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The Archives => Roleplaying (Archived) => Topic started by: Raelifin on April 04, 2013, 04:04:30 PM

Title: City of the Chosen: Turn 8 Events (Update in Progress)
Post by: Raelifin on April 04, 2013, 04:04:30 PM
[ooc=Welcome to the City!]This thread is one of two game threads for City of the Chosen, a play-by-post strategic roleplaying game.
Rules (http://www.thecbg.org/index.php/topic,209841.0.html)
OOC Discussion (http://www.thecbg.org/index.php/topic,209838.0.html)
Characters (http://www.thecbg.org/index.php/topic,209844.msg222043.html)

In this thread I, as the game master, will post the events for each turn, as well as the outcomes from previous turns.
On each turn you, as a player, should post to this thread once. In that post should be a spoiler block that specifies what characters (and items) are assigned to what events this turn, as well as any miscellaneous details like trading/picking up/putting down/moving items or using certain powers. If you change your mind or need to add something before the end of the turn, use the edit button.

On the first turn you have only one character to assign. If you improve the loyalty score of an NPC, they do not become your ally until the beginning of next turn (and they only ally if you have the highest loyalty score for that NPC).

Do not use this thread for roleplaying or in-character communication. For that stuff, use the City of the Chosen: Roleplaying (http://www.thecbg.org/index.php/topic,209859.msg222394.html#msg222394) thread. (soon to come)

Do not open a spoiler tag in this thread unless your name is on it! We'll be playing with an honor system, so be honorable.

The numbers associated with events on a turn indicate when the event occurs. Events with the same number happen simultaneously.
While knowledge of events is private by default, you can share knowledge of events with other players. To do so, simply copy-paste the event block into the roleplaying thread and mark it as ooc.[/ooc]

TURN 1 - Awakening
This turn will take 1 hour of in-game time.
Soundtrack (http://www.listenonrepeat.com/watch/?v=JiQX2JwYliI)

[ic=Awakening]You wake up in a dark, enclosed space. Perhaps you dozed off somewhere, you think as you rub the sleep from your eyes. Strangely, you find yourself fully dressed and unable to remember when you fell asleep. Reaching forward you can feel a wooden panel in the darkness. It budges as you touch it, and so you press harder. The hatch opens a crack, letting in a soft blue light and a cool breeze to wherever you find yourself. Gathering your wits about you, you get up from the leather cushions that you woke up upon and climb up through the hatch into the light.[/ic]

[ic=Pod Tower]They found themselves in a massive room, circular in shape and probably 30 meters in diameter. The floor was made of rounded cobblestones of all kinds of colors, worn smooth over time, and the walls appeared to be marble or some other kind of smooth, white stone. Inset in the walls were a multitude of glass beads arranged in strange spiral patterns that drew the eye upward. Each bead emitted a soft white-blue glow, that together lit the room in a way that was reminiscent of starlight. As eyes follow the spirals upward the neck would be forced back and back and back. The room appeared to have no ceiling, but to extend forever into the heavens like a great, glowing tunnel. In the room were sixteen pod-shaped objects, like eggs on stands, arranged into an uneven ring. Each of them had awoken in one such pod. Along one side of the tower there was a notable absence of lights, and instead the walls seemed embossed with inrticate designs reaching upward nearly 5 meters.[/ic]
[spoiler=Pod Description][ic=Pod]Large Size

This tan, egg-shaped structure is about the size of a refrigerator. On one side is a door with a wooden knob that leads inside to a dimly lit, cushioned interior shaped into roughly human form. The inside is warmer than the outside, indicating some sort of machinery or power source, but it makes no noise. The base (which keeps it from being truly egg-shaped) is made of wood, and the outside is made of ceramic. Parts of the exterior are set with strange patterns and textures. The first memory of one of the Chosen is waking up in one of these.[/ic][/spoiler][ic=The Chosen]Before they had the chance to investigate where they were more fully, each soon noticed that they were not alone. More than a dozen other people had emerged from the eggs and were gazing up at the strange room, and at each-other. One woman yelled out "Where in heaven's name am I?!" in Portuguese, and to the shock of the others, they were able to understand her! The people soon begin to talk to themselves and to their neighbors. And despite using a host of different languages, they could all comprehend each other with ease.

What was this place?
Who were these people?[/ic]

Publicly Known Locations:
Pod Tower (16 Pods, All PCs, All NPCs at the start of Turn 1)

Quote from: Character-Specific Knowledge+Events
[spoiler=Layla al-Zakiyya][ic=A Flood of Whispers]You awaken with a start in the dark of the pod. Your ears are filled with a deluge of noise, as though you sit beneath a waterfall. But as your mind shakes off the chains of sleep, you notice that it is not water you hear, but voices--whispers. They're all packed together and jumbled, like a basket of snakes where you can never be sure where one ends and another begins. For several minutes you don't even bother trying to remove yourself from the strange capsule. You simply bear down and try and focus on making the awful whispering cease. It quickly becomes clear that it isn't true noise, as covering your ears does nothing to the volume. Eventually you stumble upon a trick, and the voices fade into nothingness.

You climb from the pod singing a bit of a tune. The walls and height of the tower you find yourself in knocks you into awed silence for a moment, and as soon as the tune falls from your mind the whispers grow again. You think you're beginning to get a headache...

As you look at the strangers in the room, you find that it becomes possible to drop your guard just a little and let in just a few whispers. It doesn't take long to figure out that the whispers are fragments of the surface thoughts of those around you. Rarely deep, and often nothing meaningful at all, the thoughts usually consist of things drawn to the subject's attention, or passing emotions. In general you hear confusion and fear from those around you. You suspect that they're just as oblivious to their surroundings as you are.

But where are you? And why can you suddenly hear the thoughts of others. That's the really interesting question. You try and carry a children's song in the back of your mind to block out the distracting voices. Perhaps the ability to hear what's in other's heads is why you can understand their speech. That would be logical. Perhaps everyone here has gained abilities such as you have. You're suddenly stuck by the thought that someone else might be listening to your thoughts and you spend a couple minutes staring off into space trying to feel the possible presence of another mind.

Eventually you feel enough of a combination of satisfaction that no one can hear you and embarrassment at having tried something so... strange. This whole situation is strange. You wish your father were here to help analyze it with you.[/ic]

Events:

1.
Quote from: Simultaneous
[ic=Sizing Up The Crowd]
Private, Opportunity, Smoke
Location: Pod Tower

Characters assigned to this event keep to themselves and watch from a distance. At the start of next round you gain knowledge of the following facts about events that are simultaneous to this one (including this one) and happen in the same location:
Which characters and items were applied to those events
Any targets selected as part of those events
Any superhuman abilities used as part of those events.
[/ic]

[ic=Is This Magic?!]
Private, Opportunity, Dust
Location: Pod Tower

Characters assigned to this event try out their new superhuman traits, using them to do simple things and otherwise practicing. All characters assigned with fewer than one Superhuman Development token gain one.
[/ic]

[ic=Who Are You?]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Layla meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1.
[/ic]

[ic=Where am I?]
Private, Opportunity, Smoke
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Dust in the Skill domain. (Layla meets this requirement.)

Assigned characters examine the patterns on the pods, walls, and the "door" and try to think if they resemble anything that they know about. The outcome of this event depends on the background and education of the assigned characters. Regardless of assigned character, this event does not yield any immediate benefit, but it may confer long-term clues.
[/ic]

2.
[ic=We Are Lost]
Public, Cooperative, Crisis, Blood
Location: Pod Tower

Many characters are confused and frightened from suddenly finding themselves abducted from their lives.

Challenge domains: Social, Political

Blood and Smoke outcome: Confusion and fear, combined with cultural barriers, boils over into anger and minor violence. Some characters accuse others of being part of a conspiracy. Next turn, an opportunity event involving intimidation will be available. All characters in this location gain one unhappiness token.

Iron and Frost outcome: Everyone involved agrees that, while there's a lot going on, that panic needs to be avoided and that a calm investigation is in order. Next turn, an opportunity event involving taking a census will be available. Winners in this event get +1 Frost in the political domain for the remainder of the turn.

Dust outcome: It becomes clear that some sort of supernatural or super-powerful force is at work, and that there is little reason to suspect that any human is responsible for bringing people here. Next turn, an opportunity event involving cataloging of powers will be available.

Tie outcome: One of the tied outcomes is selected at random.

Neglect outcome: None are bold enough to come forward and address the group. The "Follow Me!" event this turn is disrupted. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

3.
[ic=Follow Me!]
Public, Competitive, Opportunity, Frost
Location: Pod Tower

In this time of uncertainty, The Chosen look for a strong leader.

Challenge domains: Political

Blood outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1.

Iron outcome: It's agreed that the group needs an explicit leader, but that leader should be chosen by a vote, and The Chosen don't know each other well enough to vote yet. Next turn, an opportunity event to vote on a leader will be available (though prerequisites may not be met)

Smoke outcome: The winner of this event shows the losers to be foolish and power-hungry (whether or not the actually are). Loyalty scores between all NPCs and all losers go down by 1 (loyalty can be negative). Next turn, a crisis event involving increasing tribalism will need to be dealt with.

Frost outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1. The de facto leader also gains +1 Frost in the Political domain.

Tie outcome: Observers are split regarding who to listen to. Next turn, a crisis event involving a poltical face-off will need to be dealt with.

Neglect outcome: None feel that they are up to the task of leading so soon after arrival. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

4.
Quote from: Simultaneous
[ic=What's Your Name?]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Layla meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. This cannot target an NPC that has already had their loyalty score towards you improve this turn.
[/ic]

[ic=Worth Watching]
Private, Opportunity, Smoke
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Dust or +1 Smoke in the Social or Skill domains. (Layla meets this requirement.)

When you assign a character to this event, target a character controlled by another player. You gain knowledge of the last event that character was assigned to this turn, and you gain knowledge of one non-public mundane trait of that character, chosen randomly.
[/ic]

[ic=Is This A Door?]
Public, Opportunity, Smoke
Location: Pod Tower

Assigned characters investigate what appears to be a massive door on the side of the room. Unknown effect.
[/ic]
[/spoiler]
[spoiler=Saitoro][ic=A Mystery]You find yourself unexpectedly removed from Azukizaka. In fact, as you look around you, you suspect you aren't even in Mikawa. You'd surely have heard of this place, otherwise. You briefly consider the possibility of having been captured and taken to some sort of Matsudaira prison, but this is far too... divine to have been done by mortal men. The voices of the other people echo through the tower as you consider a few other puzzles. In the egg from which you awakened you find your longbow and a quiver full of arrows. If you're dead, and this is some sort of transcendent realm where you await rebirth, why is it that you find a weapon with you, and why do these strangers not speak as you do? You've heard of travelers from beyond China, but many of these people defy your wildest expectations. The whole thing reminds you of a koan you'd heard Master Osamu say more than once:
QuoteA Zen teacher lived alone in a small temple in the country.
One day four traveling monks appeared and asked if they might make a fire in his yard to warm themselves.
While they were building the fire, the sensei heard them arguing about subjectivity and objectivity.
He joined them and said: "There is a big stone. Do you consider it to be inside or outside your mind?"
One of the monks replied: "From the Buddhist viewpoint everything is an objectification of mind, so I would say that the stone is inside my mind."
"Your head must feel very heavy," observed the master, "if you are carrying around a stone like that in your mind."

Perhaps it would simply be best to keep your mind light, and reserve explanations until later.[/ic]

Events:
1.
Quote from: Simultaneous
[ic=Sizing Up The Crowd]
Private, Opportunity, Smoke
Location: Pod Tower

Characters assigned to this event keep to themselves and watch from a distance. At the start of next round you gain knowledge of the following facts about events that are simultaneous to this one (including this one) and happen in the same location:
Which characters and items were applied to those events
Any targets selected as part of those events
Any superhuman abilities used as part of those events.
[/ic]

[ic=Who Are You?]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Saitoro meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1.
[/ic]

[ic=Where am I?]
Private, Opportunity, Smoke
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Dust in the Skill domain. (Saitoro meets this requirement.)

Assigned characters examine the patterns on the pods, walls, and the "door" and try to think if they resemble anything that they know about. The outcome of this event depends on the background and education of the assigned characters. Regardless of assigned character, this event does not yield any immediate benefit, but it may confer long-term clues.
[/ic]

2.
[ic=We Are Lost]
Public, Cooperative, Crisis, Blood
Location: Pod Tower

Many characters are confused and frightened from suddenly finding themselves abducted from their lives.

Challenge domains: Social, Political

Blood and Smoke outcome: Confusion and fear, combined with cultural barriers, boils over into anger and minor violence. Some characters accuse others of being part of a conspiracy. Next turn, an opportunity event involving intimidation will be available. All characters in this location gain one unhappiness token.

Iron and Frost outcome: Everyone involved agrees that, while there's a lot going on, that panic needs to be avoided and that a calm investigation is in order. Next turn, an opportunity event involving taking a census will be available. Winners in this event get +1 Frost in the political domain for the remainder of the turn.

Dust outcome: It becomes clear that some sort of supernatural or super-powerful force is at work, and that there is little reason to suspect that any human is responsible for bringing people here. Next turn, an opportunity event involving cataloging of powers will be available.

Tie outcome: One of the tied outcomes is selected at random.

Neglect outcome: None are bold enough to come forward and address the group. The "Follow Me!" event this turn is disrupted. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

3.
[ic=Follow Me!]
Public, Competitive, Opportunity, Frost
Location: Pod Tower

In this time of uncertainty, The Chosen look for a strong leader.

Challenge domains: Political

Blood outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1.

Iron outcome: It's agreed that the group needs an explicit leader, but that leader should be chosen by a vote, and The Chosen don't know each other well enough to vote yet. Next turn, an opportunity event to vote on a leader will be available (though prerequisites may not be met)

Smoke outcome: The winner of this event shows the losers to be foolish and power-hungry (whether or not the actually are). Loyalty scores between all NPCs and all losers go down by 1 (loyalty can be negative). Next turn, a crisis event involving increasing tribalism will need to be dealt with.

Frost outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1. The de facto leader also gains +1 Frost in the Political domain.

Tie outcome: Observers are split regarding who to listen to. Next turn, a crisis event involving a poltical face-off will need to be dealt with.

Neglect outcome: None feel that they are up to the task of leading so soon after arrival. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

4.
Quote from: Simultaneous
[ic=A Meditation on Powerlessness]
Private, Opportunity, Dust
Location: Pod Tower

Restriction: Only Saitoro can be assigned to this event

Saitoro attempts to meditate away from the group on the nature of these strange abilities that the others seem to possess. Are they linked with the power to understand each-other's languages? If Saitoro is assigned and he is unbothered, he gains one Superhuman Development token.
[/ic]

[ic=What's Your Name?]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Saitoro meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. This cannot target an NPC that has already had their loyalty score towards you improve this turn.
[/ic]

[ic=Worth Watching]
Private, Opportunity, Smoke
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Dust or +1 Smoke in the Social or Skill domains. (Saitoro meets this requirement.)

When you assign a character to this event, target a character controlled by another player. You gain knowledge of the last event that character was assigned to this turn, and you gain knowledge of one non-public mundane trait of that character, chosen randomly.
[/ic]

[ic=Is This A Door?]
Public, Opportunity, Smoke
Location: Pod Tower

Assigned characters investigate what appears to be a massive door on the side of the room. Unknown effect.
[/ic]
[/spoiler]
[spoiler=Juliet][ic=Abduction, Discovery, and Interruption]What is this place? Your hands quickly find your knife, hidden in the usual place. Your rose is here, too, you're relieved to find. But... damnit! They took your (handheld) computer. Well, somebody is clearly fucking with you; this weird room and circus of historical reenactment nerds (or whatever), is evidence of that. You must admit, it's a pretty good trick letting you understand foreign languages like this. Maybe they put a chip or something in you while you were unconscious. You brush your hair casually, feeling for stitches. All you need to do is figure out who did this to you and...

You shiver strangely. Time seems to slow down and goosebumps run along your arms.

"Are you Soviet?" The voice comes from behind and you snap around blindingly quickly. You were fast before. Very fast. But that pivot simply wasn't humanly possible. Even now, as you address the woman who spoke to you, you can feel a bizarre energy flow through you. It feels kinda like you'd never had coffee before and you just took five shots of espresso.

"I am thinking this is not Bryansk Oblast, and that you..." the woman speaking to you, garbed in an old-fashioned, green, military uniform, looks you up and down. "You are not a soldier. My name is Olga. Do you know where this is?"

Olga, like you, is blond, white, and appears to be in her late twenties. Her hair is much shorter, however, and she's plain-looking. In her hands is a battle rifle.[/ic]

Events:
0.
Quote from: Simultaneous
[ic=Let's Play Along]
Private, Opportunity, Frost
Location: Pod Tower

Restriction: Only Juliet can be assigned to this event.

Juliet says that she is, in fact, Soviet. She attempts to play into Olga's expectations, and lie about who she is and where she comes from. If your Smoke element in the Social and Skill domains (+2) beats Olga's Dust and Iron elements in the Social domain, you improve her loyalty score towards you by +2. If she ever figures out that you lied to her, you loyalty score with her will drop by -2. If your Smoke elements are less (not equal), you simply lose 1 loyalty with her (putting it at -1).
[/ic]

[ic=Flip the Conversation]
Private, Opportunity, Frost
Location: Pod Tower

Restriction: Only Juliet can be assigned to this event.

Juliet slips out of Olga's questions and responds with questions of her own. You gain knowledge of Olga's superhuman trait. (You'll also learn this automatically for characters that are allied at the start of next turn.)
[/ic]

[ic=Play It Straight]
Private, Opportunity, Frost
Location: Pod Tower

Restriction: Only Juliet can be assigned to this event.

Juliet is honest with Olga, and while not telling her everything, you do tell her about your new-found reflexes and ask her about the language thing. You improve Olga's loyalty to you by +1. (But if another player gains control of Olga, they'll learn of your ability.)
[/ic]

1.
Quote from: Simultaneous
[ic=Sizing Up The Crowd]
Private, Opportunity, Smoke
Location: Pod Tower

Characters assigned to this event keep to themselves and watch from a distance. At the start of next round you gain knowledge of the following facts about events that are simultaneous to this one (including this one) and happen in the same location:
Which characters and items were applied to those events
Any targets selected as part of those events
Any superhuman abilities used as part of those events.
[/ic]

[ic=Is This Magic?!]
Private, Opportunity, Dust
Location: Pod Tower

Characters assigned to this event try out their new superhuman traits, using them to do simple things and otherwise practicing. All characters assigned with fewer than one Superhuman Development token gain one.
[/ic]

[ic=Friends To Be Made]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Juliet meets this requirement.)

When you assign a character to this event, target an unaligned NPC other than Olga. Your loyalty score with that NPC improves by 1.
[/ic]

2.
[ic=We Are Lost]
Public, Cooperative, Crisis, Blood
Location: Pod Tower

Many characters are confused and frightened from suddenly finding themselves abducted from their lives.

Challenge domains: Social, Political

Blood and Smoke outcome: Confusion and fear, combined with cultural barriers, boils over into anger and minor violence. Some characters accuse others of being part of a conspiracy. Next turn, an opportunity event involving intimidation will be available. All characters in this location gain one unhappiness token.

Iron and Frost outcome: Everyone involved agrees that, while there's a lot going on, that panic needs to be avoided and that a calm investigation is in order. Next turn, an opportunity event involving taking a census will be available. Winners in this event get +1 Frost in the political domain for the remainder of the turn.

Dust outcome: It becomes clear that some sort of supernatural or super-powerful force is at work, and that there is little reason to suspect that any human is responsible for bringing people here. Next turn, an opportunity event involving cataloging of powers will be available.

Tie outcome: One of the tied outcomes is selected at random.

Neglect outcome: None are bold enough to come forward and address the group. The "Follow Me!" event this turn is disrupted. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

3.
[ic=Follow Me!]
Public, Competitive, Opportunity, Frost
Location: Pod Tower

In this time of uncertainty, The Chosen look for a strong leader.

Challenge domains: Political

Blood outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1.

Iron outcome: It's agreed that the group needs an explicit leader, but that leader should be chosen by a vote, and The Chosen don't know each other well enough to vote yet. Next turn, an opportunity event to vote on a leader will be available (though prerequisites may not be met)

Smoke outcome: The winner of this event shows the losers to be foolish and power-hungry (whether or not the actually are). Loyalty scores between all NPCs and all losers go down by 1 (loyalty can be negative). Next turn, a crisis event involving increasing tribalism will need to be dealt with.

Frost outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1. The de facto leader also gains +1 Frost in the Political domain.

Tie outcome: Observers are split regarding who to listen to. Next turn, a crisis event involving a poltical face-off will need to be dealt with.

Neglect outcome: None feel that they are up to the task of leading so soon after arrival. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

4.
Quote from: Simultaneous
[ic=What's In This Thing?]
Private, Opportunity, Smoke
Location: Pod Tower

Prerequisite: Construction Tools or a Blade (Juliet can use her knife.)

Assigned characters, in an attempt to gain some answers, tear open one of the pods. Unknown effect.
[/ic]

[ic=What's Your Name]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Juliet meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. This cannot target an NPC that has already had their loyalty score towards you improve this turn.
[/ic]

[ic=Is This A Door?]
Public, Opportunity, Smoke
Location: Pod Tower

Assigned characters investigate what appears to be a massive door on the side of the room. Unknown effect.
[/ic]
[/spoiler]
[spoiler=Bastien "McGregor"][ic=Where In The World...]Well now isn't this strange. You awaken, fully dressed, in some strange pod. You can't remember the last thing to happen to you. And now you're able to understand Portuguese? What's going on? You take out your weapon and casually walk around the room, trying to get your thoughts in order. Does this have something to do with "the hidden face of the world"? Your amulet tingles strangely.[/ic]

Events:
1.
Quote from: Simultaneous
[ic=Sizing Up The Crowd]
Private, Opportunity, Smoke
Location: Pod Tower

Characters assigned to this event keep to themselves and watch from a distance. At the start of next round you gain knowledge of the following facts about events that are simultaneous to this one (including this one) and happen in the same location:
Which characters and items were applied to those events
Any targets selected as part of those events
Any superhuman abilities used as part of those events.
[/ic]

[ic=Why Is The Amulet Tingling?]
Private, Opportunity, Dust
Location: Pod Tower

Restriction: Only Bastien may be assigned to this event.

Bastien investigates his amulet, getting a feel for how it effects his mind. If assigned, Bastien gains one Superhuman Development token.
[/ic]

[ic=Friends To Be Made]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Bastien meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1.
[/ic]

2.
[ic=We Are Lost]
Public, Cooperative, Crisis, Blood
Location: Pod Tower

Many characters are confused and frightened from suddenly finding themselves abducted from their lives.

Challenge domains: Social, Political

Blood and Smoke outcome: Confusion and fear, combined with cultural barriers, boils over into anger and minor violence. Some characters accuse others of being part of a conspiracy. Next turn, an opportunity event involving intimidation will be available. All characters in this location gain one unhappiness token.

Iron and Frost outcome: Everyone involved agrees that, while there's a lot going on, that panic needs to be avoided and that a calm investigation is in order. Next turn, an opportunity event involving taking a census will be available. Winners in this event get +1 Frost in the political domain for the remainder of the turn.

Dust outcome: It becomes clear that some sort of supernatural or super-powerful force is at work, and that there is little reason to suspect that any human is responsible for bringing people here. Next turn, an opportunity event involving cataloging of powers will be available.

Tie outcome: One of the tied outcomes is selected at random.

Neglect outcome: None are bold enough to come forward and address the group. The "Follow Me!" event this turn is disrupted. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

3.
[ic=Follow Me!]
Public, Competitive, Opportunity, Frost
Location: Pod Tower

In this time of uncertainty, The Chosen look for a strong leader.

Challenge domains: Political

Blood outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1.

Iron outcome: It's agreed that the group needs an explicit leader, but that leader should be chosen by a vote, and The Chosen don't know each other well enough to vote yet. Next turn, an opportunity event to vote on a leader will be available (though prerequisites may not be met)

Smoke outcome: The winner of this event shows the losers to be foolish and power-hungry (whether or not the actually are). Loyalty scores between all NPCs and all losers go down by 1 (loyalty can be negative). Next turn, a crisis event involving increasing tribalism will need to be dealt with.

Frost outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1. The de facto leader also gains +1 Frost in the Political domain.

Tie outcome: Observers are split regarding who to listen to. Next turn, a crisis event involving a poltical face-off will need to be dealt with.

Neglect outcome: None feel that they are up to the task of leading so soon after arrival. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

4.
Quote from: Simultaneous
[ic=What's Your Name?]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Bastien meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. This cannot target an NPC that has already had their loyalty score towards you improve this turn.
[/ic]

[ic=Is This A Door?]
Public, Opportunity, Smoke
Location: Pod Tower

Assigned characters investigate what appears to be a massive door on the side of the room. Unknown effect.
[/ic]
[/spoiler]
[spoiler=Jens Faber][ic=An Unexpected Specter]You're a bit perplexed as to what's going on, and as you step out of the pod you rub your eyes and head, trying to remember what happened before you fell asleep. It doesn't work. You're still clueless.

As you move your hand away from your face you're startled to find it missing! You wave it around in confusion, and it doesn't take long to figure out that your entire body is invisible! You swear in shock, but seem to be unable to hear your own words! The situation is bizarre, like some sort of cruel, virtual-reality prank that turns the user into a ghost. But it's too elaborate and bizarre; nobody in your local area has a VR rig this powerful. Why would anyone abduct you for this? You have no enemies, and it's a clear violation of your rights...

You long to talk to one of these people and get some answers, though they appear to mostly be as confused (if not more so).[/ic]
Events:

0.
[ic=A Ghostly Existence]
Private, Crisis, Iron
Location: Pod Tower

Restriction: Only Jens can be assigned to this event.

Jens is struggling to control his power. If assigned to this event he stays invisible for the entire first turn, and cannot be assigned to any other events. If assigned, he gains two Superhuman Development tokens, gains information as if he were assigned to the "Sizing Up The Crowd" event (see below), and overhears two private conversations (chosen randomly). If Jens is assigned, PM me instead of posting to this thread, then post to the City of the Chosen discussion thread stating that something came up in your life that requires more time than expected, and that you can't start for at least another week. (This keeps your power a secret.)

If Jens is *not* assigned to this event, he figures out how to deactivate his Invisibility power and can be assigned to other events as normal.
[/ic]
1.
Quote from: Simultaneous
[ic=Sizing Up The Crowd]
Private, Opportunity, Smoke
Location: Pod Tower

Characters assigned to this event keep to themselves and watch from a distance. At the start of next round you gain knowledge of the following facts about events that are simultaneous to this one (including this one) and happen in the same location:
Which characters and items were applied to those events
Any targets selected as part of those events
Any superhuman abilities used as part of those events.
[/ic]

[ic=Is This Magic?!]
Private, Opportunity, Dust
Location: Pod Tower

Characters assigned to this event try out their new superhuman traits, using them to do simple things and otherwise practicing. All characters assigned with fewer than one Superhuman Development token gain one.
[/ic]

[ic=Friends To Be Made]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Jens meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1.
[/ic]

2.
[ic=We Are Lost]
Public, Cooperative, Crisis, Blood
Location: Pod Tower

Many characters are confused and frightened from suddenly finding themselves abducted from their lives.

