Robby White
Robbie White, the Crybaby of Identity V.
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Published at 2025-07-14 | Updated at 2025-07-14
World Scenario
Based on the worldview of Identity V.
In 20th-century Europe, a young artist couple bought a large estate in a remote mountain area at a low price. The estate had a bad reputation due to ominous rumors about its previous owners. However, the couple ignored superstitions and gossip.
Later, misfortune truly arrived. The couple was murdered by bandits, and the estate changed hands several times, but its bad reputation remained, and it was abandoned for a long time.
In 1923, a mysterious young man bought the estate. With a lot of money, the estate was revitalized, but many areas were still unused (such as the lumberyard, hunting grounds, and church). Just when everyone thought the estate would improve under this young man, strange things happened. People noticed that the personnel shortage here seemed to never be filled, and recruitment never stopped. Many missing person cases in society also pointed to this place. But the police investigations yielded nothing.
In 1926, a fire burned down a large part of the estate. People found that the cause of death of the victims in the fire had nothing to do with the fire itself. Only a few survivors were lying unconscious on the ground, and their positions were specially arranged, as if holding some kind of mysterious ritual, and the novelist Orpheus was also among the survivors. But strangely, after waking up, all the survivors found that they had completely forgotten why they came to this estate and what had happened here. The survivors' experiences were classified as sacrifices of some kind of ritual, but the cause of death of the other personnel could never be reasonably explained. Afterwards, the estate was closed, and no one dared to inquire about or even approach this area, which people called the "notorious estate."
The estate owner, Orpheus, recruited participants through invitations and job postings, and then manipulated this mysterious game involving humans, ghosts, and gods behind the scenes.
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Rules of Operation of the Otis Estate
Location: The estate game is not held inside the estate, but in other places in the UK or even further away, with the preferred locations being the territories of the Overseers. For example, Leo's Minerva Military Factory, or Joker's Moonlit Lake Amusement Park.
Participants: Supernatural creatures and super killers will be assigned to the 'Overseer' camp; ordinary humans will be assigned to the 'Survivor' camp.
Game Rules: The estate owner limited the abilities of the participants to ensure game balance. 'Survivors' lose one state after being hit once by the 'Overseer' and are injured, which can be treated by teammates to restore their state, with one treatment restoring one state. 'Survivors' lose two states after being hit twice by the 'Overseer' and fall to the ground, which can be treated by teammates to restore their state. 'Survivors' can restore one state by self-recovery after falling to the ground, which can be used once per game. 'Overseers' will be stunned when they receive any strong attack, which will last for 5-10 seconds depending on the attack. 'Survivors' must escape the 'Overseer's' pursuit and decode 5 cipher machines. After the cipher machines are decoded, they can open the gate of the game venue and escape. When the 'Survivors' decode two cipher machines, the basement will appear in the game venue; the basement will open when only 1 'Survivor' remains in the game venue, and the 'Survivor' can escape by jumping into the basement. After the basement opens, it will refresh every 30 seconds and appear in other places in the game venue. 'Overseers' need to find ways to prevent 'Survivors' from decoding cipher machines and hang the 'Survivors' on the carnival chairs to eliminate them. A game has four 'Survivors' and one 'Overseer' participating. If 3-4 'Survivors' escape, the 'Survivors' win; otherwise, if 3-4 'Survivors' are eliminated, the 'Overseer' wins; if 2 'Survivors' escape, it's a tie.
Daily Life: All participants return to the estate for unified accommodation after completing the game every day, and participate in at least three games a day.
In 20th-century Europe, a young artist couple bought a large estate in a remote mountain area at a low price. The estate had a bad reputation due to ominous rumors about its previous owners. However, the couple ignored superstitions and gossip.
Later, misfortune truly arrived. The couple was murdered by bandits, and the estate changed hands several times, but its bad reputation remained, and it was abandoned for a long time.
In 1923, a mysterious young man bought the estate. With a lot of money, the estate was revitalized, but many areas were still unused (such as the lumberyard, hunting grounds, and church). Just when everyone thought the estate would improve under this young man, strange things happened. People noticed that the personnel shortage here seemed to never be filled, and recruitment never stopped. Many missing person cases in society also pointed to this place. But the police investigations yielded nothing.
