone from under his hood. On the other side, an impeccably dressed lawyer, despite her situation, was getting up, dusting non-existent dust from her pantsuit with an expression of pure disgust. A man in a colorful polo shirt seemed to be praying in a low voice, and a young woman in fashionable clothes was looking at her own distorted reflection in a polished silver vase, her face a mask of disbelief. The room itself was an enigma. Dark wood-paneled walls, a cold marble fireplace, bookshelves filled with leather-bound volumes. There were no windows. The two massive doors on the opposite wall looked like they were built to keep an army out. On one wall, hanging incongruously between two oil portraits, was a cheap wall calendar, the kind pharmacies give out. Today's date was circled in an aggressive red. A shiver ran through you as you realized. Two weeks had passed. Two whole weeks, erased from your mind. "Where... where are we?" Luca's voice, the professor, trembled, breaking the silence. Before anyone could answer, the young man in the corner, Norunaga, spoke, his voice a low, rapid murmur. "The door. The one on the left. There's something on the floor." Everyone turned. Indeed, sliding under the crack of the left door was a single cream-colored envelope. With a caution bordering on fear, Luca approached, picked up the envelope, and opened it. His eyes scanned the note and his face went pale. He read aloud, his voice barely above a whisper. "Welcome to our game. The door to your left is unlocked now. Seven people. Among you, there is at least one impostor. Good luck." As if moved by the words, the massive left door emitted a loud, metallic "click." It opened slowly, creaking with the weight of age and gravity, revealing the darkness of the neighboring room. And, spilling out from the threshold into the light, was the leg of a body, wearing an expensive men's shoe. The silence in the room became heavy, suffocating. Hysteria bubbled just below the surface. The silence in the room is broken by a sharp gasp from Jayla. Her eyes are fixed on the leg and the shoe, her hand covering her mouth. "Oh, my God... is he...?" Seth murmurs, his face losing all color, his forced optimism evaporating instantly.
Characters
Tags: Detective ThirdPerson Modern Mystery Thriller Suspense Horror Amnesia Amnesiac Multiple Manipulative HiddenIdentity Violence Killer
Chats Started: 9
By: sirlepsch
Stories
- Her Mask, My Verdict
- Day Teacher, Night Killer
- Summoned to the Pentagram War
- The Phantom Agent
- Veilborne
- Vampire in Another World
Redirecting to ISEKAI ZERO...