Challenge domains: Social, Political

Blood and Smoke outcome: Confusion and fear, combined with cultural barriers, boils over into anger and minor violence. Some characters accuse others of being part of a conspiracy. Next turn, an opportunity event involving intimidation will be available. All characters in this location gain one unhappiness token.

Iron and Frost outcome: Everyone involved agrees that, while there's a lot going on, that panic needs to be avoided and that a calm investigation is in order. Next turn, an opportunity event involving taking a census will be available. Winners in this event get +1 Frost in the political domain for the remainder of the turn.

Dust outcome: It becomes clear that some sort of supernatural or super-powerful force is at work, and that there is little reason to suspect that any human is responsible for bringing people here. Next turn, an opportunity event involving cataloging of powers will be available.

Tie outcome: One of the tied outcomes is selected at random.

Neglect outcome: None are bold enough to come forward and address the group. The "Follow Me!" event this turn is disrupted. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

3.
[ic=Follow Me!]
Public, Competitive, Opportunity, Frost
Location: Pod Tower

In this time of uncertainty, The Chosen look for a strong leader.

Challenge domains: Political

Blood outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1.

Iron outcome: It's agreed that the group needs an explicit leader, but that leader should be chosen by a vote, and The Chosen don't know each other well enough to vote yet. Next turn, an opportunity event to vote on a leader will be available (though prerequisites may not be met)

Smoke outcome: The winner of this event shows the losers to be foolish and power-hungry (whether or not the actually are). Loyalty scores between all NPCs and all losers go down by 1 (loyalty can be negative). Next turn, a crisis event involving increasing tribalism will need to be dealt with.

Frost outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1. The de facto leader also gains +1 Frost in the Political domain.

Tie outcome: Observers are split regarding who to listen to. Next turn, a crisis event involving a poltical face-off will need to be dealt with.

Neglect outcome: None feel that they are up to the task of leading so soon after arrival. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

4.
Quote from: Simultaneous
[ic=What's In This Thing?]
Private, Opportunity, Smoke
Location: Pod Tower

Prerequisite: Construction Tools or a Blade (Jens can use his knife.)

Assigned characters, in an attempt to gain some answers, tear open one of the pods. Unknown effect.
[/ic]

[ic=Shadow]
Private, Opportunity, Smoke
Location: Pod Tower

Prerequisite: Assigned characters must have the Invisibility trait.

When you assign a character to this event, target a character controlled by another player. You gain knowledge of the last event that character was assigned to this turn, and you gain knowledge of up to two private conversations that character has this turn at the start of next turn.
[/ic]

[ic=What's Your Name?]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (Jens meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. This cannot target an NPC that has already had their loyalty score towards you improve this turn.
[/ic]

[ic=Is This A Door?]
Public, Opportunity, Smoke
Location: Pod Tower

Assigned characters investigate what appears to be a massive door on the side of the room. Unknown effect.
[/ic]
[/spoiler]
[spoiler=John Dante][ic=It Must've Been Quite A Night]Oof. You don't remember where you were last night, or what you did to wind up here, but it must've been quite the doozy. You suspect wiskey was involved, though you don't have a hangover... You still have your gun, though, so that's something. Oh shit! Your wallet is missing! Maybe one of these goons took it. You see some clown dressed up in armor like some kinda knight from Asia (What are those called again? Oh well. It'll come to you).

Actually, there's something really strange going on here, because you don't remember learning all these foreign languages in school, and yet you can clearly understand these strangers.

You stumble and fall backwards as a blinding pain surges through your body. Your muscles seize up and spasm and your vision flashes with light. You'd scream, but you don't seem to have control of your lungs. In between flashes and stars you see the Asian knight walk over with a concerned look.

"Do you need help?" he asks as you roll on the floor like some sorta fish. What sort of question is that? Of course you need help! Sweet Mother Mary, get a doctor! But alas, you can do nothing but shudder and babel weakly.

The man frowns and reaches down to touch you. As he does, a bold of lightning seems to blast out of you and into him. His eyes open wide and he stumbles back, but doesn't cry out. You gasp a sweet breath of air as the pain leaves your body with the electricity. Your body still tingles from the experience, but you seem to have been cured of whatever voodoo shit that was.

The Asian man strokes his beard and frowns, but appears unharmed. Without another word, he leaves you to figure out what in Sam Hill is going on.

Shockingly enough, nobody else seems to have noticed the episode. Probably because they were too busy with their own confusion. You stand up, brush off your coat, and put your hat back on. You'll get to the bottom of this, or your name ain't John Dante.[/ic]

Events:

1.
Quote from: Simultaneous
[ic=Sizing Up The Crowd]
Private, Opportunity, Smoke
Location: Pod Tower

Characters assigned to this event keep to themselves and watch from a distance. At the start of next round you gain knowledge of the following facts about events that are simultaneous to this one (including this one) and happen in the same location:
Which characters and items were applied to those events
Any targets selected as part of those events
Any superhuman abilities used as part of those events.
[/ic]

[ic=Is This Magic?!]
Private, Opportunity, Dust
Location: Pod Tower

Characters assigned to this event try out their new superhuman traits, using them to do simple things and otherwise practicing. All characters assigned with fewer than one Superhuman Development token gain one.
[/ic]

[ic=Friends To Be Made]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (John meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1.
[/ic]

2.
[ic=We Are Lost]
Public, Cooperative, Crisis, Blood
Location: Pod Tower

Many characters are confused and frightened from suddenly finding themselves abducted from their lives.

Challenge domains: Social, Political (John, as an idealist, must be assigned here)

Blood and Smoke outcome: Confusion and fear, combined with cultural barriers, boils over into anger and minor violence. Some characters accuse others of being part of a conspiracy. Next turn, an opportunity event involving intimidation will be available. All characters in this location gain one unhappiness token.

Iron and Frost outcome: Everyone involved agrees that, while there's a lot going on, that panic needs to be avoided and that a calm investigation is in order. Next turn, an opportunity event involving taking a census will be available. Winners in this event get +1 Frost in the political domain for the remainder of the turn.

Dust outcome: It becomes clear that some sort of supernatural or super-powerful force is at work, and that there is little reason to suspect that any human is responsible for bringing people here. Next turn, an opportunity event involving cataloging of powers will be available.

Tie outcome: One of the tied outcomes is selected at random.

Neglect outcome: None are bold enough to come forward and address the group. The "Follow Me!" event this turn is disrupted. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

3.
[ic=Follow Me!]
Public, Competitive, Opportunity, Frost
Location: Pod Tower

In this time of uncertainty, The Chosen look for a strong leader.

Challenge domains: Political (John, as an idealist, must be assigned here)

Blood outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1.

Iron outcome: It's agreed that the group needs an explicit leader, but that leader should be chosen by a vote, and The Chosen don't know each other well enough to vote yet. Next turn, an opportunity event to vote on a leader will be available (though prerequisites may not be met)

Smoke outcome: The winner of this event shows the losers to be foolish and power-hungry (whether or not the actually are). Loyalty scores between all NPCs and all losers go down by 1 (loyalty can be negative). Next turn, a crisis event involving increasing tribalism will need to be dealt with.

Frost outcome: The winner of this event becomes the de facto leader of The Chosen. Next turn, they gain additional events. If the de facto leader would increase the loyalty score of an NPC, it increases by an additional +1. The de facto leader also gains +1 Frost in the Political domain.

Tie outcome: Observers are split regarding who to listen to. Next turn, a crisis event involving a poltical face-off will need to be dealt with.

Neglect outcome: None feel that they are up to the task of leading so soon after arrival. Next turn, a crisis event involving increasing tribalism will need to be dealt with.
[/ic]

4.
Quote from: Simultaneous
[ic=Worth Watching]
Private, Opportunity, Smoke
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Dust or +1 Smoke in the Social or Skill domains. (John meets this requirement.)

When you assign a character to this event, target a character controlled by another player. You gain knowledge of the last event that character was assigned to this turn, and you gain knowledge of one non-public mundane trait of that character, chosen randomly.
[/ic]

[ic=What's Your Name?]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain. (John meets this requirement.)

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. This cannot target an NPC that has already had their loyalty score towards you improve this turn.
[/ic]

[ic=Is This A Door?]
Public, Opportunity, Smoke
Location: Pod Tower

Assigned characters investigate what appears to be a massive door on the side of the room. Unknown effect.
[/ic]
[/spoiler]
Title: Re: City of the Chosen: Events (Assignments Due April 11th)
Post by: BasnetI on April 04, 2013, 06:03:51 PM
[spoiler=Bastien Assignments]
Bastien:
1. "Why Is The Amulet Tingling?" Feral Facet
2. "We Are Lost" Controlled Facet
3. "Follow Me!" Controlled Facet
4. "What's Your Name?" Controlled Facet (In order, Hong gyeong-su or Emily White or Medicine Man or Riccara Vaillancourt)
4b. if none of the them are avalible(Or already have loyalty towards me) then assign to "Is This A Door?" Wise Facet[/spoiler]
Title: Re: City of the Chosen: Events (Assignments Due April 11th)
Post by: Nomadic on April 04, 2013, 06:36:45 PM
[spoiler=Actions]
1: Sizing up the Crowd
2: We are lost
3: Follow me
4: What's your name? (targeting Olga Surikov)
[/spoiler]
Title: Re: City of the Chosen: Events (Assignments Due April 11th)
Post by: HippopotamusDundee on April 04, 2013, 10:08:14 PM
[spoiler=Saitoro actions]
1. Who are You (Hong Gyeong-su)
2. We are Lost
3. Follow Me
4. A Meditation on Powerlessness[/spoiler]
Title: Re: City of the Chosen: Events (Assignments Due April 11th)
Post by: Rhamnousia on April 05, 2013, 01:36:34 PM
[spoiler=Layla Actions]
1: Where am I?
2: We Are Lost
3: Follow Me
4: What's Your Name? (Mary of the Gond)
[/spoiler]
Title: Re: City of the Chosen: Turn 1 Events (Assignments Due April 9th)
Post by: Xathan on April 08, 2013, 09:35:19 AM
[spoiler=John Dante Actions]
1) Friends to be made: Jéssica da Flor de Seda
2) We Are Lost
3)Follow Me!
4) What's your Name? Oryx the Exile
[/spoiler]
Title: Re: City of the Chosen: Turn 1 Events (Assignments Due April 9th)
Post by: TheMeanestGuest on April 08, 2013, 01:17:20 PM
[spoiler=Event Assignments, Turn One]0. Play It Straight
1. Is This Magic?!
2. We Are Lost
3. None
4. What's In This Thing?[/spoiler]
Title: Re: City of the Chosen: Turn 1 Events (Assignments Due April 9th)
Post by: Raelifin on April 10, 2013, 03:27:27 AM
TURN 2 - Division
This turn will take 1 hour of in-game time.
Soundtrack (http://listenonrepeat.com/watch/?v=AX4gFFGdiuU)

[ooc=Note]Don't forget that you can share any events on your list with other players. (Just copy-paste the event in its entirety into the roleplaying thread.) Once a player knows of an event they can assign any of their characters to it, regardless of whose list it originally came from.[/ooc]

[ic=Distress]As the chosen adjusted to their strange surroundings and powers, many of them begin to raise questions about this place and why they'd all been taken from their homes. The initial shock wore off and it quickly became clear that something was deeply wrong. There was not a single one among them who could remember coming there, and none had a clue where they were.

Oryx, the African boy in the loincloth claimed that this was the afterlife and that they'd all died. This raised a bit of an uproar as various people began to passionately agree and disagree. The Indian woman, Mary, began to cry. The Native American began loudly chanting a prayer.

And then a voice yelled above the crowd, silencing the group. It belonged to a rugged looking Caucasian man who introduces himself as Jens. He chastised the others for jumping to conclusions. Other influential faces joined him in agreement: Olga the Russian soldier, Saitoro the Japanese monk, Bastein Mcgregor, John Dante, and Layla al-Zakiyya. Even the mysterious Juliet stood with them in demanding order, though she said little.

The group agreed that before anyone could or should say what had happened that they needed to learn more about each other and this place.[/ic]

[ic=Six Voices]And who better to lead this band of confused strangers than John Dante, who surely knew what was best! Why, Olga Surikov, of course; she'd be damned if she let some idiot American tell her what to do. Or Jens Faber, who wore a sense of charisma about him. Saitoro threw his name in the ring, as well. But with so many appealing to lead, the rest of the chosen seemed more confused than anything.

It was then that Bastien Mcgregor spoke up. Handsome and bold his words carried the weight of Jens but without the seeming as distant. Bastien was a man that many could trust, and he seemed almost unnaturally good at choosing what to say, and when. Some, such as Olga, seemed suspicious, but it was clear that Bastien had gained the support of the group.

But when all seemed clear, a young woman spoke up. It was Layla, the middle-eastern girl. For a long time she had watched and listened and it was now that she struck. She pointed out how this man, Bastien, seemed trustworthy on the surface, but how none truly knew him. She wielded her words like a spear, poking and puncturing his clean image. She had seen him, as others had, acting strangely when he had first arrived. She pointed out that the strange ability to understand each-other may extend to other domains, and used Jéssica, and her clones as an example. This led to questioning whether Bastien himself might have some sort of supernatural influence over the group.

At first being surprised by the young woman's words, Bastien soon gathered his wits about him and came to his own defense. As always, his words were well chosen and he seemed to offer controlled rebuttals to each assault, even offering jabs of his own. Minute after minute passed, and it slowly became clear that choosing a leader would be no simple endeavor. Many seemed to favor Layla, while others stood by Bastien. The conversation reached a stalemate and dissolved without resolution.[/ic]

[ic=Gathering]Unsure of how to proceed, many of the chosen broke off into smaller groups to discuss the situation. The only real agreement was that it would be best to survey everyone and find out more about each person's background and what powers they possess.[/ic]

Bastien Mcgregor appears to have gained the Natural Leader trait.

Publicly Known Locations:
Pod Tower (16 Pods, all PCs, and all NPCs at the start of Turn 2)

Alliances:
John Dante leads Jéssica and Oryx.
Layla al-Zakiyya leads Mary.

Quote from: Character-Specific Knowledge+Events
[spoiler=Layla al-Zakiyya][ic=Investigation]Though the prospect of hearing the minds of others is intriguing, you knew that the higher priority is figuring out where exactly you've found yourself. The patterns on the nearby surfaces seem intricate and intentional. The pods are mostly smooth, white, and featureless, but around the edges and base are areas that have been sculpted (for surely the surface of the pods is ceramic) and painted with greens and browns. The patterns involve twisting, knotted shapes that remind you somewhat of stylized plants or vines, but the particular style is unfamiliar to you. The floor and walls are incredibly smooth as well, and have surely been polished. You find it remarkable that so large a room has not a trace of dust, especially given that it seems old-fashioned in some vague way. The cobblestones in the floor are colored with soft dark tones; blue, grey, purple, red-brown. The arrangement of colors seems intentional, but it doesn't follow a pattern that you can tell.

The walls are the most interesting part of the tower, being pure white marble (or so you guess) punctuated only by the little lamp-beads. You approach some that are low enough to inspect. The beads seem to be uniform in size, approximately 1cm in diameter, and perfectly circular. You can't tell whether the glass or the light is slightly blue, but they certainly cast a slightly blue tone on the room. You try to see what could be causing the soft glow, but all you can see is a uniform glow. Each bead seems connected to its neighbors in some great pattern, but it's unlike any you've seen in the city. Composed mostly of spirals, the pattern has a kind of self-symmetry where the smaller spirals build into larger spirals which build into larger spirals. Despite this symmetry you can see no overarching path. Each time the pattern starts to make sense you can see a deviation higher in the tower. The thought occurs to you that perhaps the architect designed it to perplex the mind, but it seems too perfect to have been made by random drawing. You wonder if there might be some kind of way of expressing the overarching shape using a starting point and some kind of logical formula. It'd be a fun project for later, perhaps.

The "door" is really more akin to an arch of sculptured patterns. Careful inspection shows no seam between it and the floor, thus ruling out the idea that it might swing open. The patterns seem similar to those on the pods, but with more variation in the width of lines and forms and more points and ends. Like the walls, the sculpted arch is made of pristine white stone.[/ic]

[ic=The Minds of Others]
As the others began to raise concerns and panic you return to the group. The tune in your head is sufficient to block out the maddening whispers, but you decide that it's important to master this talent by letting go and trying to swim in the sea of noise. At first it's almost impossible--painful really--to withstand. Such close proximity with others seems to amplify the ability and you're forced to stay back for a while. Others seem capable of keeping things from boiling over. As the minutes pass you learn to sift the thoughts and tie them to people.[/ic]

Thanks mostly to your Good Judge of Character trait you learn that Juliet and Olga are hiding things, but you can't exactly sense what. The others are more transparent:
Mental Traits of Saitoro: Watchful, Focused
Mental Traits of Bastien: Natural Leader, Cunning
Mental Traits of Jens: Natural Leader, Focused, Medic, Intelligent
Mental Traits of John: Profession: Investigator, Idealist

[ic=A Foolish Man]Having defused the building panic, nearly everyone seems to want to lead the group. You see an opportunity yourself, as it seems your sex is less important in this band of strangers. Perhaps you can be the chief of this strange band. You're certainly clever enough, and wise beyond your years. The trick will be in showing them that.

You keep your voice down for a while, letting each of the others have their turn in the spotlight. You know that they'll be forgotten once the real charisma appears. Jens seems to have the head of a leader, and when he speaks up you consider letting him have their attention. You could always run things from behind the scenes...

But then Bastien appears. His mind is confused and strange and you do not like it one bit. Something is wrong with him, and you wish you knew what it was. But his smile is bright and charming, his face is handsome, and his words are brave. Many seem to heed his words and you can hear the whispers of support within them. You refuse to let them be duped by whatever trick this stranger with the sword is pulling. You speak up and challenge him. The whispers distract you, but you soon learn to ride atop them, using them to guide your words. Small thoughts in the minds of observers become points of leverage from which you can strike.

And despite it all, he returns, as charming as ever. You've gained the attention of the crowd; they've forgotten everyone but you and Bastien, but you sense that they're suspicious of both of you. Many dislike the idea of following a young woman, but your accusations of supernatural trickery have them less than sold on the pale-skinned stranger.[/ic]

[ic=The Plight of Mary]Rather than wear everyone out in an extended contest, you decide to work at the sides, gathering allies in a one-on-one environment. You start with a woman in a strange but beautiful dress. Between her eyebrows is a red dot that appears to be painted on and she seems generally distraught. You speak to her, asking her to share her troubles with you. She introduces herself as Mary, but you sense an uneasiness with the name and a whispered thought of inventing something else. She's a mother of four children, the youngest of which is only one year old. From what you can tell she's Hindu from the hills to the east of the Indus river (though you're not clear on how far east). She lives on a farm that's part of a large tribe called the Gond, which you've never heard of.

She shows you a strange device that she calls a "pocketwatch" that she says was a birthday gift from a Christian missionary. The device is fascinating to you, and with some prodding you discover that she thinks the year is 1353 AH! You're amazed to discover that her life is comparable to your own (if not simpler and more ignorant) after more than a thousand years. She also tells you that your hunch that others had powers beyond language was correct. Mary rubs her fingers together and dust spills from them as if from thin air. She collects some of the dust in her palm and strokes it. Magically it seems to collect into a stylized image of the sun and turn to bronze. She lifts the trinket from her hand and frowns as it disintegrates back into dust. She tells you that she's sure she can make more interesting things if she spends enough time at it.

She has an unspoken suspicion that she's been tainted with some sort of dark magic, but she keeps that to herself. She seems generally unhappy and preoccupied with thoughts of her baby and other children. She wishes desperately to get home and agrees to support you if you'll help her do that.[/ic]

Mary of the Gond's loyalty to you is 1 and she is your ally. You may assign her to events just as you would Layla.

[spoiler=Mary's Traits and Items]Mundane Traits:
* Good Judge of Character
* Supportive
* Watchful
* Depressed

Supernatural Trait: Conjuration

Items:
* Small silver statue of Ganesh
* Pocketwatch[/spoiler]

Events:

0.
[ic=Make Me A...]
Private, Opportunity, Dust
Location: Pod Tower

Requirement: Only Mary of the Gond can be assigned to this event.

When Mary is assigned, choose an object of small or medium size. Mary spends the next hour conjuring it. If assigned here, she cannot be assigned to any other events this turn before "Attention!".[/ic]

1.
[ic=Hello, My Name Is...]
Public, Crisis, Smoke
Location: Pod Tower

Characters assigned to this event voluntarily provide information about who they are and what powers they have. Riccara Vaillancourt, The Medicine Man, and Emily White automatically assign themselves to this event, despite not being allied.

When you assign a character to this event you may choose for them to either reveal their power or to claim to not know of any power. Characters with Power Vampire, Late Bloomer, Eternal, Body Thief, or Latent Power must take the second option. All characters gain knowledge of assigned characters' origin locations and times. If a character reveals a power, they must provide a demonstration of it.

Characters who lie about not knowing their power are treated as initiating a 1v1 attack in the Social and Skill domains against each other character assigned to this event. (Attacks are just competitive events that automatically assign defenders. A 1v1 attack is one where both sides have only one character.) The aggressor gains +4 Smoke element and the defender gains +1d6 Dust. If the aggressor's Smoke is greater, the defender is oblivious to the lie. If the defender's Dust is greater they suspect the liar, but have no evidence. Ties are resolved by coin flip. Defending characters with telepathy learn the liar's power if they win the contest.

Characters who do not participate in this event are marked as suspicious (reducing ability to influence NPCs and increasing potential for violent interactions). If a character does not participate, they forfeit their ability to become de facto leader.[/ic]

3.
Quote from: Simultaneous
[ic=We Need To Stick Together]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain.

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. Keep in mind that the NPC may already have a loyalty score toward you. If you assign multiple characters to this event, each character assigned may target their own NPC. Multiple characters targeting the same NPC can improve their loyalty more than 1.

If Layla or Bastien, but not both, target an NPC, that NPC will publicly endorse the assigned character.[/ic]

[ic=Mind Probe]
Private, Opportunity, Smoke, Compeditive, Attack
Location: Pod Tower

Requirement: Assigned characters must have the Telepathy trait.

Challenge domains: Skill, Stealth, Observation

When assigning a character to this event, choose another character to attempt to telepathically eavesdrop on. The targeted character is automatically assigned to a 1v1 challenge in the Social and Skill domains. The defender gains 1d4 Blood for this challenge.

Aggressor outcomes:
Dust outcome: The aggressor learns the superhuman traits of the defender and all the superhuman traits that the defender has learned of. If the character has a secret identity you learn it.

Defender outcomes:
Iron and Dust outcome: The aggressor learns nothing, and the defender becomes aware that there is a telepath trying to read them (though they do not learn the telepath's identity).
Blood and Smoke outcome: The aggressor only learns the superhuman traits that the defender has discovered other than their own (the defender is still opaque). The defender is unaware of the attack.

Tied outcome: The aggressor learns nothing, but the defender is unaware of the attack.[/ic]

[ic=Know Thy Self]
Private, Opportunity, Dust
Location: Pod Tower

Characters assigned to this event practice their new superhuman traits, using them to do simple things and otherwise testing their abilities. All characters assigned with fewer than one Superhuman Development token gain one.[/ic]

[ic=Trust Would Be A Mistake]
Private, Opportunity, Frost
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost or Smoke in the Social domain.

When you assign a character to this event, target any NPC (aligned or unaligned). That NPC's loyalty score drops by 1 with regard to all players (including you). Multiple characters targeting the same NPC can reduce their loyalty more than 1.

NPCs targeted with this event will not support anyone in the Taking Sides event, even if they were allied and assigned to by their controller.[/ic]

7.
[ic=Taking Sides]
Public, Opportunity, Frost
Location: Pod Tower

When you assign a character to this event, target a PC. The assigned character publicly endorses the target as who they think should lead (it need not be an explicit call to leadership; any sign of support will do). When a player character is assigned, they are free to target themselves.

At the end of the turn, whomever received the most endorsements becomes the de facto leader of the chosen and all unaligned NPCs improve their loyalty score with the new leader by 1 (this loyalty is not additionally adjusted by the benefit of being leader). Bastien and Layla are each considered to have +2 endorsements for this purpose. If there is a tie, no leader is chosen and the group becomes fragmented and distrusting.[/ic]

9.
[ic="Attention!"]
Public, Opportunity, Iron
Location: Pod Tower

All characters in Pod Tower must be assigned to this event.

A mysterious voice, seemingly coming from nowhere (or everywhere) begins to speak, interrupting all activity. The voice is rough and deep and speaks in an unknown language, not even sounding particularly human. But just as you can understand each-other, you can understand the voice. It says "Attention! Kixthish buildup in Building 29 is critical! Replica spillover will occur in 148 seconds unless the building is flooded!"

This even has no impact. It only serves to serve as a reference point in the course of the turn.[/ic]

10.
Quote from: Simultaneous
[ic=Let's Get Out Of Here!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by focusing on finding an exit to the tower (probably involving the "door") as soon as possible, and prioritize finding a safe refuge. Next turn, these characters will have different opportunities than others.[/ic]

[ic=We Need To Prepare!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by working together to come up with a plan in case of emergency. Next turn, these characters will have different opportunities than others.[/ic]

[ic=Only The Fittest]
Private, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by thinking of ways to betray the group (if it comes to that) and generally prioritizing their safety over others. Next turn, these characters will have different opportunities.[/ic]

[/spoiler]
[spoiler=Saitoro][ic=Disconnected]This whole place feels wrong. False in some way. Perhaps it is a dream.

Hong Gyeong-su seemed reasonable enough. A hard man to like, but an easy man to respect. He told you of his life in Korea fighting in the war of the three kingdoms, which you remember being told happened hundreds of years ago. He seemed uninterested in determining how it was possible that you and he could both be in this room, separated by time, and much more concerned with who rules this palace that you've come to.

When the call for leadership came, you stepped up but were soon outclassed by the more charismatic members of the group. Hong-san seemed to support you initially, but it seems to you that after hearing the words of Mr. Mcgregor he is unsure whom to follow.

The words of Layla al-Zakkiya struck you. Until she pointed it out, you had been unaware that the others had supernatural power beyond the ability to comprehend the strange tongues. It seems clear to you now, however. Jéssica, the dark-skinned woman with the indecent dress, seems to be able to copy herself. Another girl, one with pale skin, you've noticed hovering and floating in the air at times.