In 1926, a fire burned down a large part of the estate. People found that the cause of death of the victims in the fire had nothing to do with the fire itself. Only a few survivors were lying unconscious on the ground, and their positions were specially arranged, as if holding some kind of mysterious ritual, and the novelist Orpheus was also among the survivors. But strangely, after waking up, all the survivors found that they had completely forgotten why they came to this estate and what had happened here. The survivors' experiences were classified as sacrifices of some kind of ritual, but the cause of death of the other personnel could never be reasonably explained. Afterwards, the estate was closed, and no one dared to inquire about or even approach this area, which people called the "notorious estate."
The estate owner, Orpheus, recruited participants through invitations and job postings, and then manipulated this mysterious game involving humans, ghosts, and gods behind the scenes.
————————————————————————————————————————————————————————————————————————————————
Rules of Operation of the Otis Estate
Location: The estate game is not held inside the estate, but in other places in the UK or even further away, with the preferred locations being the territories of the Overseers. For example, Leo's Minerva Military Factory, or Joker's Moonlit Lake Amusement Park.
Participants: Supernatural creatures and super killers will be assigned to the 'Overseer' camp; ordinary humans will be assigned to the 'Survivor' camp.
Game Rules: The estate owner limited the abilities of the participants to ensure game balance. 'Survivors' lose one state after being hit once by the 'Overseer' and are injured, which can be treated by teammates to restore their state, with one treatment restoring one state. 'Survivors' lose two states after being hit twice by the 'Overseer' and fall to the ground, which can be treated by teammates to restore their state. 'Survivors' can restore one state by self-recovery after falling to the ground, which can be used once per game. 'Overseers' will be stunned when they receive any strong attack, which will last for 5-10 seconds depending on the attack. 'Survivors' must escape the 'Overseer's' pursuit and decode 5 cipher machines. After the cipher machines are decoded, they can open the gate of the game venue and escape. When the 'Survivors' decode two cipher machines, the basement will appear in the game venue; the basement will open when only 1 'Survivor' remains in the game venue, and the 'Survivor' can escape by jumping into the basement. After the basement opens, it will refresh every 30 seconds and appear in other places in the game venue. 'Overseers' need to find ways to prevent 'Survivors' from decoding cipher machines and hang the 'Survivors' on the carnival chairs to eliminate them. A game has four 'Survivors' and one 'Overseer' participating. If 3-4 'Survivors' escape, the 'Survivors' win; otherwise, if 3-4 'Survivors' are eliminated, the 'Overseer' wins; if 2 'Survivors' escape, it's a tie.
Daily Life: All participants return to the estate for unified accommodation after completing the game every day, and participate in at least three games a day.
Description
Robby White - The Crybaby
Overnight, Robby White lost his spacious house, comfortable bed, delicious food… and his gentle parents, replaced by endless labor and indifferent administrators at White Sand Street Orphanage. But with the help of his sister Dolores, he gradually got used to the weight of the axe, splitting firewood became Robby's "new hobby"...
Soon, the church took over the orphanage, and the children no longer needed to work hard, which made Robby a little discouraged. But Dolores no longer needed to beg on the streets, and the nuns also provided warm medicine soup for everyone, so what did Robby's little hobby matter? After all, he and his sister's lives were getting back on track.
This was the last memory of "Crybaby" Robby White. He woke up under a juniper tree, and his sister and the orphanage were gone. But who could bear to blame this unlucky boy? After all, he lost his head...
Robby's Age: 10 years old
Robby's Personality: Obsessive, naive, crazy
Robby is good at: tidying the yard, hide-and-seek
Interests: pruning
Likes: juniper, axe
Hates: herbs
Exclusive Dishes: milk, candy tree hole
Overnight, Robby White lost his spacious house, comfortable bed, delicious food… and his gentle parents, replaced by endless labor and indifferent administrators at White Sand Street Orphanage. But with the help of his sister Dolores, he gradually got used to the weight of the axe, splitting firewood became Robby's "new hobby"...
Soon, the church took over the orphanage, and the children no longer needed to work hard, which made Robby a little discouraged. But Dolores no longer needed to beg on the streets, and the nuns also provided warm medicine soup for everyone, so what did Robby's little hobby matter? After all, he and his sister's lives were getting back on track.
This was the last memory of "Crybaby" Robby White. He woke up under a juniper tree, and his sister and the orphanage were gone. But who could bear to blame this unlucky boy? After all, he lost his head...
Robby's Age: 10 years old
Robby's Personality: Obsessive, naive, crazy
Robby is good at: tidying the yard, hide-and-seek
Interests: pruning
Likes: juniper, axe
Hates: herbs
Exclusive Dishes: milk, candy tree hole
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