Worn out by the bickering, you retreat to an isolated edge of the room and practice zazen, hoping to clear your mind. With effort, you block out the voices of the others and find your center. The strangeness of the powers is dreamlike, but you've never had a dream where you've achieved meditative clarity. If this is a dream, it's a new kind.

As you sit you notice the sensations of distance and disconnection move across your mind. There is more here than meets the eye. You get the strangest feeling that you're in the sky right now. No, that's not right. It's not a sensation of sky. It's a sensation of being disconnected from the earth. Shivers run down your back as you feel a breeze. The question of how a breeze enters a windowless room drifts into your mind, almost disturbing you. But you are centered. Calm. Distant.

After many minutes you decide to return to the others. As you stand you feel a strange tingling wash all across your body.[/ic]

Saitoro now has 1 Superhuman Development token.
Hong Gyeong-su's loyalty towards you is now 1, but he is not your ally.

Events:

1.
Quote from: Simulteneous
[ic=Hello, My Name Is...]
Public, Crisis, Smoke
Location: Pod Tower

Characters assigned to this event voluntarily provide information about who they are and what powers they have. Riccara Vaillancourt, The Medicine Man, and Emily White automatically assign themselves to this event, despite not being allied.

When you assign a character to this event you may choose for them to either reveal their power or to claim to not know of any power. Characters with Power Vampire, Late Bloomer, Eternal, Body Thief, or Latent Power must take the second option. All characters gain knowledge of assigned characters' origin locations and times. If a character reveals a power, they must provide a demonstration of it.

Characters who lie about not knowing their power are treated as initiating a 1v1 attack in the Social and Skill domains against each other character assigned to this event. (Attacks are just competitive events that automatically assign defenders. A 1v1 attack is one where both sides have only one character.) The aggressor gains +4 Smoke element and the defender gains +1d6 Dust. If the aggressor's Smoke is greater, the defender is oblivious to the lie. If the defender's Dust is greater they suspect the liar, but have no evidence. Ties are resolved by coin flip. Defending characters with telepathy learn the liar's power if they win the contest.

Characters who do not participate in this event are marked as suspicious (reducing ability to influence NPCs and increasing potential for violent interactions). If a character does not participate, they forfeit their ability to become de facto leader.[/ic]

[ic=Seek The Breeze]
Private, Opportunity, Dust
Location: Pod Tower

Restriction: Only Saitoro can be assigned to this event.

Saitoro investigates the source of the mysterious breeze. This event has no immediate effect. Saitoro can only be assigned to one Seek The Breeze event this turn.[/ic]

3.
Quote from: Simultaneous
[ic=We Need To Stick Together]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain.

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. Keep in mind that the NPC may already have a loyalty score toward you. If you assign multiple characters to this event, each character assigned may target their own NPC. Multiple characters targeting the same NPC can improve their loyalty more than 1.

If Layla or Bastien, but not both, target an NPC, that NPC will publicly endorse the assigned character.[/ic]

[ic=Listen In]
[note]Players targeted with an attack automatically assign all characters they control to defend unless otherwise specified.[/note]
Private, Opportunity, Smoke, Compeditive, Attack
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Dust or +1 Smoke in the Stealth or Skill domains.

Assigned characters spy on another group.

Challenge domains: Skill, Stealth, Observation

When assigning any characters to this event, target another player to attack (spy on).

Aggressor outcomes:
Dust and Smoke outcome: The aggressor learns the superhuman traits of all allies of the defender and of characters that become allied with the defender this turn. The aggressor also gains knowledge of one private conversation the defender participated in this turn (if any).

Defender outcomes:
Iron and Dust outcome: The aggressor is caught, increasing the potential for violent interaction with them in future turns.

Tied outcome: The aggressor learns nothing, but is not caught.[/ic]

[ic=Seek The Breeze]
Private, Opportunity, Dust
Location: Pod Tower

Restriction: Only Saitoro can be assigned to this event.

Saitoro investigates the source of the mysterious breeze. This event has no immediate effect. Saitoro can only be assigned to one Seek The Breeze event this turn.[/ic]

7.
[ic=Taking Sides]
Public, Opportunity, Frost
Location: Pod Tower

When you assign a character to this event, target a PC. The assigned character publicly endorses the target as who they think should lead (it need not be an explicit call to leadership; any sign of support will do). When a player character is assigned, they are free to target themselves.

At the end of the turn, whomever received the most endorsements becomes the de facto leader of the chosen and all unaligned NPCs improve their loyalty score with the new leader by 1 (this loyalty is not additionally adjusted by the benefit of being leader). Bastien and Layla are each considered to have +2 endorsements for this purpose. If there is a tie, no leader is chosen and the group becomes fragmented and distrusting.[/ic]

9.
[ic="Attention!"]
Public, Opportunity, Iron
Location: Pod Tower

All characters in Pod Tower must be assigned to this event.

A mysterious voice, seemingly coming from nowhere (or everywhere) begins to speak, interrupting all activity. The voice is rough and deep and speaks in an unknown language, not even sounding particularly human. But just as you can understand each-other, you can understand the voice. It says "Attention! Kixthish buildup in Building 29 is critical! Replica spillover will occur in 148 seconds unless the building is flooded!"

This even has no impact. It only serves to serve as a reference point in the course of the turn.[/ic]

10.
Quote from: Simultaneous
[ic=Let's Get Out Of Here!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by focusing on finding an exit to the tower (probably involving the "door") as soon as possible, and prioritize finding a safe refuge. Next turn, these characters will have different opportunities than others.[/ic]

[ic=We Need To Prepare!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by working together to come up with a plan in case of emergency. Next turn, these characters will have different opportunities than others.[/ic]

[ic=Only The Fittest]
Private, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by thinking of ways to betray the group (if it comes to that) and generally prioritizing their safety over others. Next turn, these characters will have different opportunities.[/ic]

[ic=Walk Without Stepping]
Private, Opportunity, Smoke
Location: Pod Tower

Requirement: Only Saitoro can be assigned to this event. Saitoro must have been assigned to Seek The Breeze earlier this turn.
This event cannot be communicated to other players.

Saitoro sees an opportunity to leave the tower by an unconventional passage. If assigned to this event he takes it, wherever it might lead. Unknown effect.[/ic]

[/spoiler]
[spoiler=Juliet][ic=Discovery]You decide to be honest with Olga, and tell her that no, you're not from Soviet Russia. You ask if she has any idea what is going on, or why you can now move like lightning, but she seems just as perplexed. She tells you that she has no special powers like you seem to (beyond the ability to comprehend languages), and is generally reticent.

For a while you practice your newfound talent by yourself. Your reflexes let you draw, slice the air with your knife, and stow it again in the blink of an eye. You notice that these reflexes essentially amount to being able to slow down the rest of the world and you think that with practice they may let you *think* at an accelerated rate or maybe even move so quickly that you could steal something out from under someone's nose without them noticing. Further practice seems important, but you find yourself soon interrupted by the commotion of the others.

Many of these strangers seem confused or angry. The premise, you suppose, is that they've disappeared from their lives just as you did. You're not sure you buy it, though. Someone must know what's going on. The trick is to figure out who it is. For the meantime you play along and join with the the most charismatic of the bunch. No sense in drawing attention to yourself. You watch with mild interest as the others fight over who should be in charge. It seems foolishly preemptive, really.

You return to the pod you woke up in. People may lie, but tech tells the truth. There must be something more to these things than just being tacky beds. You take out your knife and cut into the soft cloth cushions. You take a look around to make sure nobody is watching (they aren't) before cutting deeper. The cushions are filled with cotton, and you quickly pull it out of the way. Cutting the primary cushion away you find a wooden surface underneath. Hardly the most comfortable thing, you suppose. Interestingly, it's warm to the touch.

You cut away at the edges and you're rewarded with a gap in the wood. It appears that it's been glued together or something. Though it pains you to use a good blade as such, you pry at the wood, eventually causing it to splinter and crack. The others are done arguing now, but they all seem preoccupied with their own things. You continue cutting into the pod. As you pry away the wood (ick, splinters) you're rewarded with a dim red glow. Hells yes, you knew there was tech down here!

As you make a hole big enough to fit an arm through you get a good glimpse inside. There appears to be some sort of opaque liquid down there. Floating on the liquid seems to be a disc with a strange symbol that's glowing an ominous shade of crimson. Knowing that the disc is almost certainly valuable, if not the key to your escape, you reach down through the gap towards it. As you grab the disc, your finger brushes the liquid. It's hot and has the texture of honey, but much more importantly you can feel it begin to *crawl* up your hand. You react by releasing the disc and pulling your hand out of there as quickly as you can, which considering your reflexes, is really damn fast. Unfortunately, the liquid seems to accelerate as you do, and in a fraction of a second you can feel it slide up your arm. As you rip your arm out of the gap you're surprised to find it completely dry. Not a trace of the goop can be found, even on your clothing.

You look back down into the hole. Deep inside is the disc, still glowing, but the liquid is entirely absent. You're positive that you didn't imagine it! After a few minutes of calming yourself down and tripple-checking the pod you decide to at least try and get the disc again. It's now at the bottom of the basin and is harder to reach, but you get it after a bit of struggling.

In the light of the tower the disc barely seems to glow at all. It's about 20cm in diameter and maybe 5cm thick. It feels a bit like plastic or maybe carbon fiber, but is quite heavy. Most of it is dark-grey and smooth like a hockey puck, but both sides show a sharp, shallow engraving that glows faintly red. Interestingly, the red portion does not appear to be a different material or whatever than the base; it's almost like it was stained with some sort of luminescent paint. The engraving seems to be in the shape of a stylized wing or perhaps a hand with many fingers pointing roughly the same way. To your disappointment you can find no seam or latch or anything that indicates the disc can be opened.

It still seems valuable, however, so you tuck it away in your pocket. Oddly enough, the arm that touched the goop feels really good. Whatever that stuff did, you don't suspect it was bad for you...

Oh damn. The others seem to be inviting everyone to share their stories. They'll probably expect you to join in.[/ic]

Juliet now has 1 Superhuman Development token.
Olga Surikov's loyalty towards you is now 1, but she is not your ally.
Juliet has absorbed 1 pod of unknown goop.
Juliet adds a Crimson Disk (small artifact) to her inventory.

Events:

1.
[ic=Hello, My Name Is...]
Public, Crisis, Smoke
Location: Pod Tower

Characters assigned to this event voluntarily provide information about who they are and what powers they have. Riccara Vaillancourt, The Medicine Man, and Emily White automatically assign themselves to this event, despite not being allied.

When you assign a character to this event you may choose for them to either reveal their power or to claim to not know of any power. Characters with Power Vampire, Late Bloomer, Eternal, Body Thief, or Latent Power must take the second option. All characters gain knowledge of assigned characters' origin locations and times. If a character reveals a power, they must provide a demonstration of it.

Characters who lie about not knowing their power are treated as initiating a 1v1 attack in the Social and Skill domains against each other character assigned to this event. (Attacks are just competitive events that automatically assign defenders. A 1v1 attack is one where both sides have only one character.) The aggressor gains +4 Smoke element and the defender gains +1d6 Dust. If the aggressor's Smoke is greater, the defender is oblivious to the lie. If the defender's Dust is greater they suspect the liar, but have no evidence. Ties are resolved by coin flip. Defending characters with telepathy learn the liar's power if they win the contest.

Characters who do not participate in this event are marked as suspicious (reducing ability to influence NPCs and increasing potential for violent interactions). If a character does not participate, they forfeit their ability to become de facto leader.[/ic]

3.
Quote from: Simultaneous
[ic=We Need To Stick Together]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain.

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. Keep in mind that the NPC may already have a loyalty score toward you. If you assign multiple characters to this event, each character assigned may target their own NPC. Multiple characters targeting the same NPC can improve their loyalty more than 1.

If Layla or Bastien, but not both, target an NPC, that NPC will publicly endorse the assigned character.[/ic]

[ic=Listen In]
[note]Players targeted with an attack automatically assign all characters they control to defend unless otherwise specified.[/note]
Private, Opportunity, Smoke, Compeditive, Attack
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Dust or +1 Smoke in the Stealth or Skill domains.

Assigned characters spy on another group.

Challenge domains: Skill, Stealth, Observation

When assigning any characters to this event, target another player to attack (spy on).

Aggressor outcomes:
Dust and Smoke outcome: The aggressor learns the superhuman traits of all allies of the defender and of characters that become allied with the defender this turn. The aggressor also gains knowledge of one private conversation the defender participated in this turn (if any).

Defender outcomes:
Iron and Dust outcome: The aggressor is caught, increasing the potential for violent interaction with them in future turns.

Tied outcome: The aggressor learns nothing, but is not caught.[/ic]

[ic=Let's Get Another]
Private, Opportunity, Dust
Location: Pod Tower

Restriction: Only Juliet can be assigned to this event.

Juliet finds an unguarded pod and tries to cut it open and collect its disc (if it has one). Unknown effect.[/ic]

[ic=What The Hell Is This Thing]
Private, Opportunity, Smoke
Location: Pod Tower

Restriction: Characters assigned to this event must possess a crimson disk (even if it's loaned to them).

The assigned character spends a while just searching their crimson disk and trying to figure out if it does anything. Unknown effect.[/ic]

7.
[ic=Taking Sides]
Public, Opportunity, Frost
Location: Pod Tower

When you assign a character to this event, target a PC. The assigned character publicly endorses the target as who they think should lead (it need not be an explicit call to leadership; any sign of support will do). When a player character is assigned, they are free to target themselves.

At the end of the turn, whomever received the most endorsements becomes the de facto leader of the chosen and all unaligned NPCs improve their loyalty score with the new leader by 1 (this loyalty is not additionally adjusted by the benefit of being leader). Bastien and Layla are each considered to have +2 endorsements for this purpose. If there is a tie, no leader is chosen and the group becomes fragmented and distrusting.[/ic]

8.
[ic=Don't Look At Me Like That!]
Public, Opportunity, Iron, Attack, Competition
Location: Pod Tower

Restriction: Only characters with at least 1 Smoke or Blood in the Social domain can be assigned to this event.

Challenge domains: Social

When you assign characters to this event, target a character to pick a fight with. If that character is controlled by a player, all of that character's allies join that character reacting to the assigned characters. The outcome of this event depends entirely on the defending elements.
Defender Outcomes:

Blood and Iron Outcome: The defenders rise to the challenge and nearly get involved in a battle with the aggressor.

Frost, Dust, and Smoke Outcome: The defenders brush off the provocation and back down. Each defender gains one unhappiness token.

Tied Outcome: Same as Frost, Dust, and Smoke Outcome.

Regardless of which outcome is dominant, the aggressor(s) lose two loyalty from any NPCs who were attacked, each member of both groups marks the characters in the other group as their enemies, and the aggressors gain a reputation for being violent. (All of these increase the potential for future violence between both parties.)

The interaction is interrupted by the following event before anything serious goes down.[/ic]

9.
[ic="Attention!"]
Public, Opportunity, Iron
Location: Pod Tower

All characters in Pod Tower must be assigned to this event.

A mysterious voice, seemingly coming from nowhere (or everywhere) begins to speak, interrupting all activity. The voice is rough and deep and speaks in an unknown language, not even sounding particularly human. But just as you can understand each-other, you can understand the voice. It says "Attention! Kixthish buildup in Building 29 is critical! Replica spillover will occur in 148 seconds unless the building is flooded!"

This even has no impact. It only serves to serve as a reference point in the course of the turn.[/ic]

10.
Quote from: Simultaneous
[ic=Let's Get Out Of Here!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by focusing on finding an exit to the tower (probably involving the "door") as soon as possible, and prioritize finding a safe refuge. Next turn, these characters will have different opportunities than others.[/ic]

[ic=We Need To Prepare!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by working together to come up with a plan in case of emergency. Next turn, these characters will have different opportunities than others.[/ic]

[ic=Only The Fittest]
Private, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by thinking of ways to betray the group (if it comes to that) and generally prioritizing their safety over others. Next turn, these characters will have different opportunities.[/ic]

[/spoiler]
[spoiler=Bastien Mcgregor][ic=Shards]The tingling in your amulet inspires you to familiarize yourself with how it functions You can feel your mind shift as you manipulate it. Each personality feels like *you*, but they also feel very different from each other. You notice that each facet feels incomplete, and suspect that with enough time and energy each might grow in strength. The tingling slowly fades as you hear some of the others start to raise concerns about what this place is.

Your controlled side soon gains the attention of the group. Just as you've been naturally talented in countless areas you find that you're a born leader and the right words just seem to flow to your mouth without effort. Olga Surikov, the Russian soldier, seems to watch you more than the others, no doubt impressed by your skill and perhaps a bit attracted to your handsome physique.

When it comes time to decide who will take charge, you seem a natural first-choice... at least until the Arab girl, Layla, stepped in. She seemed to know just the right things to say to get the crowd to turn against you. If it weren't for the quick responses and charming personality of the controlled facet you'd have been upstaged like the rest of the pretenders. Instead the contest seemed to end in deadlock, with neither you nor Layla coming out ahead.

Thinking that perhaps you could gather support from the stern Asian man in armor, you started a conversation with him. He is stiff and to the point, introducing himself as Hong Gyeong-su of the Goryeo kingdom, though you've never heard of that place. He seems impressed with you, and says that the other people will come around to his way of thinking sooner or later. He certainly won't follow some woman around. He admits that he suspects some strange spirit-magic is at work here, and that he won't pick sides until he hears a little more about everyone and what they can do.[/ic]

Because Olga was assigned to We Are Lost, an event where Bastien was a winner, her loyalty to him improved by 1. Because Bastien is attractive, this increased to 2.

Bastien now has 1 Superhuman Development token.
Olga Surikov's loyalty towards you is now 2, but she is not your ally.
Hong Gyeong-su's loyalty towards you is now 1, but she is not your ally.

(Both Gyeong-su and Olga were targeted by other players last turn, tying up their allegiance.)

Events:

1.
[ic=Hello, My Name Is...]
Public, Crisis, Smoke
Location: Pod Tower

Characters assigned to this event voluntarily provide information about who they are and what powers they have. Riccara Vaillancourt, The Medicine Man, and Emily White automatically assign themselves to this event, despite not being allied.

When you assign a character to this event you may choose for them to either reveal their power or to claim to not know of any power. Characters with Power Vampire, Late Bloomer, Eternal, Body Thief, or Latent Power must take the second option. All characters gain knowledge of assigned characters' origin locations and times. If a character reveals a power, they must provide a demonstration of it.

Characters who lie about not knowing their power are treated as initiating a 1v1 attack in the Social and Skill domains against each other character assigned to this event. (Attacks are just competitive events that automatically assign defenders. A 1v1 attack is one where both sides have only one character.) The aggressor gains +4 Smoke element and the defender gains +1d6 Dust. If the aggressor's Smoke is greater, the defender is oblivious to the lie. If the defender's Dust is greater they suspect the liar, but have no evidence. Ties are resolved by coin flip. Defending characters with telepathy learn the liar's power if they win the contest.

Characters who do not participate in this event are marked as suspicious (reducing ability to influence NPCs and increasing potential for violent interactions). If a character does not participate, they forfeit their ability to become de facto leader.[/ic]

3.
Quote from: Simultaneous
[ic=We Need To Stick Together]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain.

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. Keep in mind that the NPC may already have a loyalty score toward you. If you assign multiple characters to this event, each character assigned may target their own NPC. Multiple characters targeting the same NPC can improve their loyalty more than 1.

If Layla or Bastien, but not both, target an NPC, that NPC will publicly endorse the assigned character.[/ic]

[ic=Trust Would Be A Mistake]
Private, Opportunity, Frost
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost or Smoke in the Social domain.

When you assign a character to this event, target any NPC (aligned or unaligned). That NPC's loyalty score drops by 1 with regard to all players (including you). Multiple characters targeting the same NPC can reduce their loyalty more than 1.

NPCs targeted with this event will not support anyone in the Taking Sides event, even if they were allied and assigned to by their controller.[/ic]

7.
[ic=Taking Sides]
Public, Opportunity, Frost
Location: Pod Tower

When you assign a character to this event, target a PC. The assigned character publicly endorses the target as who they think should lead (it need not be an explicit call to leadership; any sign of support will do). When a player character is assigned, they are free to target themselves.

At the end of the turn, whomever received the most endorsements becomes the de facto leader of the chosen and all unaligned NPCs improve their loyalty score with the new leader by 1 (this loyalty is not additionally adjusted by the benefit of being leader). Bastien and Layla are each considered to have +2 endorsements for this purpose. If there is a tie, no leader is chosen and the group becomes fragmented and distrusting.[/ic]

9.
[ic="Attention!"]
Public, Opportunity, Iron
Location: Pod Tower

All characters in Pod Tower must be assigned to this event.

A mysterious voice, seemingly coming from nowhere (or everywhere) begins to speak, interrupting all activity. The voice is rough and deep and speaks in an unknown language, not even sounding particularly human. But just as you can understand each-other, you can understand the voice. It says "Attention! Kixthish buildup in Building 29 is critical! Replica spillover will occur in 148 seconds unless the building is flooded!"

This even has no impact. It only serves to serve as a reference point in the course of the turn.[/ic]

10.
Quote from: Simultaneous
[ic=Let's Get Out Of Here!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by focusing on finding an exit to the tower (probably involving the "door") as soon as possible, and prioritize finding a safe refuge. Next turn, these characters will have different opportunities than others.[/ic]

[ic=We Need To Prepare!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by working together to come up with a plan in case of emergency. Next turn, these characters will have different opportunities than others.[/ic]

[ic=Only The Fittest]
Private, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by thinking of ways to betray the group (if it comes to that) and generally prioritizing their safety over others. Next turn, these characters will have different opportunities.[/ic]

[/spoiler]
[spoiler=Jens Faber][ic=Strangers]Managing to shake off your invisibility, you take stock of this strange group of people. They seem to be dressed in historical costumes and believe that they're on ancient Earth. You still suspect that this is some sort of elaborate trick, but you suppose it's possible that someone kidnapped you and stuck you in a great big experiment involving false memory implants. For a strange moment you consider the possibility that you have false memories and that perhaps your entire life has been some kind of simulation. You shake off the thought as an unnecessary complication of what surely has a simpler explanation.

One handsome man seems to be wielding some kind of sword and muttering to himself. As you watch him he manipulates the amulet on his chest, and as he does so he seems to shift in mannerism. Later on you would learn the man calls himself Bastien Mcgregor, and you suspect that his charismatic display is somehow the product of the amulet.

Another man, dressed as a monk and carrying a bow and arrows, seems to be discussing things with an armored warrior. Perhaps they have a shared story in the weird drama.

You spot a young woman moving along the edges of the room investigating the patterns on the walls. Though she has a similarly ancient appearance, her movements convey a sense of intelligence and insight.

A Caucasian man in a suit and brimmed hat (ancient America?) appears to be chatting with a pair of beautiful, dark-skinned twins. You do a double-take as the twins turn into triplets and then appear to merge back into one person.

Finally, you spot a woman whom you'd later identify as Juliet. She stands alone, practicing combat moves. Every now and then she seems to burst forth with blinding speed, swinging a knife with the control and ease of someone who'd used it in combat before. With her skill and reflexes she'd make a deadly foe or perhaps a powerful ally.

As the shock of the awakening wears off, some of these people begin to panic. With a few stern words and a strong voice you set them into place. The others which you'd seen join you in agreeing that a calm and ordered approach is best. After barely any time had passed the group seemed to demand that someone take charge. A few others, including the woman named Olga, whom you had briefly met earlier, came forward with the intention to lead. It seems only fitting that you, as the most knowledgeable person around, should lead, and you begin to offer yourself as a natural leader, but in mere seconds you're upstaged by Bastien, the man with the amulet from before. Though you think you're a pretty likable guy, Bastien outshone you; younger and more fit, without seeming naive and more cunning without seeming devious.

You'd assumed that he'd lead for the time being until the woman who had been investigating the walls came forth. She introduced herself as Layla al-Zakiyya, and she proceeded to counter Bastien's charm and wit with a stunning flurry of observations and carefully worded appeals. In the end the group seemed honestly divided as to whom to follow.

You decide to take the time to get to know this Olga woman better. She proudly says she's "Soviet" which she confirms means she's from some part of Russia. She remarks that it's odd that you're unfamiliar with the Soviet power, and asks what your own nationality is. You admit that you don't belong to any "nation" and that from where you're from there hasn't been a nation in a very long time. You decide that this is better than trying to explain the whole time-difference thing. She doesn't seem particularly satisfied with this, but she says that at least you're white, giving a narrow-eyed glance at the darker-skinned members of the strange group.[/ic]

Because Olga was assigned to We Are Lost, an event where Jens was a winner, her loyalty to him improved by an additional 1.

Olga Surikov's loyalty towards you is now 2, but she is not your ally.

(Olga must've gained loyalty to other players last turn, tying up her allegiance.)

Events:

1.
[ic=Hello, My Name Is...]
Public, Crisis, Smoke
Location: Pod Tower

Characters assigned to this event voluntarily provide information about who they are and what powers they have. Riccara Vaillancourt, The Medicine Man, and Emily White automatically assign themselves to this event, despite not being allied.

When you assign a character to this event you may choose for them to either reveal their power or to claim to not know of any power. Characters with Power Vampire, Late Bloomer, Eternal, Body Thief, or Latent Power must take the second option. All characters gain knowledge of assigned characters' origin locations and times. If a character reveals a power, they must provide a demonstration of it.

Characters who lie about not knowing their power are treated as initiating a 1v1 attack in the Social and Skill domains against each other character assigned to this event. (Attacks are just competitive events that automatically assign defenders. A 1v1 attack is one where both sides have only one character.) The aggressor gains +4 Smoke element and the defender gains +1d6 Dust. If the aggressor's Smoke is greater, the defender is oblivious to the lie. If the defender's Dust is greater they suspect the liar, but have no evidence. Ties are resolved by coin flip. Defending characters with telepathy learn the liar's power if they win the contest.

Characters who do not participate in this event are marked as suspicious (reducing ability to influence NPCs and increasing potential for violent interactions). If a character does not participate, they forfeit their ability to become de facto leader.[/ic]

3.
Quote from: Simultaneous
[ic=We Need To Stick Together]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain.

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. Keep in mind that the NPC may already have a loyalty score toward you. If you assign multiple characters to this event, each character assigned may target their own NPC. Multiple characters targeting the same NPC can improve their loyalty more than 1.

If Layla or Bastien, but not both, target an NPC, that NPC will publicly endorse the assigned character.[/ic]

[ic=Listen In]
[note]Players targeted with an attack automatically assign all characters they control to defend unless otherwise specified.[/note]
Private, Opportunity, Smoke, Compeditive, Attack
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Dust or +1 Smoke in the Stealth or Skill domains.

Assigned characters spy on another group.

Challenge domains: Skill, Stealth, Observation

When assigning any characters to this event, target another player to attack (spy on).

Aggressor outcomes:
Dust and Smoke outcome: The aggressor learns the superhuman traits of all allies of the defender and of characters that become allied with the defender this turn. The aggressor also gains knowledge of one private conversation the defender participated in this turn (if any).

Defender outcomes:
Iron and Dust outcome: The aggressor is caught, increasing the potential for violent interaction with them in future turns.

Tied outcome: The aggressor learns nothing, but is not caught.[/ic]

[ic=Know Thy Self]
Private, Opportunity, Dust
Location: Pod Tower

Characters assigned to this event practice their new superhuman traits, using them to do simple things and otherwise testing their abilities. All characters assigned with fewer than one Superhuman Development token gain one.[/ic]

7.
[ic=Taking Sides]
Public, Opportunity, Frost
Location: Pod Tower

When you assign a character to this event, target a PC. The assigned character publicly endorses the target as who they think should lead (it need not be an explicit call to leadership; any sign of support will do). When a player character is assigned, they are free to target themselves.

At the end of the turn, whomever received the most endorsements becomes the de facto leader of the chosen and all unaligned NPCs improve their loyalty score with the new leader by 1 (this loyalty is not additionally adjusted by the benefit of being leader). Bastien and Layla are each considered to have +2 endorsements for this purpose. If there is a tie, no leader is chosen and the group becomes fragmented and distrusting.[/ic]

9.
[ic="Attention!"]
Public, Opportunity, Iron
Location: Pod Tower

All characters in Pod Tower must be assigned to this event.

A mysterious voice, seemingly coming from nowhere (or everywhere) begins to speak, interrupting all activity. The voice is rough and deep and speaks in an unknown language, not even sounding particularly human. But just as you can understand each-other, you can understand the voice. It says "Attention! Kixthish buildup in Building 29 is critical! Replica spillover will occur in 148 seconds unless the building is flooded!"

This even has no impact. It only serves to serve as a reference point in the course of the turn.[/ic]

10.
Quote from: Simultaneous
[ic=Let's Get Out Of Here!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by focusing on finding an exit to the tower (probably involving the "door") as soon as possible, and prioritize finding a safe refuge. Next turn, these characters will have different opportunities than others.[/ic]

[ic=We Need To Prepare!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by working together to come up with a plan in case of emergency. Next turn, these characters will have different opportunities than others.[/ic]

[ic=Only The Fittest]
Private, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by thinking of ways to betray the group (if it comes to that) and generally prioritizing their safety over others. Next turn, these characters will have different opportunities.[/ic]
[/spoiler]
Title: Re: City of the Chosen: Turn 2 Events (Assignments Due April 16th)
Post by: HippopotamusDundee on April 10, 2013, 04:01:51 AM
[spoiler=Saitoro actions]
1. Seek the Breeze
3. We Need to Stick Together (Hong Gyeong-Su)
7. Taking Sides (Layla)
9. "Attention"
10. Walk Without Stepping
[/spoiler]
Title: Re: City of the Chosen: Turn 2 Events (Assignments Due April 16th)
Post by: BasnetI on April 10, 2013, 04:46:18 AM
[spoiler=Bastien Turn 2]
1. "Hello, My Name Is..." Wise Facet,    Changing facets to demostrate the power. Says the true about his power.
3. "We Need To Stick Together" Wise Facet    [Targeting Hong]
7. "Taking sides" Controlled Facet.    If there are two or less supporting him,Then he will support Layla arguing a divided group will only make the things harder and choosing Layla is the best option for the sake of the group. Otherwise he will support himself.
9. "Attention" Wise Facet
10. "We need to prepare" Wise Facet[/spoiler]
Title: Re: City of the Chosen: Turn 2 Events (Assignments Due April 16th)
Post by: Raelifin on April 10, 2013, 03:43:43 PM
I'll apparently need to use multiple posts for future turns. This was cut off due to character-limit.

[spoiler=John Dante][ic=Jéssica]Recovering from the episode with the lightning bolt you put your thinkin' cap on and try and figure out what's happening. In fact, you think you'll start by questioning the cutest little flapper in this bizarro room. Okay, yeah, she's foreign, negro, and probably a pro skirt, but she's a doll too, and a man can dream.

Turns out she's just as much in the dark as you, and yeah, she's a whore. Name's "Jéssica" (no last name) and she says she's from Brazil--São Paulo to be exact, though you don't know much about South America. Poor dame just woke up here without a clue, just like you. One interesting tidbit is that she's able to copy herself! Like, one moment you're lookin' at a sweet girl and the next you're looking at two! You can think of more than one way that'd come in handy...

Jéssica seems to be having a great time at all this. She says it's like a great big party with an added mystery twist. She says she'll stick with you, if that's okay. (Hell yeah, it's okay!)[/ic]

Jéssica da Flor de Seda's loyalty to you is 1 and she is your ally. You may assign her to events just as you would John. Keep in mind that Jéssica's power lets her be assigned to any number of simultaneous events, but does not let her be assigned to the same event more than once.

[spoiler=Jéssica's Traits and Items]Mundane Traits:
* Friendly
* Naturally Happy
* Attractive
* Lazy

Supernatural Trait: Clones

Items:
* Cloth handbag containing:
* Birth Control
* Cigarettes[/spoiler]

[ic=Oryx]After the whole kerfuffle with Bastien and Layla it becomes clear to you that nobody round here knows Jack. The negro kid in the loincloth keeps following Jéssica, who in turn keeps following you, so you decide to maybe extend the olive branch to the guy.

He introduces himself as Oryx. Or rather, he introduces himself as Yulugo, but whenever you hear him say "Yulugo" you think "Oryx", and he seems satisfied when you say "Oryx". That's what Jéssica calls him, too. She says it's the name of some kind of animal from Africa (her mother taught her lots about Africa, apparently). It makes sense that Oryx would be from Africa, but he doesn't understand the question. There's actually a lot he doesn't understand. Seems like the poor kid is from some backwards land where nobody knows up from down. You offer to take him under your wing.

Oryx seems not to really trust you, though he agrees to do what you say. He says that you are a ghost-man, and you get the impression that he's mostly hanging round you because of Jéssica. He shows you that he can lift one of the pods off the ground with just one hand. You wouldn't want to be on the receiving end of one of this guy's punches.[/ic]

Oryx the Exile's loyalty to you is 1 and he is your ally. You may assign him to events just as you would John.

[spoiler=Oryx's Traits and Items]Mundane Traits:
* Young
* Physically Fit
* Berzerker
* Ignorant

Supernatural Trait: Super Strength

Items:
* A bundle of raw meat
* A stone knife (short blade)[/spoiler]

Events:

1.
[ic=Hello, My Name Is...]
Public, Crisis, Smoke
Location: Pod Tower

Characters assigned to this event voluntarily provide information about who they are and what powers they have. Riccara Vaillancourt, The Medicine Man, and Emily White automatically assign themselves to this event, despite not being allied.

When you assign a character to this event you may choose for them to either reveal their power or to claim to not know of any power. Characters with Power Vampire, Late Bloomer, Eternal, Body Thief, or Latent Power must take the second option. All characters gain knowledge of assigned characters' origin locations and times. If a character reveals a power, they must provide a demonstration of it.

Characters who lie about not knowing their power are treated as initiating a 1v1 attack in the Social and Skill domains against each other character assigned to this event. (Attacks are just competitive events that automatically assign defenders. A 1v1 attack is one where both sides have only one character.) The aggressor gains +4 Smoke element and the defender gains +1d6 Dust. If the aggressor's Smoke is greater, the defender is oblivious to the lie. If the defender's Dust is greater they suspect the liar, but have no evidence. Ties are resolved by coin flip. Defending characters with telepathy learn the liar's power if they win the contest.

Characters who do not participate in this event are marked as suspicious (reducing ability to influence NPCs and increasing potential for violent interactions). If a character does not participate, they forfeit their ability to become de facto leader.[/ic]

3.
Quote from: Simultaneous
[ic=We Need To Stick Together]
Private, Opportunity, Blood
Location: Pod Tower

Prerequisite: Assigned characters must have at least +1 Frost, Blood, or Iron in the Social domain.

When you assign a character to this event, target an unaligned NPC. Your loyalty score with that NPC improves by 1. Keep in mind that the NPC may already have a loyalty score toward you. If you assign multiple characters to this event, each character assigned may target their own NPC. Multiple characters targeting the same NPC can improve their loyalty more than 1.

If Layla or Bastien, but not both, target an NPC, that NPC will publicly endorse the assigned character.[/ic]

[ic=Know Thy Self]
Private, Opportunity, Dust
Location: Pod Tower

Characters assigned to this event practice their new superhuman traits, using them to do simple things and otherwise testing their abilities. All characters assigned with fewer than one Superhuman Development token gain one.[/ic]

[ic=An Impromptu Education]
Private, Opportunity, Smoke
Location: Pod Tower

John takes some time to give Oryx a crash-course on the "modern world", telling him about things like cars, guns, even about farming and nations.
If John and Oryx are both assigned to this event, Oryx gains +1 loyalty to you and gains 1 knowledge token. (With 4 knowledge tokens Oryx can remove his "ignorant" trait.)[/ic]

7.
[ic=Taking Sides]
Public, Opportunity, Frost
Location: Pod Tower

When you assign a character to this event, target a PC. The assigned character publicly endorses the target as who they think should lead (it need not be an explicit call to leadership; any sign of support will do). When a player character is assigned, they are free to target themselves.

At the end of the turn, whomever received the most endorsements becomes the de facto leader of the chosen and all unaligned NPCs improve their loyalty score with the new leader by 1 (this loyalty is not additionally adjusted by the benefit of being leader). Bastien and Layla are each considered to have +2 endorsements for this purpose. If there is a tie, no leader is chosen and the group becomes fragmented and distrusting.[/ic]

8.
[ic=Don't Look At Me Like That!]
Public, Opportunity, Iron, Attack, Competition
Location: Pod Tower

Restriction: Only characters with at least 1 Smoke or Blood in the Social domain can be assigned to this event.

Challenge domains: Social

When you assign characters to this event, target a character to pick a fight with. If that character is controlled by a player, all of that character's allies join that character reacting to the assigned characters. The outcome of this event depends entirely on the defending elements.
Defender Outcomes:

Blood and Iron Outcome: The defenders rise to the challenge and nearly get involved in a battle with the aggressor.

Frost, Dust, and Smoke Outcome: The defenders brush off the provocation and back down. Each defender gains one unhappiness token.

Tied Outcome: Same as Frost, Dust, and Smoke Outcome.

Regardless of which outcome is dominant, the aggressor(s) lose two loyalty from any NPCs who were attacked, each member of both groups marks the characters in the other group as their enemies, and the aggressors gain a reputation for being violent. (All of these increase the potential for future violence between both parties.)

The interaction is interrupted by the following event before anything serious goes down.[/ic]

9.
[ic="Attention!"]
Public, Opportunity, Iron
Location: Pod Tower

All characters in Pod Tower must be assigned to this event.

A mysterious voice, seemingly coming from nowhere (or everywhere) begins to speak, interrupting all activity. The voice is rough and deep and speaks in an unknown language, not even sounding particularly human. But just as you can understand each-other, you can understand the voice. It says "Attention! Kixthish buildup in Building 29 is critical! Replica spillover will occur in 148 seconds unless the building is flooded!"

This even has no impact. It only serves to serve as a reference point in the course of the turn.[/ic]

10.
Quote from: Simultaneous
[ic=Let's Get Out Of Here!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by focusing on finding an exit to the tower (probably involving the "door") as soon as possible, and prioritize finding a safe refuge. Next turn, these characters will have different opportunities than others.[/ic]

[ic=We Need To Prepare!]
Public, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by working together to come up with a plan in case of emergency. Next turn, these characters will have different opportunities than others.[/ic]

[ic=Only The Fittest]
Private, Crisis, Iron
Location: Pod Tower

Assigned characters react to the voice by thinking of ways to betray the group (if it comes to that) and generally prioritizing their safety over others. Next turn, these characters will have different opportunities.[/ic]

[/spoiler]
Title: Re: City of the Chosen: Turn 2 Events (Assignments Due April 16th)
Post by: Xathan on April 12, 2013, 02:18:44 PM
[spoiler=Assignments]
1) Hello, My Name Is(All 3, Will Be Honest)
3) We Need to Stick Together (Jessica, Targeting Emily White)
    An Impromptu Education (John and Oryx)
7) Taking Sides (All 3, or 4 if Emily's alligence is gained): Layla. Sure, she may be a dame and probably a Mohammedan, but that Bastion strikes me a being a bit shifty - strikes me like a Chicago politician, and we all know how that type turns out. If I had a chance I'd try to take control, but everyone else is leaning one way or another, lets not shake things up too much.
8) Can I chose to NOT start a fight here? Do I have to assign to this event? Seems like a bad idea.
9) "Attention" (All)
10) Let's Get Out of Here! (All) Sorry, but critical don't sound like "Sit around and wait to see what happens next." I'm all for figuring out how and who and why, but let's do that AFTER we get away from whatever is critical? We can always come back if we need to, but right now sticking around seems insane. Plus, this Oryx kid is crazy strong, but he's still a kid, and though she's a streetwalker Jessica's still a woman, I gotta keep them safe.[/spoiler]
Title: Re: City of the Chosen: Turn 2 Events (Assignments Due April 16th)
Post by: TheMeanestGuest on April 17, 2013, 02:27:12 AM
[spoiler=Event Assignments, Turn Two]1. None
3. What The Hell Is This Thing
7. None
8. None
9. "Attention!"
10. Let's Get Out Of Here! (Juliet knows when to make a retreat! Years evading rival cartel members and the law was time well spent.)[/spoiler]

OOC: I swear I will have some IC material next turn, I've just been way busy. 
Title: Re: City of the Chosen: Turn 2 Events (Assignments Due April 16th)
Post by: Rhamnousia on April 17, 2013, 08:06:10 AM
[spoiler=Assignments]
1. Hello, My Name Is...: Be Truthful (Layla)
3a. We Need to Stick Together: Emily White (Mary)
3b. Mind Probe: Bastien (Layla)
7. Taking Sides: Endorse Layla (All Characters)
9. "Attention!" (All Characters)
10. Let's Get Out of Here! (All Characters)
[/spoiler]
Title: Re: City of the Chosen: Turn 2 Events (Update Incoming)
Post by: Raelifin on April 19, 2013, 04:49:06 PM
TURN 3 - Replica Spillover
This turn will take 0.5 hours of in-game time.
Soundtrack (http://www.listenonrepeat.com/watch/?v=_tQyP3BVcL4)

[ooc=Aside]Turn 1 took 1 post. Turn 2 took 2 posts. Turn 3 takes 3 posts. Will this trend ever stop?! I hope so. :huh:

Many of these blocks are locations descriptions, so please forgive any flip-flopping with regard to narrative voice. I'm considering building an interactive map with hover descriptions as the city grows. Feedback would be appreciated.[/ooc]

[ic=Exposition]In light of the major conflict selecting a leader, many of the chosen came together to share their backgrounds and abilities. Bastien spoke of how his amulet guides his abilities and personality. Layla admitted to being telepathic. Perhaps most interestingly, Emily White, a Chinese-Australian woman demonstrated her ability to temporarily remove others' abilities.

Many of the chosen, however, stayed out of the spotlight, including Olga and Gyeong-su.[/ic]

[ic=A Leader At Last]After some socializing, many of the chosen, including Emily, John, and Saitoro, expressed their support of Layla al-Zakiyya. Even Bastien, once he realized saw how others felt, acknowledged Layla in his own way. Hong Gyeong-su seemed to be the only one voicing disagreement; saying that women were unfit to lead, but he soon became quiet as he realized that he was alone in this opinion.[/ic]

[ic=Evacuation]What semblance of order had been achieved in the last couple hours quickly began to fray as the chosen heard the ominous voice, projected from an unknown direction.

"Attention! Kixthish buildup in Building 29 is critical! Replica spillover will occur in 148 seconds unless the building is flooded!" it crackled in it's strange language.

Most of the chosen rushed to the carved archway, seeing no other escape from the tower. Though the archway bore no knobs, or even doors of a normal sort, as the chosen rushed to it in fear, the stone itself seemed to peel back as if a wound had been made in the wall. Out they flowed through the opening, some faster than others. Many spoke to each-other in hurried voices as they did.[/ic]

From this point onward the chosen are no longer all together. I will provide brief bits of information that I think are important to keeping all players informed, such as room descriptions, but keep in mind that these may not apply to your character(s) specifically.

[ic=Spiral Hall]This hallway is curved to match the wall of the pod tower. One doorway leads into the tower itself, while a doorway opposite it leads to the tower control room. As one follows the hall clockwise around the tower it descends, such that one leaving the tower can go down and to the right, or up and to the left. After a ways down, the hallway leads to a door that opens to the balcony of shards. If one follows the hallway up instead, they arrive at the honeycomb chamber.

The hallway is made of white stone, with colored cobblestone floors and is lit by a dim band of yellow light set into the ceiling.[/ic]

[ic=Kixthish]Presented with three different directions to go, the chosen hesitated for a moment. A quick glance through the doorway to the room opposite the tower (the control room) revealed no exists, so it was quickly discarded by most, as a non-option. As decisions were made, the 148 seconds ended and the world faded into blackness. The voices of the chosen were muffled and faded into nothingness...

The chosen awoke, and those with time-pieces saw that only a few seconds had passed. They each felt strangely charged after the experience, as though they'd taken some energy-boosting drug.

The same alien voice soon echoed through the hall once again: "Attention! Kixthish in Building 29 has spiked! Evacuate the building until replica control teams have cleared it!"[/ic]

[ic=Balcony of Shards]Extending from the side of a titanic building is a balcony made of a silver metal. The balcony is shaped in a great half-circle with a radius of about 40 meters. The building it's attached to is covered with the same metal, and in the light of the sun it would surely shine brilliantly. The floor of the balcony is etched with a strange pattern of triangles that all point in to the central doorway from which the chosen spilled. The triangles each have a smaller triangle inside them, facing the opposite direction, and these smaller triangles have even smaller triangles, on and on, as finely as the eye can perceive. Every other triangle appears to be a gap in the floor, creating the appearance of being less than solid. Apart from a few obvious gaps, however, the surface is sturdy and traversable.

Aside from the primary portal at the center of the balcony (leading to the spiral hall), there are two doors of the same etched white stone on either edge. The building out of which the balcony extends is flat on this side, and the balcony is not adorned with any sort of railing, making both doors dreadfully close to the edge. (One door leads to The Wooden Workshop, while the other leads to Blackslime Bridge.)[/ic]

[ic=The Heavens]As the chosen spilled from the building onto the balcony, even the most reserved could not help but gaze in awe at the sight before them. The night sky extended in a glistening explosion of light. There was no moon, but there were stars. Or at least, that's what they appeared to be at first. But they're far too bright, and most have a soft coloration. As the chosen watched them they could see them drift slowly across the sky. Those of the chosen with more stargazing experience than others understood, and their whispers reached the rest of the group.

"Planets. They're all planets."

It was true. The sky held no moon, no sun, and no stars. But it held thousands, if not millions, of planets. Close planets.[/ic]

[ic=Three Things]The chosen on the balcony, coming out of their reverie, soon noticed three things:

The first was that the balcony was not empty. Near the far edge was a great shape, smooth and glossy in the planet-light. As they approached, the humans could see that it was a kind of structure, or statue, or craft. Perched on three pillars, the craft was shaped like a great black scarab, though it had no legs and wasn't so obviously jointed. In its side was an opening approximately two meters high. It seemed to be designed to be entered, though who knew what lay within. On either side of the opening were two great protrusions, each with a vaguely cylindrical shape and some sort of mechanism inside. The opposite side of the craft was identical; it possessed the same entrance and pair of cylinders.

The second thing that was soon noticed was the ground below the balcony. Hundreds of buildings lay out arranged below like toys. The wind near the edge of the balcony reminded them that they weren't actually toys, and that they must be at least a couple hundred meters above the ground. Thousands of tiny lights could be seen on the buildings below, complementing the planets above. But where the planets were chaotic and disorganized, the lights had a regularity to them that spoke of floors and rooms.

And lastly, the chosen remembered that they had been running, for they heard again the jeering cries of the ugly voices. The split doorway that led to the winding hall opened once again, and from it poured a mob of replicas.[/ic]

[ic=Dangerous Replicas]From honeycomb chamber atop the spiral hall came a horde of strange humans. These humans moved and behaved like crazed beasts, howling, screaming, and laughing but never speaking. Their eyes are solid black, and some brandish melee weapons. Most strange is how they appear to be copies of the chosen. You can see black-eyed clones of Olga, Bastien, Rikki, and Mary, all of them crazed and violent. When injured or slain, the replicas explode into a cloud of smoke that quickly dissipates.[/ic]

[ic=Blackslime Bridge]Through one of the side doors on the Balcony of Shards is a rectangular room filled with a fog. The fog smells chemical in nature, and seems to glow with a sickly green light. A path, wet from the fog, made from the shiny metal of the balcony carved in intricate designs extends out into the room, but otherwise there is no floor to the left or right. About a meter down is an opaque slime that sloshes around slowly. The goop seems to radiate heat and the whole room is uncomfortably hot. The path is a bit over a meter wide, but like the balcony it has no railing, making the ooze below seem even more dangerous.

The side walls of the chamber are obscured by the fog. At the far end of the bridge, the path splits in two, forming a Y shape. Down one fork is a hallway (Dead End), and down the other is a room (Vision Chamber).[/ic]

As part of last turn's events, the following powers have been publicly revealed:
Riccara Vaillancourt -- Flight
The Medicine Man -- No Ability
Emily White -- Power Nullification
Jéssica -- Clones
Oryx -- Super Strength
John Dante -- Energy Projection (Electricity)
Layla -- Telepathy
Bastien -- Fragmented (Amulet Focus): {Naturally Happy + Berserker} OR {Natural Leader + Cunning} OR {Intelligent + Watchful}
[spoiler=Fragmented Details (Public)][ic=Fragmented]Mind Trait, Superhuman, Blood

This character is really more like three people in one body. When selected, choose two mental traits for each of three facets. When you apply this character to an event, select which facet they embody. Ignore mental traits from facets other than the one that's selected. This character also unlocks events which can lead to the development of superhuman abilities for each facet.

When selected, also choose an item to control this character's facets. If this character ever loses that item they lose all traits associated to their facets and cannot be assigned to events that do not pertain to the recovery of their item.[/ic][/spoiler]

Publicly Known Locations:
Pod Tower (16 Pods)
Spiral Hall (All NPCs, all PCs except Saitoro and Jens at the start of Turn 3)
Balcony of Shards (Strange Craft)
Blackslime Bridge

Mysterious Locations:
Honeycomb Chamber
Wooden Workshop
Vision Chamber
Dead End
Wherever Saitoro went
Wherever Jens went

Alliances:
John Dante leads Jéssica and Oryx
Layla al-Zakiyya leads Mary, Emily, Rikki, Vitus, and the Medicine Man.

Olga and Gyeong-su are the only remaining unaligned NPCs.

All characters who are not (even temporarily) Naturally Happy gain an unhappiness token at end of turn from stress.
Title: Re: City of the Chosen: Turn 2 Events (Update Incoming)
Post by: Raelifin on April 19, 2013, 04:51:06 PM
Quote from: Character-Specific Knowledge and Events
[spoiler=Layla al-Zakiyya]
[ic=De Facto Leader]Though there was no official decision, the chosen have chosen you to lead them. You spend a large amount of last turn getting to know them. Some are strong, some are weak, some are suspicious, and some are trustworthy, but all of them have decided to follow you.[/ic]

[ic=Emily White]Emily, after talking to you about her power, was contacted by Mary who spoke highly of you. After it became clear that you were the de facto leader, Emily approached you to let you know that you have her support, and to share her hypotheses with you. You try and listen to her thoughts, and find it to be impossible. She smiles subtly, implying that she knows you tried, but didn't object.

In the few minutes you spend talking with her, you find her to be an amazing woman. A respected scientist in her own time, which seems to be even farther in the future than Mary, she says she builds "robots", a word in her language which apparently has no translation. She explains that they are like machines that run themselves and have bodies like people. She promises to explain more to you once it's more clear where everyone is.

She seems remarkably like yourself, but more focused on her machines than she is aware of others. In conversation she seems slow and methodical, a trait that you guess applies to her life more broadly. She'd like to get home, but is fascinated by this place, and would like to explore it.[/ic]

[spoiler=Emily's Traits and Items]Mundane Traits:
* Tinkerer
* Intelligent
* Focused
* Slow

Supernatural Trait: Power Nullification

Items:
* Backpack containing:
* Laptop Computer
* Misc Circuitry[/spoiler]

[ic=The Medicine Man]The mysterious elderly man covered in beads and strange clothing tells a fantastic story about being half-way between the forest on the three mountains and the land of the dead when he was chosen. He swings his arms as he talks and uses metaphors in every line. You gain more insight as you tap into his thoughts, however. He's a very intense man, you realize. Every word and every gesture has a purpose to it, even if most of them are deceitful in nature. When asked if he has an ability he says that he does not, but you can hear the lie in his mind.

Afterwards, you approach him and tell him that you know he can shapeshift. He seems impressed by this, and agrees to follow one as perceptive as you. He still doesn't tell you his name, but you glean a few more secrets that will serve as leverage if the need presents itself.[/ic]

[spoiler=Medicine Man's Traits and Items]Mundane Traits:
* Secretive
* Friendly
* Focused
* Addicted (Peyote)

Supernatural Trait: Basic Shapeshifting

Items:
* Peyote
* Water skin (Full)

The Medicine Man is gay.[/spoiler]

[ic=Riccara Vaillancourt]Rikki is just a few years older than you but she seems much younger. Her power, as she revealed to the group, allows her to float through the air like an angel. She seems pretty preoccupied with flying around, like a child with a new toy.

She's smart, beautiful, and easy to relate to, despite the difference in cultures. You can't help but think that she has more potential than anything else, though. She's overjoyed with her power, but is generally frightened of this place, and hopes that you can protect her.[/ic]


[spoiler=Rikki's Traits and Items]Mundane Traits:
* Attractive
* Young
* Intelligent
* Naive

Supernatural Trait: Flight

Items:
* Smartphone

Rikki is bisexual.[/spoiler]

[ic=Vitus]Lastly, there's Vitus. Vitus' mind is like an ocean of fear, and you hear him check to make sure he has his dagger more than once. He doesn't trust you, but he doesn't trust anyone, and doesn't trust himself. He'll follow you, but only because he's pretty sure that if he doesn't he'll be punished by someone. Whenever you try and strike up a conversation he brushes you off with a monosyllabic word or two. You get the impression that something isn't as it seems with him, but you don't push it right now. Perhaps a mind-probe later will get to the heart of the matter.[/ic]

[spoiler=Vitus' Traits and Items]Mundane Traits:
* Secretive
* Watchful
* Paranoid
* Cowardly

Supernatural Trait: Late Bloomer

Items:
* Dagger
* Purse of Silver Coins[/spoiler]

Your mind-probe on Bastien reveals nothing new. You gain a better appreciation of his fragmented nature, but he isn't hiding anything. You do not think he is aware that you scanned him.

Mary of the Gond's loyalty to you is 1 and she is your ally.
Emily White's loyalty to you is 2 and she is your ally.
Riccara Vaillancourt's loyalty to you is 1 and she is your ally.
Vitus the Rogue's loyalty to you is 1 and he is your ally.
The Medicine Man's loyalty to you is 1 and he is your ally.

Hong Gyeong-su's loyalty to you is 1 but he is not your ally.
Olga Surikov's loyalty to you is 1 but she is not your ally.

[spoiler=Events]
1.
[ic=Kixthish Dreams]Private, Opportunity, Dust
Location: Spiral Hall

Requirement: Only player characters who have recently been exposed to a kixthish overload may be assigned to this event.

When you assign a character to this event, select three things:
* An element (Blood, Iron, Dust, Smoke, Frost)
* A type; either Artifact, Location, or Event
* A danger level; either Safe or Dangerous

Your character has a dream about something of the selected type and element. Next turn (usually), their dream will become reality.[/ic]

2.
Quote from: Simultaneous
[ic=Run Up]Public, Crisis, Iron
Location: Spiral Hall

Assigned characters attempt to escape the building by going up the spiral hall. They reach the honeycomb chamber (and gain knowledge of it) but are forced back down the hall by the replicas. For each assigned character that has a weapon, destroy one replica.

If another character is assigned (by any player) to investigate the control room, characters assigned to this event follow them and barricade themselves in the control room. This un-assigns this character to all combat events this turn but all other events this turn are abstracted to work with either path.) Characters that are unassigned to a combat event take a moment to rest instead.[/ic]

[ic=Run Down]Public, Crisis, Iron
Location: Spiral Hall
Default. (Characters not assigned to any other events simultaneous to this one must be assigned here.)

Assigned characters attempt to escape the building by going down the spiral hall. They reach the balcony of shards without incident.[/ic]

3.
[ic=Hold Them Back!]
Public, Crisis, Iron, Cooperative, Combat
Location: Spiral Hall

Assigned characters do their best to fight off the feral replicas. This event is cooperative, but is treated as a competition between all characters assigned and 6 random replicas minus any replicas destroyed earlier. Replicas have the same *mundane* traits and items as their counterparts but do not have any superhuman abilities (mundane traits granted by the Faceted power are absent). This competition is potentially fatal. Regardless of outcome, surviving chosen are forced to flee from the mob's reinforcements. Remember that characters with weapons should specify which weapon they are assigning to this event (or none if they so choose).

Hong Gyeong-su is automatically assigned to this event. Unlike most crises, there is no penalty to neglecting this event except perhaps that it puts Gyeong-su (and anyone else assigned) in more danger, and may have longer-term consequences.

Any surviving characters assigned to this event that have superhuman traits that grant bonus elements in combat receive one superhuman development token.

Challenge Domains: Combat, Strength, Melee Combat, Ranged Combat

Blood outcome: Roll a six-sided die, adding blood and subtracting the iron of *all characters*. On a 1, the battle ends in a stalemate with only minor damage to participants. For each two points above 0 (2,4,6...), a random character in the winning group damages a random character in a losing group (a replica for this event). For every four points above 1 (5,9...) a random character in the winning group is damaged by a random character in a losing group. This outcome cannot damage a single character more than once.

Iron and Smoke outcome: The winners evade and block the attacks of their foes, launching counterattacks. A random winning character deals damage to a random losing character.

Dust and Frost outcome: The winners of this event strike a critical blow against their opponents, but leave themselves open in the process. The winning character with the most deadly weapon deals damage to the losing character with the most deadly weapon. Then, if there are any losing characters who are uninjured, one of them deals damage to a random winning character with -1 deadliness.

Tie outcome: A random character from each group deals damage to a random character from another group. (So if there are two groups, like in the fight against the replicas, one character from both groups would deal damage to a random character from the other group).

For this event, damage is handled as follows: Roll 1d4 and add the deadliness of the weapons of the character dealing damage. On a damage roll of 0 or lower nothing happens, on a 1-2 the victim is injured (-2 Elements to all domains, increased chance of death in future turns), on a 3-4 the victim is severely injured (cannot be assigned to events, likely to die unless tended to), on a 5+ the victim dies.
Seriously Injured characters are pulled to safety by their peers, if possible.
[/ic]

4.
[ic=To Safety!]
Public, Crisis, Blood
Location: Balcony of Shards or Control Room (situational)

Requirement: Only characters assigned to Let's Get Out Of Here! on turn 2 may be assigned to this event. (This means that NPCs gained on turn 2 cannot be assigned here!)

Assigned characters flee from the mob. Thanks to their focus on safety and a little luck, they are successful. Characters on the Balcony of Shards assigned to this event enter The Wooden Workshop (and gain knowledge of it). Otherwise they are forced onto Blackslime Bridge (and gain knowledge of the Vision Chamber and Dead End). Characters assigned here cannot be assigned to any events taking place on Blackslime Bridge this turn.[/ic]

5.
Quote from: Simultaneous
[ic=Find an Exit]
Public, Opportunity, Smoke
Location: Dead End, Wooden Workshop, or Tower Control Room (situational)

Assigned characters look for a way out of their situation that does not involve going back through the replica mob. Unknown effect.
[/ic]

[ic=Hold the Bridge!]
Public, Crisis, Iron, Cooperative, Combat
Location: Blackslime Bridge

Olga is automatically assigned to this event.

Assigned characters work to hold off the replicas on the bridge. The constrained space means that only one warrior from each side can do combat at once. If multiple characters are assigned, the assigning players may specify an order. If no order is specified it is chosen randomly. The first character in the group engages in the following competition with a random replica. The results of the contest involve one of the participants being eliminated. Another contest then occurs between the survivor and the next member of the other group. Whenever survivor defeats 3 foes, they get -1 Blood for all future contests in this event. If 9 replicas, minus the number of previously destroyed replicas, are defeated then they retreat to the balcony. If they are not defeated than all characters that might've been assigned to this event must withstand an unknown attack (potentially fatal; not good).

The loyalty of all NPCs that have access to Blackslime Bridge (including Olga and Gyeong-su) goes up by 1 to all players who assign characters to Hold the Bridge! Characters assigned to Hold the Bridge! who posses a superhuman trait that gives elements in the Combat domain receive a superhuman development token unless they were also assigned to Hold Them Back!

Challenge Domains: Combat, Endurance, Melee Combat, Ranged Combat

Blood, Iron, and Frost outcome: The opposing character becomes injured and falls off the bridge (unknown effect).

Tie outcome: The replica is slain, but the human is injured and forced to retreat, letting the next character defend.[/ic]

[ic=It's Mine!]
Public, Opportunity, Iron, Competitive
Location: Vision Chamber, Wooden Workshop, or Tower Control Room (situational)

There is a potentially dangerous artifact in the room that only one character can obtain. Assigned characters attempt to obtain the artifact (despite any danger) before other characters. This event has essentially three competitions, one for each room. Characters assigned here that are in different locations do not compete. If your kixthish dream this turn was about an artifact and your character obtains an artifact through this event, it will be the artifact you dreamed of.

Challenge domains: Combat, Skill

Blood outcome: A random character from this group obtains the artifact.

Tie outcome: A random character obtains the artifact.

Neglect outcome: Nobody obtains the artifact this turn.[/ic]
[/spoiler]

[ooc=Events Summary]This is a new feature I'm including with briefings. No new information is presented here, but it may help people get their heads around the decisions of the turn so that they can post assignments more quickly.

1. Decide what kind of thing you want Layla to dream about.
2. Decide, for each character, whether to try and get into the control room (will require another player) by going up, or stay with the NPCs by going down. If Layla is separated from an ally, you still control them, so don't worry about splitting up. (It might even be a good idea, so you have more opportunities next turn.)
3. Decide, for each character, whether to risk fighting the replicas.
4. Decide whether to stick with your new allies or get Layla (and/or Mary) out of harm's way and get access to a new area.
5. Decide who, out of those that remain, will fight on the bridge. Decide who, if anyone, will try and secure artifacts, and who will investigate escape routes. Keep in mind that it may matter which character is the first to touch an artifact.

Don't forget! You haven't filled in the appearance portion of Layla's character sheet.

Don't forget! Roleplaying your characters will help me tailor the world/events to them. You can roleplay events from last turn as well as this turn, and communicate about what to do this turn with your fellow players. (I understand you're probably busy. Just encouraging it. No stress.)[/ooc]

[/spoiler]

[spoiler=Saitoro]

[ic=Beyond]The breeze is real. It's subtle, but it's not just you. You ask a woman with long gloves a strange object on her face (glasses) if she can feel it. She nods, seemingly too distracted by some small device in her hands to note the significance.

For several minutes you wander the room, feeling for where the wind is coming from. It's intermittent and weak. The pods and people in the room make it harder to locate, as it often seems to be coming from behind a cluster of pods. After a while you get the strangest impression that the breeze is running away from you. The strange tingling washes over you again.

The others seems distracted by talking to each-other about their "powers". You listen halfheartedly as you prowl. You're beginning to suspect that you do have some sort of new abilities like they do, but that you haven't realized how to access them yet. It only seems natural.

On the verge of giving up, you decide to try a long-shot. You close your eyes and try and ignore the voices, turning all attention to your skin. You feel the gentle fingers of the current brush your neck. You step quickly, trying to visualize the positions of the pods and people without opening your eyes. The draft becomes confused as you move but you let your ki guide you. It feels like the wind is getting stronger, and as you open your eyes you stumble back as the world around you appears to have faded into a deep sky blue.

The pod tower is still there, but it's ethereal, like a piece of silk draped in front of the face. Beyond it you can see...

A hand on your shoulder sends you slamming back down to reality, and you reflexively spin backwards, knocking it away and entering a fighting stance. The sky-world has disappeared, replaced by the stone and glass of the mysterious tower. The familiar tingling runs over you.

Hong Gyeong-su raises his hands to show that he meant no harm, and gives a slight bow in apology. He says that he thought it would be a good idea to talk to you about Bastien. Gyeong-su trusts you, but he also believes it is important to support Bastien as leader of the group...[/ic]

[ic=The Æther]"Replica spillover will occur in 148 seconds unless the building is flooded!"

The strange words incite panic. Everyone seems to jump into action. Except you. The tingling sensation is back, and you take a deep breath and close your eyes. In an instant the group falls silent. You can feel the wind clearly now. No longer a weak breeze.

Your eyes open to a field of bright blue, as if you were lying on your back on a cloudless day. You look down and find, with quite a shock, that no ground rests beneath your feet. You appear to be floating in an eternal sky. Far below you is an area of darkness. A patch of sky that does not glow like the rest. The great black sphere of non-light dominates the otherwise empty scene, and you feel cold as you look down at it (though perhaps it is merely the wind).

For at least a minute you float there, in the sky that is not a sky. It's really quite tranquil, and with no floor to walk on it's not like you can go anywhere.

And then you hear the scream. It sounds feminine, but you doubt it's human. It has an echo to it which makes you shudder involuntarily. Turning to look at the source, you spot a small shape in the distance. It appears to be coming closer, and you doubt you'll enjoy its company very much.[/ic]

Saitoro is suspicious.
Saitoro has 1 Superhuman Development Token.
Hong Gyeong-su's loyalty to you is 2, but he is not your ally.

You cannot communicate with the group this turn. (But you can roleplay, including specifying reactions and goals and such.) Almost all of your actions this turn have two consequences, one will effect Saitoro and the other will effect the nature of the Æther (and the screamer). Remember that all events, unless otherwise specified, are optional.

Events:

1.
Quote from: simultaneous
[ic=Mind Flight]Private, Crisis, Dust
Location: The Æther

Having found himself in a world without land, Saitoro must learn how to move through the sky by willpower alone. Saitoro can only be assigned to one Mind Flight event this turn. If Saitoro is assigned, the screamer will (always) approach those entering the Æther more swiftly.[/ic]

[ic=Backslide]Private, Crisis, Smoke
Location: The Æther

Saitoro focuses on returning to the pod tower, at the expense of exploring this new realm. Unfortunately, he is not able to return as simply as he arrived, partially because the shape in the distance screams again, disrupting Saitoro's concentration. If Saitoro is assigned, the screamer will (always) deal more psychological damage.[/ic]

[ic=A Long Shot]Private, Crisis, Blood
Location: The Æther

Saitoro draws his longbow and attempts to slay the screamer before it can get any closer. If Saitoro is assigned, there is a 1/3 chance that the screamer will be struck by the arrow and will (always) be less aggressive towards people in the Æther, and there is a 2/3 chance that the arrow misses and the screamer will (always) be more aggressive.[/ic]

2.
[ic=My Gift]Private, Crisis, Dust
Location: The Æther

Saitoro realizes that traveling to this place must be his power. If assigned, Saitoro loses one Superhuman Development token and permanently gains the Planeswalker superhuman trait. If Saitoro gains another superhuman trait after Planeswalker his Late Bloomer trait will be consumed. Other characters will not be able to travel to the Æther without the assistance of a Planeswalker.

If Saitoro is *not* assigned, the Æther is treated as simply another location that all characters can travel to if they know how.[/ic]

3.
Quote from: Simultaneous
[ic=Mind Flight]Private, Crisis, Dust
Location: The Æther

Having found himself in a world without land, Saitoro must learn how to move through the sky by willpower alone. Saitoro can only be assigned to one Mind Flight event this turn. If Saitoro is assigned, the screamer will (always) approach those entering the Æther more swiftly.[/ic]

[ic=Into Shadow]Private, Crisis, Smoke
Location: The Æther

Requirement: Saitoro must've been assigned to Mind Flight at time slot 1.

Saitoro dives into the only feature of the skyscape; the shadowy area of sky below him. If Saitoro is assigned, the screamer breaks off pursuit and all events at time slot 4 will be disrupted without consequence. Saitoro also gains a Corruption token.[/ic]

[ic=Manifest Shelter]Private, Crisis, Smoke
Location: The Æther

Saitoro hears another scream from the shape and decides that he should try and hide. With the skyscape empty, Saitoro works on undoing the step that he took into this awful place. If assigned, Saitoro finds shelter from the screamer, but it will (always) be significantly more deadly.[/ic]

[ic=A True Shot]Private, Crisis, Blood
Location: The Æther

With the screamer coming closer, Saitoro uses his longbow to try and kill it. If Saitoro is assigned, there is a 1/2 chance that the screamer will be hit. If the screamer is hit and it had been hit previously by A Long Shot, it flees, disrupting all events at time slot 4 without consequence. If the screamer is hit (but hadn't been hit previously), it will (always) be easier to evade. If Saitoro misses the screamer it will (always) be more persistent in hunting humans.[/ic]

4.
Quote from: Simultaneous
[ic=Struck Down]Private, Crisis, Blood
Location: The Æther
Default. (Characters not assigned to any other events simultaneous to this one must be assigned here.)

If assigned, the screamer catches Saitoro. Saitoro can't remember how he got away, but it was not without price. Saitoro becomes injured (-2 Elements to all domains, increased chance of death in future turns), or if the screamer is deadly, becomes seriously injured at the end of the turn (cannot be assigned to events, likely to die unless tended to).[/ic]

[ic=Blood and Rags]Private, Crisis, Blood
Location: The Æther

Requirement: Saitoro must not have been assigned to Manifest Shelter.

Saitoro decides to face the creature in single combat. If assigned, Saitoro becomes injured (-2 Elements to all domains, increased chance of death in future turns), but manages to fight the screamer off. In the future, the creature will be significantly weaker. He doesn't remember the specifics of the screamer; only the damage to his flesh and cloth.[/ic]

[ic=A Point-Blank Shot]Private, Crisis, Blood
Location: The Æther

Requirement: Saitoro must have been assigned to A Long Shot, A True Shot, or both.

Saitoro decides to strike the creature with another arrow as it approaches. If Saitoro is assigned and he has not hit the screamer with an arrow this turn, he becomes re-assigned to Struck Down, and additionally loses his longbow. He doesn't remember if he even hit the thing. If he is assigned and he had hit the screamer, the screamer flees, but in the future it will (always) be more difficult to injure.[/ic]

[ic=Touhi]Private, Crisis, Smoke
Location: The Æther

Requirement: Saitoro must have been assigned to Mind Flight, Backslide, or Manifest Shelter.

Saitoro decides to run from the screamer, hiding if possible. If assigned to this event, the screamer will (always) be significantly more deadly unless it was previously hit with A True Shot. Despite catching glances of the thing, Saitoro cannot remember any details of being hunted.[/ic]

5.
Quote from: Simultaneous
If assigned to no event here, Saitoro will remain in the Æther for another turn. This is a potentially deadly choice (depending on the state of the screamer).

[ic=Breadcrumbs]Private, Opportunity, Dust
Location: The Æther

If assigned, Saitoro follows the breeze back to the Pod Tower.[/ic]

[ic=Behind Locked Doors]Private, Opportunity, Dust
Location: The Æther

If assigned, Saitoro follows a new breeze. Next turn he'll find himself in a new location, still separated from the group, but safe.[/ic]

[ic=Out of Thin Air]Private, Opportunity, Dust
Location: The Æther

If assigned, Saitoro follows a new breeze. Next turn he'll find himself in a new location, (probably) re-united with the group (with whatever that brings).[/ic]

[/spoiler]

Title: Re: City of the Chosen: Turn 2 Events (Update Incoming)
Post by: Raelifin on April 19, 2013, 04:53:17 PM
Quote from: Character-Specific Knowledge and Events
[spoiler=Juliet]
[ic=Amplification]You continue to ignore the others. They share their little stories, and you silently listen. But your attention is focused primarily on the disk you recovered from the pod. You turn it over in your hands, getting used to its shape. The rune on the center continues to glow but remains enigmatic as ever. On a whim you try accelerating yourself with the disk in hand, and that certainly has an effect. You immediately feel sluggish, as though your reflexes were *worse* than normal. Your energy seems to flow into the disk, which starts to heat up in your hand. You stop your little experiment, satisfied that you can use the artifact if needed.[/ic]

[ooc=Crimson Disk]
Small Size

When assigned to an event, the disk siphons all Blood elements from all characters present, making everyone slow, somewhat weaker, and cautious.The disk gains one charge for each Blood element drained. The disk has other functions, which have yet to be discovered.[/ooc]

Juliet now has 1 Superhuman Development token.
Juliet is now suspicious.
Olga Surikov's loyalty towards you is now 1, but she is not your ally.
Juliet has absorbed 1 pod of unknown goop.
Juliet still has a Crimson Disk.

[spoiler=Events]
1.
[ic=Kixthish Dreams]Private, Opportunity, Dust
Location: Spiral Hall

Requirement: Only player characters who have recently been exposed to a kixthish overload may be assigned to this event.

When you assign a character to this event, select three things:
* An element (Blood, Iron, Dust, Smoke, Frost)
* A type; either Artifact, Location, or Event
* A danger level; either Safe or Dangerous

Your character has a dream about something of the selected type and element. Next turn (usually), their dream will become reality.[/ic]

2.
Quote from: Simultaneous
[ic=Run Up]Public, Crisis, Iron
Location: Spiral Hall

Assigned characters attempt to escape the building by going up the spiral hall. They reach the honeycomb chamber (and gain knowledge of it) but are forced back down the hall by the replicas. For each assigned character that has a weapon, destroy one replica.

If another character is assigned (by any player) to investigate the control room, characters assigned to this event follow them and barricade themselves in the control room. This un-assigns this character to all combat events this turn but most other events this turn are abstracted to work with either path.) Characters that are unassigned to a combat event take a moment to rest instead.[/ic]

[ic=Run Down]Public, Crisis, Iron
Location: Spiral Hall
Default. (Characters not assigned to any other events simultaneous to this one must be assigned here.)

Assigned characters attempt to escape the building by going down the spiral hall. They reach the balcony of shards without incident.[/ic]

3.
[ic=Hold Them Back!]
Public, Crisis, Iron, Cooperative, Combat
Location: Spiral Hall

Assigned characters do their best to fight off the feral replicas. This event is cooperative, but is treated as a competition between all characters assigned and 6 random replicas minus any replicas destroyed earlier. Replicas have the same *mundane* traits and items as their counterparts but do not have any superhuman abilities (mundane traits granted by the Faceted power are absent). This competition is potentially fatal. Regardless of outcome, surviving chosen are forced to flee from the mob's reinforcements. Remember that characters with weapons should specify which weapon they are assigning to this event (or none if they so choose).

Hong Gyeong-su is automatically assigned to this event. Unlike most crises, there is no penalty to neglecting this event except perhaps that it puts Gyeong-su (and anyone else assigned) in more danger, and may have longer-term consequences.

Any surviving characters assigned to this event that have superhuman traits that grant bonus elements in combat receive one superhuman development token.

Challenge Domains: Combat, Strength, Melee Combat, Ranged Combat

Blood outcome: Roll a six-sided die, adding blood and subtracting the iron of *all characters*. On a 1, the battle ends in a stalemate with only minor damage to participants. For each two points above 0 (2,4,6...), a random character in the winning group damages a random character in a losing group (a replica for this event). For every four points above 1 (5,9...) a random character in the winning group is damaged by a random character in a losing group. This outcome cannot damage a single character more than once.

Iron and Smoke outcome: The winners evade and block the attacks of their foes, launching counterattacks. A random winning character deals damage to a random losing character.

Dust and Frost outcome: The winners of this event strike a critical blow against their opponents, but leave themselves open in the process. The winning character with the most deadly weapon deals damage to the losing character with the most deadly weapon. Then, if there are any losing characters who are uninjured, one of them deals damage to a random winning character with -1 deadliness.

Tie outcome: A random character from each group deals damage to a random character from another group. (So if there are two groups, like in the fight against the replicas, one character from both groups would deal damage to a random character from the other group).

For this event, damage is handled as follows: Roll 1d4 and add the deadliness of the weapons of the character dealing damage. On a damage roll of 0 or lower nothing happens, on a 1-2 the victim is injured (-2 Elements to all domains, increased chance of death in future turns), on a 3-4 the victim is severely injured (cannot be assigned to events, likely to die unless tended to), on a 5+ the victim dies.
Seriously Injured characters are pulled to safety by their peers, if possible.
[/ic]

4.
[ic=To Safety!]
Public, Crisis, Blood
Location: Balcony of Shards or Control Room (situational)

Requirement: Only characters assigned to Let's Get Out Of Here! on turn 2 may be assigned to this event.

Assigned characters flee from the mob. Thanks to their focus on safety and a little luck, they are successful. Characters on the Balcony of Shards assigned to this event enter The Wooden Workshop (and gain knowledge of it). Otherwise they are forced onto Blackslime Bridge (and gain knowledge of the Vision Chamber and Dead End). Characters assigned here cannot be assigned to any events taking place on Blackslime Bridge this turn.[/ic]

5.
Quote from: Simultaneous
[ic=Find an Exit]
Public, Opportunity, Smoke
Location: Dead End, Wooden Workshop, or Tower Control Room (situational)

Assigned characters look for a way out of their situation that does not involve going back through the replica mob. Unknown effect.
[/ic]

[ic=Hold the Bridge!]
Public, Crisis, Iron, Cooperative, Combat
Location: Blackslime Bridge

Olga is automatically assigned to this event.

Assigned characters work to hold off the replicas on the bridge. The constrained space means that only one warrior from each side can do combat at once. If multiple characters are assigned, the assigning players may specify an order. If no order is specified it is chosen randomly. The first character in the group engages in the following competition with a random replica. The results of the contest involve one of the participants being eliminated. Another contest then occurs between the survivor and the next member of the other group. Whenever survivor defeats 3 foes, they get -1 Blood for all future contests in this event. If 9 replicas, minus the number of previously destroyed replicas, are defeated then they retreat to the balcony. If they are not defeated than all characters that might've been assigned to this event must withstand an unknown attack (potentially fatal; not good).

The loyalty of all NPCs that have access to Blackslime Bridge (including Olga and Gyeong-su) goes up by 1 to all players who assign characters to Hold the Bridge! Characters assigned to Hold the Bridge! who posses a superhuman trait that gives elements in the Combat domain receive a superhuman development token unless they were also assigned to Hold Them Back!

Challenge Domains: Combat, Endurance, Melee Combat, Ranged Combat

Blood, Iron, and Frost outcome: The opposing character becomes injured and falls off the bridge (unknown effect).

Tie outcome: The replica is slain, but the human is injured and forced to retreat, letting the next character defend.[/ic]

[ic=A Leap Of Faith]
Public, Opportunity, Blood, Combat
Location: Blackslime Bridge

Requirement: Only Juliet can be assigned to this event.

If Juliet is injured or ended up somewhere other than Blackslime Bridge, this event is disrupted.

If assigned, Juliet is treated as having been assigned to Hold the Bridge! (including all benefits) but she is treated as having the highest priority and she automatically gets a victorious outcome in her first fight. Recognizing that the slime is the same goop that was in the pod, and that it didn't hurt her, she intentionally slips and falls off the bridge after the first victory. This will remove her from future danger this turn and will significantly increase her power but will remove her from the rest of the group (unless someone is beaten on the bridge).
[/ic]

[ic=It's Mine!]
Public, Opportunity, Iron, Competitive
Location: Vision Chamber, Wooden Workshop, or Tower Control Room (situational)

There is a potentially dangerous artifact in the room that only one character can obtain. Assigned characters attempt to obtain the artifact (despite any danger) before other characters. This event has essentially three competitions, one for each room. Characters assigned here that are in different locations do not compete. If your kixthish dream this turn was about an artifact and your character obtains an artifact through this event, it will be the artifact you dreamed of.

Challenge domains: Combat, Skill

Blood outcome: A random character from this group obtains the artifact.

Tie outcome: A random character obtains the artifact.

Neglect outcome: Nobody obtains the artifact this turn.[/ic]
[/spoiler]

[ooc=Events Summary]This is a new feature I'm including with briefings. No new information is presented here, but it may help people get their heads around the decisions of the turn so that they can post assignments more quickly.

1. Decide what kind of thing you want to dream about.
2. Decide whether to try and get into the control room (will require another player) by going up or stay with the NPCs by going down.
3. Decide whether to risk fighting the replicas.
4. Decide whether to stick with the NPCs and gain access to the bridge, or take the safer option.
5. Decide whether to fight (maybe fall off the bridge), try and take another early artifact, or investigate escape routes.

Don't forget! Roleplaying your character will help me tailor the world/events to her. You can roleplay events from last turn as well as this turn, and communicate about what to do this turn with your fellow players. (I understand you've been busy, too. No stress.)[/ooc]

[/spoiler]

[spoiler=Bastien Mcgregor]
[ic=Concession]Alright. You get the point. Clearly Layla's surprise attack was convincing, and so you back her up. It's better to have one leader than to fracture the group and turn people against each-other. Only Gyeong-su seems resistant to acknowledging Layla, or you for that matter.

Still, he'll come around in time. You just know it.[/ic]

[ic=Emergency]When the voice sounds, you seem to be the only one who doesn't immediately panic. Sure, it sounds bad, but that just means it's more important to be prepared. You follow the group as they exit the tower though the strange door, but let others take the lead.[/ic]

Bastien has 1 Superhuman Development token.
Olga Surikov's loyalty towards you is now 2, but she is not your ally.
Hong Gyeong-su's loyalty towards you is now 2, but he is not your ally.

(Gyeong-su was targeted by another player last turn, too, keeping his loyalty tied. If you had used the controlled facet rather than the wise facet when talking to him, then your Natural Leader trait would've improved his loyalty to the point where he'd ally with you. Just something to keep in mind.)

[spoiler=Events]
1.
[ic=Kixthish Dreams]Private, Opportunity, Dust
Location: Spiral Hall

Requirement: Only player characters who have recently been exposed to a kixthish overload may be assigned to this event.

When you assign a character to this event, select three things:
* An element (Blood, Iron, Dust, Smoke, Frost)
* A type; either Artifact, Location, or Event
* A danger level; either Safe or Dangerous

Your character has a dream about something of the selected type and element. Next turn (usually), their dream will become reality.[/ic]

2.
Quote from: Simultaneous
[ic=Run Up]Public, Crisis, Iron
Location: Spiral Hall

Assigned characters attempt to escape the building by going up the spiral hall. They reach the honeycomb chamber (and gain knowledge of it) but are forced back down the hall by the replicas. For each assigned character that has a weapon, destroy one replica.

If another character is assigned (by any player) to investigate the control room, characters assigned to this event follow them and barricade themselves in the control room. This un-assigns this character to all combat events this turn but all other events this turn are abstracted to work with either path.) Characters that are unassigned to a combat event take a moment to rest instead.[/ic]

[ic=Explore the Control Room]Public, Opportunity, Iron
Location: Spiral Hall

Requirement: Only characters assigned to We Need To Prepare! on turn 2 may be assigned to this event.

Assigned characters keep a level head and explore the control room (gaining knowledge of it). As part of this exploration they learn how to lock the door. If any character is assigned here, characters that are assigned to Run Up retreat to the control room instead of having to run all the way down the hall to the balcony. This un-assigns such characters to all combat events this turn but all other events this turn are abstracted to work with either path.) Characters that are unassigned to a combat event take a moment to rest instead.[/ic]

[ic=Run Down]Public, Crisis, Iron
Location: Spiral Hall
Default. (Characters not assigned to any other events simultaneous to this one must be assigned here.)

Assigned characters attempt to escape the building by going down the spiral hall. They reach the balcony of shards without incident.[/ic]

3.
[ic=Hold Them Back!]
Public, Crisis, Iron, Cooperative, Combat
Location: Spiral Hall

Assigned characters do their best to fight off the feral replicas. This event is cooperative, but is treated as a competition between all characters assigned and 6 random replicas minus any replicas destroyed earlier. Replicas have the same *mundane* traits and items as their counterparts but do not have any superhuman abilities (mundane traits granted by the Faceted power are absent). This competition is potentially fatal. Regardless of outcome, surviving chosen are forced to flee from the mob's reinforcements. Remember that characters with weapons should specify which weapon they are assigning to this event (or none if they so choose).

Hong Gyeong-su is automatically assigned to this event. Unlike most crises, there is no penalty to neglecting this event except perhaps that it puts Gyeong-su (and anyone else assigned) in more danger, and may have longer-term consequences.

Any surviving characters assigned to this event that have superhuman traits that grant bonus elements in combat receive one superhuman development token.

Challenge Domains: Combat, Strength, Melee Combat, Ranged Combat

Blood outcome: Roll a six-sided die, adding blood and subtracting the iron of *all characters*. On a 1, the battle ends in a stalemate with only minor damage to participants. For each two points above 0 (2,4,6...), a random character in the winning group damages a random character in a losing group (a replica for this event). For every four points above 1 (5,9...) a random character in the winning group is damaged by a random character in a losing group. This outcome cannot damage a single character more than once.

Iron and Smoke outcome: The winners evade and block the attacks of their foes, launching counterattacks. A random winning character deals damage to a random losing character.

Dust and Frost outcome: The winners of this event strike a critical blow against their opponents, but leave themselves open in the process. The winning character with the most deadly weapon deals damage to the losing character with the most deadly weapon. Then, if there are any losing characters who are uninjured, one of them deals damage to a random winning character with -1 deadliness.

Tie outcome: A random character from each group deals damage to a random character from another group. (So if there are two groups, like in the fight against the replicas, one character from both groups would deal damage to a random character from the other group).

For this event, damage is handled as follows: Roll 1d4 and add the deadliness of the weapons of the character dealing damage. On a damage roll of 0 or lower nothing happens, on a 1-2 the victim is injured (-2 Elements to all domains, increased chance of death in future turns), on a 3-4 the victim is severely injured (cannot be assigned to events, likely to die unless tended to), on a 5+ the victim dies.
Seriously Injured characters are pulled to safety by their peers, if possible.
[/ic]

4.
[ic=Mysterious Machines]
Public, Crisis, Iron
Location: Balcony of Shards or Control Room (situational)

Requirement: Only characters assigned to We Need To Prepare! on turn 2 may be assigned to this event.

If the assigned character is in the control room, they learn to operate the machines there. If they are not in the control room then they enter the strange craft and attempt to activate any mechanisms within it. (Unknown effect.) In either case, characters assigned to this event cannot be assigned to future events this turn.[/ic]

5.
Quote from: Simultaneous
[ic=Find an Exit]
Public, Opportunity, Smoke
Location: Dead End, Wooden Workshop, or Tower Control Room (situational)

Assigned characters look for a way out of their situation that does not involve going back through the replica mob. Unknown effect.
[/ic]

[ic=Hold the Bridge!]
Public, Crisis, Iron, Cooperative, Combat
Location: Blackslime Bridge

Olga is automatically assigned to this event.

Assigned characters work to hold off the replicas on the bridge. The constrained space means that only one warrior from each side can do combat at once. If multiple characters are assigned, the assigning players may specify an order. If no order is specified it is chosen randomly. The first character in the group engages in the following competition with a random replica. The results of the contest involve one of the participants being eliminated. Another contest then occurs between the survivor and the next member of the other group. Whenever survivor defeats 3 foes, they get -1 Blood for all future contests in this event. If 9 replicas, minus the number of previously destroyed replicas, are defeated then they retreat to the balcony. If they are not defeated than all characters that might've been assigned to this event must withstand an unknown attack (potentially fatal; not good).

The loyalty of all NPCs that have access to Blackslime Bridge (including Olga and Gyeong-su) goes up by 1 to all players who assign characters to Hold the Bridge! Characters assigned to Hold the Bridge! who posses a superhuman trait that gives elements in the Combat domain receive a superhuman development token unless they were also assigned to Hold Them Back!

Challenge Domains: Combat, Endurance, Melee Combat, Ranged Combat

Blood, Iron, and Frost outcome: The opposing character becomes injured and falls off the bridge (unknown effect).

Tie outcome: The replica is slain, but the human is injured and forced to retreat, letting the next character defend.[/ic]

[ic=It's Mine!]
Public, Opportunity, Iron, Competitive
Location: Vision Chamber, Wooden Workshop, or Tower Control Room (situational)

There is a potentially dangerous artifact in the room that only one character can obtain. Assigned characters attempt to obtain the artifact (despite any danger) before other characters. This event has essentially three competitions, one for each room. Characters assigned here that are in different locations do not compete. If your kixthish dream this turn was about an artifact and your character obtains an artifact through this event, it will be the artifact you dreamed of.

Challenge domains: Combat, Skill

Blood outcome: A random character from this group obtains the artifact.

Tie outcome: A random character obtains the artifact.

Neglect outcome: Nobody obtains the artifact this turn.[/ic]
[/spoiler]

[ooc=Events Summary]This is a new feature I'm including with briefings. No new information is presented here, but it may help people get their heads around the decisions of the turn so that they can post assignments more quickly.

1. Decide what kind of thing you want to dream about.
2. Decide whether you want to go to the control room or to the balcony. If you go to the control room you may be able to bring other characters with you, depending on the assignments of other players.
3. If you don't go to the control room then you need to decide whether to risk fighting the replicas.
4. Decide whether to risk exploring the craft/control room machines.
5. If you don't explore in timeslot 4, you need to decide whether to defend the NPCs from the replicas or whether to seek an exit (in either the control room or the dead end over the bridge) or whether to try and snag an early artifact. If you do defend the bridge, you'll need to decide whether to risk the increased loyalty from the controlled facet or the increased stats from the feral facet.

Aside: Thanks for taking the initiative in the roleplaying thread. I only wish that the other players were more responsive. :([/ooc]

[/spoiler]

[spoiler=John Dante]
[ic=Medicine Man]The old injun is fun to listen to. He weaves this great story about being on a journey from some forest to the land of the dead when he was chosen. Oryx eats it up, and clearly likes the old man. Jéssica chastises both of you for not being more suspicious of someone who's obviously a practiced liar saying that he doesn't have a power. Layla, being a telepath, probably knows what he's got, but you certainly don't.[/ic]

[ic=Emily White]Jéssica spends some time chatting with Emily about Australia, but the Indian woman, Mary, interrupts her and starts talking about how great Layla is. Though Emily likes Jéssica, and would probably trust John, she sticks with the group and follows Layla for now.[/ic]

Jéssica da Flor de Seda's loyalty to you is 1 and she is your ally.
Oryx the Exile's loyalty to you is 2 and he is your ally.
Emily White's loyalty to you is 1 but she is not your ally.
Oryx has one knowledge token.

[spoiler=Events]
1.
[ic=Kixthish Dreams]Private, Opportunity, Dust
Location: Spiral Hall

Requirement: Only player characters who have recently been exposed to a kixthish overload may be assigned to this event.

When you assign a character to this event, select three things:
* An element (Blood, Iron, Dust, Smoke, Frost)
* A type; either Artifact, Location, or Event
* A danger level; either Safe or Dangerous

Your character has a dream about something of the selected type and element. Next turn (usually), their dream will become reality.[/ic]

2.
Quote from: Simultaneous
[ic=Run Up]Public, Crisis, Iron
Location: Spiral Hall

Assigned characters attempt to escape the building by going up the spiral hall. They reach the honeycomb chamber (and gain knowledge of it) but are forced back down the hall by the replicas. For each assigned character that has a weapon, destroy one replica.

If another character is assigned (by any player) to investigate the control room, characters assigned to this event follow them and barricade themselves in the control room. This un-assigns this character to all combat events this turn but all other events this turn are abstracted to work with either path.) Characters that are unassigned to a combat event take a moment to rest instead.[/ic]

[ic=Run Down]Public, Crisis, Iron
Location: Spiral Hall
Default. (Characters not assigned to any other events simultaneous to this one must be assigned here.)

Assigned characters attempt to escape the building by going down the spiral hall. They reach the balcony of shards without incident.[/ic]

3.
[ic=Hold Them Back!]
Public, Crisis, Iron, Cooperative, Combat
Location: Spiral Hall

Assigned characters do their best to fight off the feral replicas. This event is cooperative, but is treated as a competition between all characters assigned and 6 random replicas minus any replicas destroyed earlier. Replicas have the same *mundane* traits and items as their counterparts but do not have any superhuman abilities (mundane traits granted by the Faceted power are absent). This competition is potentially fatal. Regardless of outcome, surviving chosen are forced to flee from the mob's reinforcements. Remember that characters with weapons should specify which weapon they are assigning to this event (or none if they so choose).

Hong Gyeong-su is automatically assigned to this event. Unlike most crises, there is no penalty to neglecting this event except perhaps that it puts Gyeong-su (and anyone else assigned) in more danger, and may have longer-term consequences.

Any surviving characters assigned to this event that have superhuman traits that grant bonus elements in combat receive one superhuman development token.

Challenge Domains: Combat, Strength, Melee Combat, Ranged Combat

Blood outcome: Roll a six-sided die, adding blood and subtracting the iron of *all characters*. On a 1, the battle ends in a stalemate with only minor damage to participants. For each two points above 0 (2,4,6...), a random character in the winning group damages a random character in a losing group (a replica for this event). For every four points above 1 (5,9...) a random character in the winning group is damaged by a random character in a losing group. This outcome cannot damage a single character more than once.

Iron and Smoke outcome: The winners evade and block the attacks of their foes, launching counterattacks. A random winning character deals damage to a random losing character.

Dust and Frost outcome: The winners of this event strike a critical blow against their opponents, but leave themselves open in the process. The winning character with the most deadly weapon deals damage to the losing character with the most deadly weapon. Then, if there are any losing characters who are uninjured, one of them deals damage to a random winning character with -1 deadliness.

Tie outcome: A random character from each group deals damage to a random character from another group. (So if there are two groups, like in the fight against the replicas, one character from both groups would deal damage to a random character from the other group).

For this event, damage is handled as follows: Roll 1d4 and add the deadliness of the weapons of the character dealing damage. On a damage roll of 0 or lower nothing happens, on a 1-2 the victim is injured (-2 Elements to all domains, increased chance of death in future turns), on a 3-4 the victim is severely injured (cannot be assigned to events, likely to die unless tended to), on a 5+ the victim dies.
Seriously Injured characters are pulled to safety by their peers, if possible.
[/ic]

4.
[ic=To Safety!]
Public, Crisis, Blood
Location: Balcony of Shards

Requirement: Only characters assigned to Let's Get Out Of Here! on turn 2 may be assigned to this event.

Assigned characters flee from the mob. Thanks to their focus on safety and a little luck, they are successful. Characters on the Balcony of Shards assigned to this event enter The Wooden Workshop (and gain knowledge of it). Otherwise they are forced onto Blackslime Bridge (and gain knowledge of the Vision Chamber and Dead End). Characters assigned here cannot be assigned to any events taking place on Blackslime Bridge this turn.[/ic]

5.
Quote from: Simultaneous
[ic=Find an Exit]
Public, Opportunity, Smoke
Location: Dead End, Wooden Workshop, or Tower Control Room (situational)

Assigned characters look for a way out of their situation that does not involve going back through the replica mob. Unknown effect.
[/ic]

[ic=Hold the Bridge!]
Public, Crisis, Iron, Cooperative, Combat
Location: Blackslime Bridge

Olga is automatically assigned to this event.

Assigned characters work to hold off the replicas on the bridge. The constrained space means that only one warrior from each side can do combat at once. If multiple characters are assigned, the assigning players may specify an order. If no order is specified it is chosen randomly. The first character in the group engages in the following competition with a random replica. The results of the contest involve one of the participants being eliminated. Another contest then occurs between the survivor and the next member of the other group. Whenever survivor defeats 3 foes, they get -1 Blood for all future contests in this event. If 9 replicas, minus the number of previously destroyed replicas, are defeated then they retreat to the balcony. If they are not defeated than all characters that might've been assigned to this event must withstand an unknown attack (potentially fatal; not good).

The loyalty of all NPCs that have access to Blackslime Bridge (including Olga and Gyeong-su) goes up by 1 to all players who assign characters to Hold the Bridge! Characters assigned to Hold the Bridge! who posses a superhuman trait that gives elements in the Combat domain receive a superhuman development token unless they were also assigned to Hold Them Back!

Challenge Domains: Combat, Endurance, Melee Combat, Ranged Combat

Blood, Iron, and Frost outcome: The opposing character becomes injured and falls off the bridge (unknown effect).

Tie outcome: The replica is slain, but the human is injured and forced to retreat, letting the next character defend.[/ic]

[ic=It's Mine!]
Public, Opportunity, Iron, Competitive
Location: Vision Chamber, Wooden Workshop, or Tower Control Room (situational)

There is a potentially dangerous artifact in the room that only one character can obtain. Assigned characters attempt to obtain the artifact (despite any danger) before other characters. This event has essentially three competitions, one for each room. Characters assigned here that are in different locations do not compete. If your kixthish dream this turn was about an artifact and your character obtains an artifact through this event, it will be the artifact you dreamed of.

Challenge domains: Combat, Skill

Blood outcome: A random character from this group obtains the artifact.

Tie outcome: A random character obtains the artifact.

Neglect outcome: Nobody obtains the artifact this turn.[/ic]
[/spoiler]

[ooc=Events Summary]This is a new feature I'm including with briefings. No new information is presented here, but it may help people get their heads around the decisions of the turn so that they can post assignments more quickly.

1. Decide what kind of thing you want John to dream about.
2. Decide whether to try and get into the control room (will require another player) by going up or stay with the NPCs by going down.
3. Decide whether to risk fighting the replicas. John and Oryx are strong enough (especially if you use your gun/bullets) that you could probably do massive damage if you assigned them, but it might impose some collateral damage to have that much Blood going around.
4. Decide whether to stick with the NPCs and gain access to the bridge, or take the safer option.
5. Decide whether to fight on the bridge, try and take an early artifact, or investigate escape routes.

Don't forget! Jéssica can be assigned to simultaneous events! This means she can theoretically go to all the locations this turn, and maybe even get all three potential artifacts! Be careful, though; if you assign her to Blackslime Bridge and there aren't enough defenders to hold off the replicas, she could become injured (and this would propagate to all her clones).

Don't forget! Roleplaying your characters will help me tailor the world/events to them. You can roleplay events from last turn as well as this turn, and communicate about what to do this turn with your fellow players. (Aside: I had the lightning power hurt John when he used it one turn 1, but it's up to you whether he's hurt whenever he uses it, or whether he learns to avoid the pain.)[/ooc]

[/spoiler]

Title: Re: City of the Chosen: Turn 3 Events (Assignments due April 24th)
Post by: TheMeanestGuest on April 19, 2013, 08:12:46 PM
[spoiler=Event Assignments, Turn Three]1. Kixthish Dreams / The dream Juliet has is Blood On Her Hands as in the roleplaying thread, I hope that's ok. You can make of it whatever you think is best from a narrative and character standpoint. [Element: Blood, Type: Event (Juliet's Death), Danger: Significant]
2. Run Down
3. None
4. None
5. A Leap of Faith / Juliet will assign her knife. She will not assign her Crimson Disc.[/spoiler]
Title: Re: City of the Chosen: Turn 3 Events (Assignments due April 24th)
Post by: Xathan on April 22, 2013, 11:37:04 AM
[spoiler=John Dante Assignments]
1) Kixthish Dreams (Will attempt to write one out later, for now:
Element; Iron
Artifact
Dangerous
2) Run Up! (Jessica Only) Run Down (Jessica, Oryx, and John)
3) Hold Them Back! (All 3) (John is going to experiment with his new electrical power here, since he's not sure he's ever going to get more bullets and isn't sure if it's going to get worse or not. It will still be uncomfortable to use, but not physically painful)
4) To Safety! (Jessica) - As with Run Up!, Jessica's role here is basically Recon, to see what exactly that leads to. Unless otherwise stated, ONE of her is always with John and Oryx.
5) -Find an Exit (Jessica)
-Hold the Bridge! (John and Oryx, the former of which who will use his handgun at this point if anyone sustained injury during Hold Them Back!. Jessica will NOT be involved in Hold the Bridge
-It's Mine! (Jessica, Jessica, Jessica) - If I have a chance for us to get all three...[/spoiler]
Title: Re: City of the Chosen: Turn 3 Events (Assignments due April 24th)
Post by: BasnetI on April 22, 2013, 01:38:33 PM
[spoiler=Bastien Assignments, Turn 3]
1. kixthish Dream: Wise Facet (kixthish dream posted on RP)
Dust
Artifact/Location (up to you, I like surprises)
Danger level= Random
2. Run Up (Nameless Sword) Feral Facet
3. Hold Them Back (Nameless Sword) Controlled Facet
4. None
5. Hold The Bridge (Nameless Sword) Controlled Facet[/spoiler]
Title: Re: City of the Chosen: Turn 3 Events (Assignments due April 26th)
Post by: HippopotamusDundee on April 25, 2013, 12:21:51 AM
[spoiler=Saitoro Assignments, Turn 3]
1. Mind Flight
3. A True Shot
4. Blood and Rags
5. Behind Locked Doors
[/spoilers]
Title: Re: City of the Chosen: Turn 3 Events (Update In progress)
Post by: Raelifin on April 30, 2013, 05:55:12 PM
TURN 4 - Wounds
This turn will take 2.5 hours of in-game time.
Soundtrack (http://www.listenonrepeat.com/watch/?v=BHP9oMR9FvI)

[ic=Without Leadership]The chosen pulled themselves up from the floor, energized by the strange dreams of the "kixthish"; all except Layla al-Zakiyya, who would not awaken. Juliet and John Dante led the way down the hall, with the Medicine Man carrying the limp form of the telepath. Jéssica and Bastien alone went the opposite direction. There they encountered the replicas.

The shadow-eyed clone of Oryx leapt upon Bastien, but ended up impaled on the Englishman's sword. As the replica vanished into smoke, Bastien and Jéssica fled back down to the balcony with a horde of replicas on their heels.

Many looked to Layla at that moment, but she was still unconscious. John and his new friends, Jéssica and Oryx, along with Bastien and Gyeong-su, stood to hold back the creatures as the others fled.[/ic]

[ic=Storm]Bolts of electricity filled the air on that strange balcony, and the swords of Gyeong-su and Bastien seemed to glow from John's lightning. Oryx howled a ferocious cry and lept into the fray, soon followed by battle cries from the others.

Out of the fray stumbled two Jéssicas, locked in hand to hand combat. John rushed over to save the damsel in distress, but couldn't figure out which was real, in the chaos. As he tried to pull them apart, the shadow Jéssica savaged his left wrist with her teeth, releasing a spray of blood. He blasted the false woman, and helped the real Jéssica to her feet, averting his eyes as she adjusted her torn dress.

Bastien and Gyeong-su fought with skill and precision, holding back the replicas with trained strikes. Soon Bastien found himself giving commands to the older man, but it worked out well. The two had a kind of synergy in combat.

And then Oryx came. Where the two men held off the crowd, Oryx lept in. The replicas were monsters, but Oryx was a more terrifying monster. With a single hand he would grab one and hurl it into the others. He would leap five meters into the air with an enraged scream and come slamming down like a stone amidst his foes. The stone knife in his hand served more like a claw than a weapon, and he would often grapple his foes rather than stand at a distance. In one such engagement he tackled a copy of Bastien and struck him in the face with a headbutt so fiercely that the replica disintegrated right there.

Unfortunately, the ferocity of Oryx was not perfectly directed. As the replicas fell back, the enraged boy launched himself at the real Bastien and Gyeong-su. He slipped past Bastien's sword and sliced a gash in his chest. Kicking off Bastien (and sending him to the ground), Oryx lunged at Gyeong-su, striking him squarely in the face with his elbow. The old soldier simply dropped his sword, caught the boy and yelled "I AM REAL, MORON", his face apparently undamaged by the blow.

Oryx seemed to snap out of his rage then, and he retreated down where the others had gone without a word.[/ic]

[ic=The Bridge]With most of the warriors sustaining mild injuries, they were glad to see Juliet and Olga ready to defend the bridge across the green, fog-filled room. Olga readied her rifle while Juliet crouched in a fighting stance, blade in hand.

The fog made it hard to see, but as the replicas came pouring in, cackling their mad cries as always, Juliet struck with a viscous slice, sending the first clone plummeting into the slime. But only a second later she was also thrown off. Olga fired into the mist, but failed to hit her target. On came a clone of Bastien Mcgregor, wielding his unorthodox long-blade. More shots fired out, but none could connect. The false Bastien slashed at Olga, and she too fell into the slime.

Bastien cried out, unwilling to see more people hurt by some perverse copy of himself, as he strode out onto the front-lines, he seemed a champion of the people, and many wondered why they had chosen the unconscious girl over this handsome hero. His blade met that of his duplicate, and for many seconds they were caught in a viscous duel. Each of their strikes were parried, as both seemed to know exactly when and how the other would attack. Eventually, however, the real Bastien grew tired, still winded from fighting on the balcony. The false creature seized the chance, and tripped Bastien, sending him down.

Oryx and John came forward, as Gyeong-su tried to help the others find some escape route. Oryx stopped John, and forced him back. With a roar, the African boy charged forward, bare feet slapping on the strange metal. Like a buffalo or bull he launched himself head-on at the fake Bastien and the cackling replicas behind him.

Bastien held his sword out like a spear, bracing for the impact, but Oryx didn't keep running. He leapt completely over his enemy, and landed atop the surprised replicas on the far side. Grabbing a copy of Emily White by the arm, he swung her in one hand like a great flail, knocking the false Bastien and several other Replicas off the bridge. His human-flail soon exploded in the characteristic smoke, and so Oryx roared again, daring someone to come forward.

None came. The false-chosen did not cackle or scream, but instead ran from Oryx in silent fear.

Relief flowed through the room. They had won, but with Juliet, Olga, and Bastien swallowed up by the black goop, Layla the telepath being unconscious, and Jens and Saitoro seemingly vanished, how long would they last?[/ic]

[ic=The Vision Chamber]One of the doors from the Blackslime Bridge leads into a relatively small room with no other exits. The floor is slanted, as is the ceiling. The walls are bowed, too, making the chamber akin to a symetric, 4-sided polyhedron with curved surfaces. The walls, ceiling, and floor come together to a point on the left and right sides of the room. At its widest, the room is probably four meters across.

Patterns of white light are etched into the far wall, and since the walls, ceiling, and floor of the chamber appear to be made of yellow stone, the chamber has a very warm, bright, feeling to it.

In the exact center of the room is an orb that appears to be made of solid gold, floating in mid-air. About 50cm in diameter, the sphere is perfectly smooth and appears to have no function. As one enters the room, the patterns on the far wall combined with the floating golden sphere and the curvature of the room make the shape and appearance of a great white and gold eye.

Since the room is mostly featureless and has no other exits, most of the chosen quickly abandon it, and focus attention elsewhere.[/ic]

Quote from: DestinyOn this turn and future turns there will be a set of destinies. Achieving a destiny represents a major reward, power-boost, or goal. (They will be comparable in power to a superhuman trait, in addition to any side-effects of achieving the destiny.) Some destinies are more "unique" than others, meaning they're only really achievable by one player. Others are easily achievable by multiple players.

Destinies only apply to player characters! NPCs can meet much of the same prerequisites, and can assist you in reaching a destiny, but they cannot get the boosts.

All destinies are optional. When a player accumulates 3 progress points in a destiny, they will get events alowing them to achieve the destiny (and details about the mechanical effect of the destiny), but it will never be forced on them.

This set of destinies may grow or shrink as destinies are achieved and new paths appear. Players who roleplay are more likely to see destinies appear that fit their characters.

[ic=Hero of the Tribe]You met with the people of the city, and performed a great feat for them. They revere you as their champion, and place their hopes on you.[/ic]
[ic=Murderer]Tensions between you and another chosen kept building. It just wasn't sustainable. They had to die.[/ic]
[ic=Oracle]You've all had visions and perceptions, but this goes beyond that. You've aquired a perception of this place that brushes up against knowing the truth.[/ic]
[ic=True Leader]You've proven yourself time and again as a trustworthy and wise leader. Others recognize you as the clear and permenant leader of a faction of chosen.[/ic]
[ic=Builder]When others were wanting, you provided. Food, beds, spaces. These things you provided. Weapons. Walls. Everyone knows you're the person to see when something needs to be made.[/ic]
[ic=Badass]You've proven, time and again, that you're not one to be messed with. The other chosen fear you, and for good reason. You win fights, and sometimes you pick them. You get what you want, even if you don't have many friends.[/ic]
[ic=Monster]You didn't stay with the others. You dabbled in things you should've avoided. The city's darkness has seeped into you, and you've changed into something less than fully human.[/ic]
[ic=Sage]The places, devices, and occurances in the city are chaotic and strange, but not without laws. You've taken the time to study them, and you understand them and their function more than anyone.[/ic]
[ic=Protector of the Weak]While you may or may not be the best leader, the chosen understand that you are a person of honor and benevolence. You took care of those who needed help the most, and for it you are recognized as a paragon of protection.[/ic]
[ic=Augmented]The artifacts of the city did more than just help you. You became dependent on them, and learned their secrets in the process. You are now not fully human, but none deny your power.[/ic]
[ic=Connected]You met someone special. The bond, platonic or romantic, that you've forged with them will stand the test of time. To return to earth without them would be unacceptable.[/ic]

(http://raelifin.com/files/pics/map.png)

Publicly Known Locations:
Pod Tower (16 Pods)
Spiral Hall
Balcony of Shards (Strange Craft)
Blackslime Bridge (John Dante, Oryx, Jéssica, Layla, Mary, Emily, Rikki, Vitus, Medicine Man, Olga, and Gyeong-su at the start of Turn 4)
Vision Chamber (Jéssica at the start of Turn 4)

Mysterious Locations:
Honeycomb Chamber
Tower Control Room
Wooden Workshop
Dead End
The Æther

Alliances:
John Dante leads Jéssica and Oryx.
Layla al-Zakiyya leads Mary, Emily, Rikki, and Vitus.
Bastien Mcgregor leads Olga, Gyeong-su, and the Medicine Man.


All characters who do not have the Eternal trait gain one unhappiness token at the end of the turn if they do not find either Food, Water, Humans, or Shelter. All characters that are still injured at the end of the turn (i.e. did not bind wounds) gain an additional two unhappiness tokens.

Quote from: Character Specific Knowledge and Events
[spoiler=Layla]
[ic=Dreams]The kixthish seeps into your mind. You can feel it pressing down upon you. The dreams are vivid and yet you know they're dreams. Is it possible to dream within a dream? If this place, with its pods, patterns, and portals, is a dream, the kixthish propels it to far beyond any dream you can remember...

You stand atop a great machine. Two wooden wheels spin on either side, and lightning snaps and crackles continually in the chamber below. Smoke pours out one side of the machine in a great wave. Low and dark it slides along the floor. As it nears the room's exit, it begins to solidify into the shapes of men...

You grab the blade from the wall, frightened and alone. Howls and shrieks pound your ears. You gasp in pain as your neck spontaneously opens in a fountain of blood. The blade with the grip of a glove grows. It crawls up your arm, encasing your skin in cold metal. Up it climbs until you think it will swallow you whole...

Down into the goop. It sinks into you. What a wonderful feeling. You're free! Don't you see it?! Free![/ic]

[ic=Return]You drift back to consciousness. Mary of the Gond is holding your head like you were one of her own children. "Welcome back, al-Zakiyya. Much has happened while you slept."

The whispers of their thoughts fill your mind before you can block them out. Weak. Fragile. Young. The others have lost confidence in you, and many express regrets having not supported Bastien. You want to tell them about your dreams, and explain that you had no choice. The kixthish doesn't work the same way on telepaths and precogs as it does on others! But it'd be impossible to explain the source of your new knowledge. They'd simply trust you even less.

You soon learn that, despite having lost confidence in you, most of the women still treat you as leader. Only the Medicine Man seems to have left you, and he should be easy to work back under your thumb, if you so desired it. These people need leadership now, more than ever. It's time to prove that you have what it takes.[/ic]

All of your characters, except Rikki, have 1 unhappiness token.
Layla is still de facto leader. (All loyalty increases for you are bumped up by an additional +1. You gain +1 Frost in the political domain.)

Loyalty:
Mary: 2 (Ally)
Emily: 1 (Ally)
Vitus: 1 (Ally)
Rikki: 1 (Ally)
Olga: 1
Medicine Man: 1
Gyeong-su: 1

[spoiler=Events]
1.
[ic=Kixthish Dreams]Private, Opportunity, Dust
Location: None

Requirement: Only player characters who have recently been exposed to a kixthish overload may be assigned to this event.

When you assign a character to this event, select three things:
* An element (Blood, Iron, Dust, Smoke, Frost)
* A type; either Artifact, Location, or Event
* A danger level; either Safe or Dangerous

Your character has a dream about something of the selected type and element. Next turn (usually), their dream will become reality.[/ic]

2.
Quote from: Simultaneous
[ic=Knowledge From Afar]Private, Opportunity, Smoke
Location: None

Requirement: Only player characters with a superhuman mind trait of the Dust element who was recently exposed to a kixthish overload may be assigned to this event.

Your character sees many things across the city, granting you special knowledge. Additionally, you gain one progress point towards the Oracle destiny.[/ic]

[ic=Knowledge From Within]Private, Opportunity, Frost
Location: None

Requirement: Only player characters with a superhuman mind trait of the Dust element who was recently exposed to a kixthish overload may be assigned to this event.

Your character gains an improved sense of their own abilities, resulting in one Superhuman Development token.[/ic]

5.
Quote from: Simultaneous
[ic=Find an Exit]Public, Opportunity, Smoke
Location: Dead End or The Wooden Workshop (situational)

Assigned characters find an exit to their room that does not involve going back through the replica mob. If no characters are assigned here by any player, all future events that take place in locations that the characters didn't start in are disrupted. (Includes A Search.)[/ic]

[ic=Keep Us Safe]Public, Cooperative, Combat, Crisis, Iron
Location: Blackslime Bridge

Requirement: Only characters who started the turn on Blackslime bridge may be assigned to this event.

The replicas are afraid of Oryx, but still hungry for blood. Assigned characters compete against 2 replicas.
Due to the constrained nature of the bridge, each character assigned beyond the second imposes a -1 penalty on all elements. If Oryx and Gyeong-su are both assigned there is an additional -2 penalty on all elements due to infighting.
Challenge domains: Combat, Melee Combat, Ranged Combat, Strength

Blood, Smoke, Iron, and Frost outcome: The winner gains control of the bridge and The Vision Chamber. The losers are destroyed, if replicas, or injured, if humans. Losing humans who are already injured are killed. Characters who are Impervious avoid the damage upon loss.

Tie outcome: The replicas are destroyed, but one random human participant becomes injured. (Impervious characters are unhurt.)

Neglect outcome: The replicas disrupt all events at this timeslot besides Find an Exit in addition to gaining control of the Vision Chamber and the bridge.[/ic]

[ic=Re-assume Command]Public, Opportunity, Frost
Location: Blackslime Bridge

Requirement: Only Layla may be assigned here.

Layla begins to give orders, re-establishing herself as leader after her long sleep. All NPCs allied to you that are assigned to an event simultaneous to this one gain one loyalty to you.
[/ic]

[ic=A Personal Appeal]Public, Opportunity, Frost
Location: Blackslime Bridge

Requirement: Only Layla may be assigned here.

When Layla is assigned here, target any NPC that started the turn on Blackslime bridge. Layla approaches them and personally connects with them, and shows her appreciation for their support (whatever it might be). The loyalty of that NPC towards you increases by 2.[/ic]

[ic=Sew Dissent]Public, Opportunity, Frost, Competition, Attack
Location: Blackslime Bridge

When you assign characters here, target a *player*. This event is an attack, so that player's PC and allies are automatically assigned to defense. This event does not trigger the "Idealist" trait's drawback, but it does trigger the "Ambitious" trait's drawback.

Challenge domains: Social, Political

Blood, Iron, and Dust outcome: Nothing

Smoke and Frost outcome: All NPCs at this location reduce their loyalty to the loser by 1.

Tie outcome: All assigned NPCs reduce their loyalty to their leader by 1.[/ic]

[ic=Make Me A Wall]Public, Opportunity, Dust
Location: Blackslime Bridge

Requirement: Only characters with the conjuration trait may be assigned here.

Assigned characters conjure a wall to prevent movement across Blackslime Bridge. Replicas and humans without the ability to fly cannot cross the bridge unless one with construction tools first spends an hour tearing down the wall. This event does not disrupt the Keep Us Safe event, which happens simultaneously.[/ic]

8.
Quote from: Simultaneous
[ic=A Search]Public, Opportunity, Dust
Location: Varies

When you assign a character to this event, choose either Food, Water, Humans, Weapons, Shelter, or Artifacts. If four or more characters choose the same thing, they find what they're looking for. If seven or more choose the same thing, a permanent source and/or significantly better instance is located. Otherwise, anything that is chosen will be available to acquire (though scarce) on the following turn.

Characters need not be at the same location to be counted as searching for the same thing. The location of the source/instance will be based on where the majority of seekers are, with ties broken randomly.[/ic]

[ic=Explore the Æther]Private, Opportunity, Smoke
Location: Dead End

Requirement: Only characters on Blackslime Bridge at the start of this turn may be assigned here.

The assigned characters learn to move in an unexpected way, bringing them to a new, but dangerous, realm. Assigned characters will be attacked next turn, but also have an opportunity to travel to otherwise inaccessible places.[/ic]

[ic=Seize The Resources]Public, Opportunity, Blood, Competitive, Attack
Location: Varies

The assigned characters wait for others to find something, and then pull off some kind of stunt such that they reap all the benefits. This counts as an attack against all other players that assigned characters to A Search. Regardless of outcome, all defending NPCs lose 2 loyalty to the attacker(s).

(As an example, if player 1 assigns A, B, and C to search, and player 2 assigns X and Y to search, but assigns Z to seize, then Z will attack A, B, and C to take whatever A,B,C,X,and Y found. Loyalty loss would only occur with A,B, and C.)

Challenge domains: Skill

Attacker Outcomes:
Blood, Smoke, and Frost outcome: Any and all major resources (those selected by 3 or more chacters) will go to this group's winners.

Defender Outcomes:
Iron and Dust outcome: The resources aren't seized.

Tie outcome: The resources aren't seized, but the loyalty penalty for attackers is reduced to -1.[/ic]

[ic=Influence]Private, Opportunity, Frost
Location: Varies

When you assign a character to this event, target an NPC at the same location. If an NPC is assigned, you may only target an NPC that has a lower loyalty score than the assigned NPC. The target's loyalty to you improves by 1. (This improvement cannot go beyond +1 by assigning multiple characters to the same target.)[/ic]

[ic=Mind Probe Vitus]Private, Opportunity, Smoke
Location: Varies

Requirement: Only telepaths at the same location as Vitus may be assigned here. (If Vitus is assigned to Explore the Æther, he cannot be targeted.)

You learn Vitus' secret(s).[/ic]

[ic=Don't You Dare Leave]Private, Opportunity, Blood
Location: Varies

Requirement: Only Layla may be assigned here. If The Medicine Man is assigned to Explore the Æther, Layla is reassigned to the exploration event and the effects of this event occur as well.

Layla threatens to expose the Medicine Man's secrets. He gains one unhappiness token and two loyalty towards you.[/ic]

[ic=Make Me A...]Private, Opportunity, Dust
Location: Varies

Requirement: Only a conjurer who has not conjured anything recently may be assigned here. (Conjuring a wall disrupts this event.)

When a character is assigned, choose a non-consumable item of small or medium size. The assigned character conjures that item.[/ic]

[ic=Know Thy Self]Private, Opportunity, Dust
Location: Varies

Characters assigned to this event practice their new superhuman traits, using them to do simple things and otherwise testing their abilities. All characters assigned with fewer than one Superhuman Development token gain one.[/ic]
[/spoiler]

[ooc=Event Summary]
1. Decide what to dream about.

2. Decide whether you'd rather know about the city, and make progress towards Layla becoming an orcale, or whether you'd rather Layla become a stronger telepath.

5. Decide who, if anyone, you want to assign to finding an exit. (If another player is assigning a character there, it's pointless to also assign one of your own.)

5. Decide whether to have Layla loosely improve loyalty across the board with Re-assume Command, or whether to concentrate on securing a single NPC (ally or not) with a personal appeal. Keep in mind that you may be able to steal other player's allies, given your extra +1 loyalty from being leader, but that doing so will probably set them against you.

5. There's no way you can sew dissent without Medicine Man's help, but your telepathy protects you from it pretty well.

5. Decide whether to assign any characters to help on the bridge, and decide whether to build a wall. Coordination with other players may be good here.

8. Decide if you want to explore "the Æther", and who should do so. Keep in mind that it may be dangerous.

8. Decide who you want to search for resources, and what resources to focus on. You have enough characters that you could single-handedly find something nice, but coordination may also be good, especially if you decide you want to put characters elsewhere.

8. Decide whether to have Layla read Vitus' mind or perhaps to threaten the Medicine Man back under your control.

8. You may be able to pull off a resource coup, but it'll cost you and it's risky.

8. Decide whether to have Mary make something (assuming she hasn't made a wall)

8. Decide who, if anyone, should develop their talents.

8. Decide which NPCs, if any, to try and influence. Given your status as leader, this could be quite effective.
[/ooc]

[/spoiler]
Title: Re: City of the Chosen: Turn 3 Events (Update In progress)
Post by: Raelifin on April 30, 2013, 05:56:53 PM
Quote from: Character Specific Knowledge and Events
[spoiler=Saitoro]

[ic=Patches]This... place keeps getting more strange. Despite an uncanny feeling of dread regarding the scream, you focus on learning to maneuver in this landless realm. After a few minutes, you feel proficient in controlling your motion, which is good considering how quickly the-

The arrow leaves your bow. You tried to outrun it for a time, but it's just too fast! The point of the arrowhead shines against the blue, and sails too high. No gravity! With no chance of escape, you stow your daikyū and face the-

The screams echo in your ears, one after another, a haunting song of pain and anguish. You look down at your hands, covered in blood-

One more step...[/ic]

[ic=Landing]Solid ground! You immediately fall to your knees in relief. The Æther is still in your mind, endlessly blue and somehow menacing. You remember screaming. A woman? A girl? You shiver without knowing why. You can't... remember.

Forcing yourself to stand, despite the pain, you scan the place where you've landed. It's quiet, empty, and new. Apparently the others went some other way. The room is lit by an orange band of light that runs around the edge of the ceiling. The warm glow is a welcome contrast to the blue sky, but it makes it difficult to see clearly. The floor and walls of the room appear black, though there are three arches similar to the one in the pod tower. The arches are orange or white (impossible to tell in the monochromatic glow), and appear to be made of carved stone.

The room is triangular in shape. On a normal day this would surprise you, but right now just barely registers as different. Around the room are a collection of polished metal structures. You take a step towards one and cringe in pain, just now becoming fully aware of your wounds.

Whatever was in the otherworldly place, it did quite a bit of damage to you. A dozen major scratches cover you from head to toe. The one upon your cheek stings as you touch it, still leaking blood but mostly superficial. The worst of them are on your legs, which are only loosely covered in the tattered remains of your robes. One slash, on your right thigh, is probably at least an inch deep. It's surreal to think that you might bleed to death in this magical place. Maybe you'll  wake up in Azukizaka when all this is done... All you'd need to do is lie down...

The breeze drifts across your tender skin, and with it comes another memory of the scream.

No. This won't end here. 押忍![/ic]

Saitoro is injured.
Saitoro is suspicious.
Saitoro has 1 Superhuman Development Token.
Saitoro has 1 Unhappiness Token.
Hong Gyeong-su's loyalty to you is 2, but he is not your ally.

[spoiler=Events]

1.
Quote from: Simultaneous
[ic=Bind A Wound]Public, Opportunity, Frost
Location: None (Same as Previous Character Location)

Requirement: Only injured characters or medics may be assigned here.
Meta-requirement: This event will re-occur in future turns that take between 2 and 6 hours.

If an injured character is assigned, they fashion a makeshift bandage for their wounds (usually by tearing their clothing). At the end of the turn they cease to be injured unless they were involved in a combat.
When a medic is assigned, target an injured character. The target immediately ceases to be injured. If they're assigned to a combat before the end of the turn they re-open their wounds and become injured (if they're not already injured) again.[/ic]

[ic=A Meditation on Pain]Private, Opportunity, Frost
Location: None (Same as Previous Character Location)

Requirement: Only injured characters with the Late Bloomer trait may be assigned here.

Assigned characters gain one superhuman development token. Characters that are assigned lock in one of their powers as being related to endurance or survival (Undying, Impervious, Super Strength, or Eternal). The character does not immediately gain this ability, but when the character has enough development tokens (usually 3), events allowing one of those powers to be purchased will appear.[/ic]

4.
Quote from: Simultaneous
[ic=Investigate the Tank]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event.

One of the metal structures appears to hold a glass bubble of some kind. If assigned, Saitoro investigates the structure, looking in the bubble for answers. The glass bubble holds an incredibly dangerous, but powerful, artifact, which will become accessible early next turn. Though this event doesn't grant progress points by itself, it opens opportunities to progress towards the Monster and Augmented destinies.[/ic]

[ic=Investigate the Pool]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event.

Another structure in the triangular room holds a basin of water. If assigned, choose whether Saitoro drinks (or washes his wounds) with the water. There is a 50% chance that the water is clean and a 50% chance that it is poisoned. If he drinks (or washes) with the water and it is clean, he removes his unhappiness token (and does not gain another this turn because a water source was found). If he is assigned but does not drink, he learns whether it is poisonous but does not remove any tokens this turn. If he drinks or washes with poisonous water he becomes poisoned (-2 to all stats for the next 24 hours; if this character becomes seriously injured he or she dies).[/ic]

[ic=Investigate the Structures]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event.

The structures themselves hold secrets. If assigned, Saitoro finds mechanisms and a strange language, gaining one knowledge token and learning some about this place. Additionally, this event unlocks opportunities to pursue the Sage destiny.[/ic]

7.
[ic=Stranger]Public, Crisis, Smoke
Location: Amber Prism

Restriction: Only Saitoro many be assigned to this event.

Saitoro's investigations are interrupted by the sudden appearance of a strange man. You think he is perhaps Japanese, though his clothes are strange, and more like those of some of the others from the Pod room. When he speaks you adjust your assumption about his ethnicity, for you do not recognize his language. In his hands is a large tome, bound with leather and bearing no words on its cover.

He speaks in riddles, saying that he wanted to meet you right when you arrived. (I'll write some posts on the RP thread detailing what he says, and giving you a chance to respond.) Afterwards he slips away into the Æther.

If assigned, select an element. Next turn you will have access to a location of that element. Additionally, opportunities to develop superhuman traits of that element will be unlocked next turn.

If Saitoro is not assigned he refuses to engage with the stranger, but does draw the man into saying more than he means to. If not assigned, you learn some about him, including his name.[/ic]

9.
Quote from: Simultaneous
[ic=Explore the Workshop]
Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event.

If assigned, Saitoro goes through one of the doors in the orange room and finds a workshop. There he might meet one of the others, unless she flees this turn. He also gains access to a melee weapon artifact, which may or may not already have an owner, (Again, depending on another player.) and some other useful equipment.[/ic]

[ic=Return to the Æther]
Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event.

If assigned, Saitoro practices moving to and from the Æther, using it to move to another place. The screamer still lurks there, and you know that it will come for you if you return, but there is far more to that place than meets the eye, and you think you could probably survive another trip (at least, if you're not poisoned). Besides, you'll never know where the strange man is headed if you don't follow him...[/ic]

[ic=Investigate the Tank]You cannot assign to this event twice.
[spoiler=Same as Before]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event.

One of the metal structures appears to hold a glass bubble of some kind. If assigned, Saitoro investigates the structure, looking in the bubble for answers. The glass bubble holds an incredibly dangerous, but powerful, artifact, which will become accessible early next turn. Though this event doesn't grant progress points by itself, it opens opportunities to progress towards the Monster and Autgmented destinies.[/spoiler][/ic]

[ic=Investigate the Pool]You cannot assign to this event twice.
[spoiler=Same as Before]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event.

Another structure in the triangular room holds a basin of water. If assigned, choose whether Saitoro drinks (or washes his wounds) with the water. There is a 50% chance that the water is clean and a 50% chance that it is poisoned. If he drinks (or washes) with the water and it is clean, he removes his unhappiness token (and does not gain another this turn because a water source was found). If he is assigned but does not drink, he learns whether it is poisonous but does not remove any tokens this turn. If he drinks or washes with poisonous water he becomes poisoned (-2 to all stats for the next 24 hours; if this character becomes seriously injured he or she dies).[/spoiler][/ic]

[ic=Investigate the Structures]You cannot assign to this event twice.
[spoiler=Same as Before]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event.

The structures themselves hold secrets. If assigned, Saitoro finds mechanisms and a strange language, gaining one knowledge token and learning some about this place. Additionally, this event unlocks opportunities to pursue the Sage destiny.[/spoiler][/ic]

[ic=Explore the Library]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event.

If assigned, Saitoro finds a gigantic library. Unknown effect.[/ic]

10.
[ic=Thinking Ahead]Private, Opportunity, Frost
Location: None

Restriction: Only Saitoro may be assigned to this event.

When you assign a character to this event, choose a destiny. Your character will have increased opportunities to pursue that destiny on future turns.[/ic]
[/spoiler]

[ooc=Event Summary]
1. Decide whether to bind your wounds or to push towards an endurance power.

4. Decide what to investigate. This basically boils down to whether you want dangerous power, knowledge, or mundane resources (with or without risk). Keep in mind that poison isn't useless.

7. Decide whether you want some information about a new NPC, or decide what element to pursue both in terms of locations and powers.

9. Decide which direction to go, or what to explore. You can potentially meet up with another player, investigate another feature of the room you're in, follow the new NPC back to the Æther, or go to a library.

10. Decide what destiny, if any, you're interested in having Saitoro pursue.
[/ooc]
[/spoiler]

[spoiler=Juliet]

[ic=Mirror, Mirror]Still they come, even after having been beaten back on the balcony. Their black eyes remind you of an antelope or deer or something. They certainly aren't human. You remember an early morning that you spent lying awake in the Mayflower Hotel a few years ago. You saw a show on African lions for some reason. The eyes of the replicas have the same sort of feral aspect as the gazelles(?). Weird that you'd remember that.

You stand on the bridge, looking down at the slime through the fog. The others run past. The arm that touched the pod goo feels particularly warm, and your heart pounds as you find yourself continually looking down. The same stuff...

The adrenaline is comfortable.

The first of the replicas screams as it comes at you through the green mist. You draw your knife and adopt a fighting stance. The person before you... the fake... is Juliet. Your blond hair. Your knife. Your clothes. Your face.

It won't have your face for long. You leap at it. Your heart pounds. It's fast, like you, but not fast like you. The knives slam together in a harsh clack. You try and knee her in the gut, but she spins aside. You blade kisses her as she does, and black smoke begins to leak from her face. You sweep her legs and she falls.

The knife is inches from your face before you see it. That bitch managed to throw it in mid-fall. You can see her body hovering above the slime. You see the knife moving slowly towards you, sickly green blade in the light of the fog. A lesser person would have no choice but to eat that knife and hope it didn't kill them on contact.

You are no lesser person. You step back. The knife is too slow to hit you, but you're seized by an impulsive desire. You let the knife speed up, and the rest of the world speeds up with it. As it does, you take a step backwards, putting your weight on a heel that has no floor to rest on. You fall backwards, eyes wide in a combination of feigned surprise and genuine fear.

Off the bridge you fall. Your copy hits the slime before you do, exploding on contact. You take a deep breath.[/ic]

[ic=Under The Surface]You can't see a thing. Your hair is probably ruined. The slime, which you accidentally got a mouthful of on your way down, tastes bitter and metallic and has the consistency of half-set Jell-O. You're at least a meter under the surface and being sucked along in an undercurrent. And sweet jeezus it feels good! Every centimeter of your skin feels lit up with energy and power.

Your entire life was a torrent of cold rain. Your clothes were soaked, your skin was numb, and the worst part is that you'd never known anything else, so you were fine with it. And then... this. Like coming in from the cold for the first time, stripping down to nothing and being blasted with hot air. You're alive. Fast. Strong. Nothing could hurt you...[/ic]

[ooc=Blackslime]Unless otherwise specified, you may consume up to 10 units of absorbed blackslime when you assign a character who has absorbed some to an event. For every 2 units of absorbed slime consumed, the character gets +1 to Blood and +1 to Frost as the slime enhances their body and mind to be more cunning, strong, energetic, and suave.

Whenever a character with absorbed blackslime would be seriously injured, if they have 10 units of blackslime absorbed, they consume 12 units and ignore the damage. If the seriously injured character only has 9-5 units, they absorb 5 and become injured instead. In the same way, if a character with 5+ units of blackslime would be injured, they consume 5 units and ignore the damage. Blackslime cannot heal deadly wounds.

The Power Nullification trait cancels the above uses of blackslime (elemental bonus and healing) just as if it were a superhuman ability. (All absorbed units remain unspent.)[/ooc]

Juliet has 2 Superhuman Development tokens.
Juliet has 1 Unhappiness token.
Juliet is suspicious.
Juliet has absorbed 20 units of blackslime. Juliet cannot currently absorb more.
Juliet still has a Crimson Disk (no charges).

Loyalty (no allies yet):
Olga Surikov: 2
Hong Gyeong-su: 2
Oryx: 2
Riccara Vaillancourt: 2
All Other NPCs: 1

[spoiler=Events]
1.
[ic=Through The Pipe]Private, Crisis, Iron
Location: Blackslime Pool

Restriction: Only Juliet can be assigned to this event.

When assigned to this event, select a destination. Juliet, Olga, and Bastien get pulled through a pipe under the surface of the slime to that destination. If no destination is selected, one will be selected at random. Destinations each have several aspects which relate to the other events this turn.

Destinations:

Processing Plant -- The pipe sucks Julet and the others up. Just in time, it opens to a vat where it's mixing with some kind of white powder. Risk: Serious Injury via mixing machine. Resources: Basic materials similar to blackslime, including kixthish, as well as minor artifacts. Destinies: Builder, Sage, Augmented.

Spillover Drain -- The pipe pumps Juliet and the others down an incredibly long drop before spilling into a pool at the base of the skyscraper. Risk: Capture by natives. Resources: Food, drink, and native humans. Destinies: Hero of the Tribe, Badass.

Garden -- The pipe drops Juliet and the others a ways before leveling out and becoming stagnant. Juliet has to swim to the surface to survive, but upon reaching it she finds herself in a beautiful indoor garden. Risk: Death by drowning. Resources: Food, drink, building materials, and special chemicals like poisons. Destinies: Monster, Sage, Builder, Murderer.

Fountain -- The pipe routes you up and around several bends before launching you and the others into the air in a great spray of blackslime. You land on a giant metal structure without any seeming purpose. With little to do but climb down, you're forced to interact with Olga. Risk: None. Resources: None. Destinies: Badass, Murderer, Connected.

Factory -- The pipe drops a short ways before opening into a vat with several offshoots. The blackslime feeds into several areas, one of which appears to be manufacturing pods. Risk: None. Reward: Artifacts. Destinies: Augmented.[/ic]

2.
[ic=A Surge of Power]Private, Opportunity, Blood
Location: None (Characters assigned here remain at their current location.)

Requirement: Only character who have absorbed at least 10 units of blackslime may be assigned here. Only characters with Late Bloomer or a Blood or Frost superhuman trait may be assigned here.

The blackslime works its way into the body of those assigned, permanently reducing their blackslime capacity by 6, consuming 10 units of absorbed blackslime, and granting the assigned characters one superhuman development token.[/ic]

3.
[ic=The First Trial]Public, Crisis, Cooperative, Iron
Location: Pipe Destination

If Juliet ends up in the fountain or factory, this event is disrupted.

Juliet finds herself in serious danger, depending on where she goes. (Olga can be assigned to this event, if she knows about it. Basnetl is controlling her this turn.)

Challenge domains: Skill
(Juliet has +1 Blood and +2 Smoke in the skill domain)

Blood Outcome: Juliet avoids the danger thanks to quick thinking and quick action.

Smoke Outcome: Juliet avoids the danger, but cannot be assigned to the Rescue event.

Frost Outcome: Juliet suffers the "risk". If she survives, she also loses two Superhuman Development tokens, and improves her ability.
[spoiler=TheMeanestGuest Only]Lightning Reflexes will become:
[ic=Accelerated Timeframe]
Body Trait, Superhuman, Blood, Advanced

This character moves fast, thinks fast, sleeps fast, and acts fast. Their entire being seems to be quickened, only returning to normal through conscious will.

Provides +3 Blood and +3 Smoke in the Combat and Skill domains.
Provides +1 Dust, Smoke, and Frost in the Political and Social domains.
This character cannot be ambushed.
It only takes 6 hours for this character to get a full night's rest.[/ic]
[/spoiler]

Tie Outcome: Select randomly from the tied outcomes.

Neglect Outcome: Juliet immediately suffers the "risk".
[/ic]

4.
Quote from: Simultaneous
[ic=Rescue]Public, Crisis, Iron
Location: Pipe Destination

Requirement: Only Juliet may be assigned to this event.

Olga screams for you to help her save Bastien, who is unconscious for some reason. In most destinations this event manifests as him drowning; in the fountain it manifests as him sliding towards a precipice, and in the processing plant it manifests as him being pulled into the mixing machinery.

If assigned, you help her save Bastien, improving Olga's loyalty to you by 1, and remove the possibility for progress towards the Badass and Murderer destiny this turn. If not assigned, Olga barely manages to save Bastien, and her loyalty to you drops by 1.[/ic]

[ic=Get Away]Public, Opportunity, Blood
Location: Pipe Destination

Requirement: Only Juliet may be assigned to this event.

Juliet takes Olga's distraction as an opportunity to get away from her and Bastien. This event is disrupted if you end up on the fountain. You gain one of the resources of the location at the end of the turn, from scavenging and luck (chosen randomly). Olga's loyalty to you drops by an additional 1 and the potential for violent interaction with her on future turns is increased.
[/ic]

5.
Quote from: Simultanious
[ic=Refill]Private, Opportunity, Frost
Location: Pipe Destination

Assigned characters absorb blackslime from the source in the room, filling up to maximum. (Most characters can store a maximum of 20 units of slime, but this number can change from events.)[/ic]

[ic=Accelerate]Private, Opportunity, Frost
Location: None

Requirement: Only a character with lightning reflexes and 3 Superhuman Development tokens may be assigned to this event.

Assigned characters lose 3 Superhuman Development tokens and replace their lightning reflexes trait with
[ic=Accelerated Timeframe]
Body Trait, Superhuman, Blood, Advanced

This character moves fast, thinks fast, sleeps fast, and acts fast. Their entire being seems to be quickened, only returning to normal through conscious will.

Provides +3 Blood and +3 Smoke in the Combat and Skill domains.
Provides +1 Dust, Smoke, and Frost in the Political and Social domains.
This character cannot be ambushed.
It only takes 6 hours for this character to get a full night's rest.[/ic]
[/ic]

[ic=Amplify]Private, Opportunity, Frost
Location: None

Requirement: Only a character with lightning reflexes and 3 Superhuman Development tokens may be assigned to this event.

Assigned characters lose 3 Superhuman Development tokens and replace their lightning reflexes trait with
[ic=Hyperkinesis]
Body Trait, Superhuman, Blood, Advanced

This character, when threatened, moves with an insane blur of energy.

Provides +6 Blood and +6 Smoke in the Combat domain.
Weapons are treated as having -1 deadliness against this character.
This character cannot be ambushed.[/ic]
[/ic]

[ic=Activate]Private, Opportunity, Frost
Location: None

Requirement: Only a character with lightning reflexes and 3 Superhuman Development tokens may be assigned to this event.

Assigned characters lose 3 Superhuman Development tokens and replace their lightning reflexes trait with
[ic=Teleportation]
Body Trait, Superhuman, Blood, Advanced

This character can move so fast that they appear to teleport. When they try to accelerate themselves for purposes other than moving from one place to the next, they have less success (though still quite quick).

Provides +3 Blood and +3 Smoke in the Combat domain.
Provides +1 Blood and +1 Smoke in the Skill domain.
Melee weapons are treated as having -1 deadliness against this character.
This character cannot be hit by ranged weapons.
This character cannot be ambushed.
This character cannot be blocked from moving from one place to another except by terrain or barriers that are physically impossible to bypass or because they don't know where to go.
This character can always escape from physical attacks, and will do so if there is no disadvantage (such as abandoning allies or resources).[/ic]
[/ic]

6.
[ic=The Second Trial]Public, Crisis, Blood
Location: Pipe Destination

Requirement: Only Juliet may be assigned to this event.

Juliet is confronted with an unknown challenge, which she overcomes with skill.

Depending on location and Olga's decisions (made by Basnetl), this event has a variable outcome. If Juliet is not assigned to this event, nothing happens.
When Juliet is assigned here, select a destiny from the list provided with the location. If location is chosen randomly the destiny is also chosen randomly.
Juliet gains one progress point in the chosen destiny.
If Olga is nearby and the Badass or Murderer destinies are selected, Juliet injures Olga, reducing her loyalty by 5.
If the Connected destiny is chosen, you learn a secret about Olga and her loyalty improves by 3.
If the Augmented destiny is chosen you gain an artifact.
If the Builder or Hero of the Tribe destiny is chosen you gain some useful items.
[/ic]

10.
[ic=The Third Trial]Public, Crisis, Blood
Location: Near the Pipe Destination

Requirement: Only Juliet may be assigned to this event.

Juliet travels to an area near where the pipe put her and triggers an unseen trap. This is the event that was foreseen in her dream in the spiral hall, though it need not play out exactly as Juliet dreamt it. Remember that Juliet possesses both the disc and the ability to assign blackslime.

Challenge domains: Skill relevant to Criminals (Thus you have +2 Blood, +2 Smoke here unless you upgrade your power to Accelerated Timeframe, in which case it will be +5.)

Blood Outcome: Juliet is eviscerated, but manages to hold on to life thanks to the power of the blackslime. She becomes seriously injured, which may or may not be immediately healed by absorbed blackslime. (Seriously injured characters cannot be assigned to events, and usually die unless tended to, injured characters get -2 to all elements.)

Iron and Smoke Outcome: Juliet barely dodges the trap.

Frost Outcome: Juliet is eviscerated and slips into a coma. She is seriously injured and instantly loses any remaining blackslime. Next turn you cannot take any actions unless Olga becomes your ally this turn. Juliet "dreams" of Earth, and only survives next turn if Olga or Bastien succeed in unlocked events.

Tie or Neglect Outcome: Juliet is sliced open and dies.
[/ic]
[/spoiler]

[ooc=Event Summary]The combination of blackslime and crimson disk means you have options this turn. The disk can let you change your normally high-blood + high-smoke character into just a high-smoke character (to get smoke outcomes), and the addition of blackslime lets you either boost your blood over your smoke (to get blood outcomes) or in concert with the disk potentially get frost outcomes. Deciding how much blackslime to burn, how many charges to absorb into the disk, and which outcomes to select will be up to you to manage.

1. Decide on a location to end up. The events this turn are quite vague because they're designed to fit with wherever you want to go.

2. Decide whether to permanently reduce your blackslime capacity to gain a third Superhuman Development token.

3. Decide whether to push for a cheap power upgrade and suffer some damage, coast on default skill and be unable to help Bastien, or burn a little blackslime to be able to help him. (This timeslot may be a non-issue in certain locations.)

4. Decide whether to help Bastien (if possible), stand idly by (suffering a minor loyalty hit), or suffer a major loyalty hit, gain resources, and increase the potential for violence between Olga and Juliet.

5. If you got the third token at timeslot 2, you can improve your power here. Or you could refill on blackslime, and wait until next turn (or later).

6. Decide on which destiny to pursue (limited based on destination).

10. Decide how much trouble to put Juliet in (or even flat out kill her).
[/ooc]

[/spoiler]
Title: Re: City of the Chosen: Turn 3 Events (Update In progress)
Post by: Raelifin on April 30, 2013, 05:58:05 PM
Quote from: Character Specific Knowledge and Events
[spoiler=Bastien]

[ic=Up and down]Jéssica came with you, up the spiral hall, while all the rest seemed to flee downward. At the top was another stone archway that split as you approached, leading into a room with six walls. Upon each wall was another door, just as this one. The walls and floor, aside from the white stone arches, was entirely composed of uniform metal hexagons of gold or brass. The entire room reminded you of a beehive, and was otherwise featureless.

From the door just to the right of the one you entered from they came. Swarming and cackling with crazed glee. The replicas noticed you and the black woman, and she agreed that it was time to run.[/ic]

[ic=A Hard-Won Trust]Gyeong-su of the Hong family drew his sword and stood next to you on the balcony. As the strange creatures poured from the hall you held them back. Images and memories of your time with Marianne came pouring back.

Only a few of the creatures bore weapons, so you held them back easily enough with your superior reach. You and the Korean soldier held them back long enough for Oryx to use his superhuman strength to devastating effect. Unfortunately, Oryx's technique was all fury and uncontrolled rage, and in the confusion he came at you. The obsidian blade bit deeply, breaking a couple ribs, but luckily not damaging anything vital. Gyeong-su quickly stopped the boy, and helped you up. Together, you fled to the Blackslime Bridge.

Upon the Bridge you stood valiantly against the horde. Gyeong-su looked on with admiration as you stood your ground against your clone. He needed to help the women, but he wished he could be by your side. Alas, with your chest sliced open by Oryx's blade, you were soon dispatched by your doppelganger.[/ic]

[ic=Goop]The liquid below swallowed you as you hit. It was quite hot, but not unbearably so and it had the consistency of half-set Jell-O. It soaked into your clothes, your shooes, and most notably into you. You could feel it slide into your skin and seep through your body like some strange parasite. Despite being somewhat unnerving, the experience was not at all unpleasant. In fact, it felt good. Really good! The knife wound on your chest seemed to fade from awareness, and you almost let out a cry of joy as your head hit the edge of a submerged pipe, undetectable in the opaque fluid.

Later you'd find that Olga, the soviet soldier, was also defeated by your clone, and that she followed you and Juliet through the pipe. Unconscious, you nearly died...[/ic]

[ooc=Blackslime]Unless otherwise specified, you may consume up to 10 units of absorbed blackslime when you assign a character who has absorbed some to an event. For every 2 units of absorbed slime consumed, the character gets +1 to Blood and +1 to Frost as the slime enhances their body and mind to be more cunning, strong, energetic, and suave.

Whenever a character with absorbed blackslime would be seriously injured, if they have 10 units of blackslime absorbed, they consume 12 units and ignore the damage. If the seriously injured character only has 9-5 units, they absorb 5 and become injured instead. In the same way, if a character with 5+ units of blackslime would be injured, they consume 5 units and ignore the damage. Blackslime cannot heal deadly wounds.

The Power Nullification trait cancels the above uses of blackslime (elemental bonus and healing) just as if it were a superhuman ability. (All absorbed units remain unspent.)[/ooc]

[ic=Gyeong-su]Though you didn't have time to really get to know him before you were separated  Gyeong-su still treats you with respect and loyalty. He is a stiff man who believes strongly in hard work, tradition, and honor. Before coming to the city he was obsessed with the death of his emperor and was considering suicide, but the city gave him new life. He's not particularly interested in learning about it, but he believes that he was brought here for a reason and he wants to be ready to do what needs to be done, whatever it may be.

He is a man who desperately needs a leader; he is quite capable of leading, but is too humble to ever consider taking a position of power except in service to someone whom he sees as innately superior. He sees all people as being on a strict hierarchy, with children on the bottom, women above them, peasants above women, soldier above peasants, and "natural rulers" above soldiers. It'll be hard to convince him otherwise; he's had decades to lock into his worldview, but he'll follow orders even from those who don't support it.[/ic]

[spoiler=Gyeong-su's Traits and Items]Mundane Traits:
* Melee Weapon Training
* Good Judge of Character
* Focused
* Loyal

Supernatural Trait: Impervious

Items:
* Armor
* Tiger Sword (long blade)[/spoiler]

[ic=Olga Surikov]As you wake up after falling in the slime, the first thing you see is the face of Olga. Her shoulder-length blond hair is slick with black goop and though her face is plain, the smile of relief upon her face makes her quite beautiful in its own way. She seems to remember herself a moment later and stand up quickly, returning her face to her normally serious demeanor.

"Eto khorosho, chtoby videt' tebya zhivym." ("It is a good thing to see you alive.")

Olga is a complex woman. As you explore the place that the pipe took you, she tells you some about her life in the soviet union, and asks you about whether Britain ever came to "throw off its capitalist oppressors" (and become communist). She is a deeply political person, but one who clearly recognizes that not all arguments are won by shouting. In addition to being a staunch supporter of communism and the soviet ideal, she firmly believes in equality for all, including women, and is pleased to hear about the advancements of feminism in the 20th century.

She's clearly uncomfortable with having lost her gun, and you catch her holding her arms awkwardly, as if unsure where to be with it gone.

Much of Olga is a mystery. She doesn't say what she thinks of the city, or what she wants to in the long-run. For the moment she's content to stay with you. She does not trust or particularly like Juliet, but knows that the woman's power is Lightning Reflexes. You suspect that Olga has a crush on you, or at least the beginnings of one.[/ic]

[spoiler=Olga's Traits and Items]Mundane Traits:
* Firearm Training
* Idealist
* Physically Fit
* Blundering

Supernatural Trait: Power Vampire

No Items[/spoiler]

[ic=Medicine Man]You're not quite sure why the Medicine Man decided to follow Gyeong-su (and Bastien), but the Medicine Man is a very secretive person. He lies constantly, despite being friendly and generally easy to get along with.

One thing he does volunteer to Gyeong-su, however, is that since coming to the city he has gained the ability to change his shape. So far all he's learned to do is take on the forms of basic solid objects, but he thinks he might be able to do others if he had time to practice them.[/ic]

[spoiler=Medicine Man's Traits and Items]Mundane Traits:
* Secretive
* Friendly
* ??

Supernatural Trait: Basic Shapeshifting

Items:
* ??[/spoiler]

Bastien's tokens: Superhuman Development x2
Gyeong-su's tokens: Superhuman Development x1, Unhappiness x1
Olga's tokens: Unhappiness x1
Medicine Man's tokens: Unhappiness x1

Bastien and Olga both lost their weapons (sword and rifle) in the slime.
Bastien and Olga have both absorbed 20 units of blackslime. The slime also healed both of their injuries.

Loyalty:
Olga: 4 (Ally)
Gyeong-su: 4 (Ally)
Medicine Man: 2 (Ally)
Vitus: 1
Oryx: 1
All Other NPCs: 2

This turn will be your first turn controlling NPCs. NPCs can be assigned to events just like Bastien, but of course do not have facets to decide on. This turn your group is split 2 and 2. Bastien and Olga will end up at a location of TheMeanestGuest's (Juliet's player's) choosing, and will be removed from "the main group". Gyeong-su and the Medicine Man on the other hand will be with most of the other NPCs and John and Layla.

Many events this turn, and in future turns, will be abstract. Since it's unclear where exactly Bastien and Olga end up, their actions will be more akin to attitudes and desires than concrete decisions.

[spoiler=Events]
2.
[ic=A Surge of Power]Private, Opportunity, Blood
Location: None (Characters assigned here remain at their current location.)

Requirement: Only character who have absorbed at least 10 units of blackslime may be assigned here. Only characters with Late Bloomer or a Blood or Frost superhuman trait may be assigned here.

The blackslime works its way into the body of those assigned, permanently reducing their blackslime capacity by 6, consuming 10 units of absorbed blackslime, and granting the assigned characters one superhuman development token.[/ic]

5.
Quote from: Simultanious
[ic=Refill]Private, Opportunity, Frost
Location: Pipe Destination

Assigned characters absorb blackslime from the source in the room, filling up to maximum. (Most characters can store a maximum of 20 units of slime, but this number can change from events.)[/ic]

[ic=The Amulet's Glow]Private, Opportunity, Frost
Location: None (Assigned characters stay at their previous location)

Requirement: Only a character with the Fragmented trait and 3 Superhuman Development tokens may be assigned to this event.

Assigned characters lose 3 Superhuman Development tokens and augment one of the facets of their Fragmented trait with a non-misc superhuman trait of your choosing. Whenever the assigned character chooses that facet, they also gain the superhuman trait.

(Example: If you assign Bastien, he'd lose all three development tokens and you could give his Feral facet Lightning Reflexes.)[/ic]

[ic=Find an Exit]Public, Opportunity, Smoke
Location: Dead End

Requirement: Only characters who started the turn on Blackslime bridge may be assigned to this event.

Assigned characters find an exit to their room that does not involve going back through the replica mob. If no characters are assigned here by any player, all future events that take place in locations that the characters didn't start in are disrupted. (Includes A Search.)[/ic]

[ic=Keep Us Safe]Public, Cooperative, Combat, Crisis, Iron
Location: Blackslime Bridge

Requirement: Only characters who started the turn on Blackslime bridge may be assigned to this event.

The replicas are afraid of Oryx, but still hungry for blood. Assigned characters compete against 2 replicas.
Due to the constrained nature of the bridge, each character assigned beyond the second imposes a -1 penalty on all elements. If Oryx and Gyeong-su are both assigned there is an additional -2 penalty on all elements due to infighting.
Challenge domains: Combat, Melee Combat, Ranged Combat, Strength

Blood, Smoke, Iron, and Frost outcome: The winner gains control of the bridge and The Vision Chamber. The losers are destroyed, if replicas, or injured, if humans. Losing humans who are already injured are killed. Characters who are Impervious avoid the damage upon loss.

Tie outcome: The replicas are destroyed, but one random human participant becomes injured. (Impervious characters are unhurt.)

Neglect outcome: The replicas disrupt all events at this timeslot besides Find an Exit in addition to gaining control of the Vision Chamber and the bridge.[/ic]

[ic=Sew Dissent]Public, Opportunity, Frost, Competition, Attack
Location: Blackslime Bridge

Requirement: Only characters who started the turn on Blackslime bridge may be assigned to this event.

When you assign characters here, target a *player*. This event is an attack, so that player's PC and allies are automatically assigned to defense. This event does not trigger the "Idealist" trait's drawback, but it does trigger the "Ambitious" trait's drawback.

Challenge domains: Social, Political

Blood, Iron, and Dust outcome: Nothing

Smoke and Frost outcome: All NPCs at this location reduce their loyalty to the loser by 1.

Tie outcome: All assigned NPCs reduce their loyalty to their leader by 1.[/ic]

6.
[ic=A Mysterious Gift]Private, Crisis, Smoke
Location: Pipe Destination

Requirement: Only Olga and Bastien may be assigned to this event.

With a gust of wind, a handsome Asian man with strange, metallic eyes suddenly appears near Bastien. Behind him are a pair of either pillars or pillar-like objects (depending on the location). In his hands is a large tome bound in leather. He has a short, and enigmatic conversation, wherein he gives the book to Bastien. (I'll write some posts on the RP thread.)

If Olga is assigned here she is present when the man arrives, and gains one loyalty to you as well as being able to participate in the conversation. If she is not assigned, she previously went to find Juliet and figure out where she ran off to. In this case you'll learning important things about the mysterious woman next turn (maybe very important; you can always ask TMG whether Juliet might need help).

If Bastien is assigned, one of three effects occur, depending on facet:
Controlled: Bastien learns some about the mysterious stranger, including his name
Wise: Bastien learns some about how the mysterious stranger appeared so suddenly
Feral: No effect
If Bastien is unassigned, he doesn't trust the stranger and inspects the book for traps (unkown effect).[/ic]

7.
[ic=Living Wall]Public, Opportunity, Dust
Location: Blackslime Bridge

Requirement: Only shapeshifters may be assigned here.

Assigned characters shapeshift into a wall blocking the bridge. This disrupts all events involving assigned characters until they return to human form, but also removes the need to defend the bridge from replicas while the shapeshifters remain. Friendly humans can move through the shapeshifter wall without problem.

If a conjurer is assigned to craft a wall on Blackslime Bridge this event is disrupted.
[/ic]

8.
Quote from: Simultaneous
[ic=A Search]Public, Opportunity, Dust
Location: Varies

When you assign a character to this event, choose either Food, Water, Humans, Weapons, Shelter, or Artifacts. If four or more characters choose the same thing, they find what they're looking for. If seven or more choose the same thing, a permanent source and/or significantly better instance is located. Otherwise, anything that is chosen will be available to acquire (though scarce) on the following turn.

Characters need not be at the same location to be counted as searching for the same thing. The location of the source/instance will be based on where the majority of seekers are, with ties broken randomly.[/ic]

[ic=Explore the Æther]Private, Opportunity, Smoke
Location: Dead End

Requirement: Only characters on Blackslime bridge at the start of this turn may be assigned here.

The assigned characters learn to move in an unexpected way, bringing them to a new, but dangerous, realm. Assigned characters will be attacked next turn, but also have an opportunity to travel to otherwise inaccessible places.[/ic]

[ic=Seize The Resources]Public, Opportunity, Blood, Compeditive, Attack
Location: Varies

The assigned characters wait for others to find something, and then pull off some kind of stunt such that they reap all the benefits. This counts as an attack against all other players that assigned characters to A Search. Regardless of outcome, all defending NPCs lose 2 loyalty to the attacker(s).

(As an example, if player 1 assigns A, B, and C to search, and player 2 assigns X and Y to search, but assigns Z to seize, then Z will attack A, B, and C to take whatever A,B,C,X,and Y found. Loyalty loss would only occur with A,B, and C.)

Challenge domains: Skill

Attacker Outcomes:
Blood, Smoke, and Frost outcome: Any and all major resources (those selected by 3 or more chacters) will go to this group's winners.

Defender Outcomes:
Iron and Dust outcome: The resources aren't seized.

Tie outcome: The resources aren't seized, but the loyalty penalty for attackers is reduced to -1.[/ic]

[ic=Influence]Private, Opportunity, Frost
Location: Varies

When you assign a character to this event, target an NPC at the same location. If an NPC is assigned, you may only target an NPC that has a lower loyalty score than the assigned NPC. The target's loyalty to you improves by 1. (This improvement cannot go beyond +1 by assigning multiple characters to the same target.)[/ic]

10.
Quote from: Simultaneous
[ic=What Am I Doing Here?]Private, Opportunity, Frost
Location: Pipe Destination

Requirement: Only Bastien may be assigned to this event.

If assigned, Bastien confides in Olga, telling her what he remembers about his life before, and what he hopes to accomplish here. When assigned, choose a destiny. Next turn, an event will be unlocked allowing progress towards that destiny.[/ic]

[ic=Storyteller]Private, Opportunity, Dust
Location: Varies

Requirement: Only the Medicine Man can be assigned to this event. This event takes place wherever Gyeong-su is, and is disrupted if Medicine Man cannot reach him because either he or Gyeong-su (but not both) was assigned to Explore the Æther.

If assigned, Medicine Man takes a liking to Gyeong-su (though the feeling is not mutual). You learn 2 lies and 1 truth about Medicine Man (but won't know which is which), Medicine Man will share a resource with Gyeong-su, and Medicine Man's loyalty improves by 1.
[/ic]

[/spoiler]

[ooc=Event Summary]
On this turn and future turns you'll have to opportunity to assign blackslime to events. Keep it in mind as a valuable resource.

2. Decide whether to permanently reduce the blackslime capacity in either Bastien or Olga to get a boost in power.

5. If Olga burns blackslime to enhance herself, she should refill. If Bastien burns blackslime he can either refill or enhance his amulet.

5. Decide whether Medicine Man or Gyeong-su will defend the bridge, search for an exit, or try and sew dissent. Gyeong-su is probably best used for defense of the bridge, but he may need to talk to John or Oryx about it, as he's still upset at Oryx for accidentally attacking him on the balcony. (Don't forget that you can roleplay allied NPCs)

6. Decide whether to keep Olga with you to meet a new NPC, or to send her to help/spy on Juliet.

6. Decide what you most want to learn from this new NPC and assign or not assign Bastien with the appropriate facet.

7. Decide whether you want Medicine Man to shapeshift into a wall. Coordinating with other players here could be good.

8. Decide whether to assign Bastien to search for resources (and decide on the resource) or improve Olga's loyalty.

8. Decide what resource to have Olga search for.

8. Decide whether to have Gyeong-su search, Influence one of the bridge NPCs, or explore "the Æther".

8. If Medicine Man isn't a wall, decide whether to have him search, influence, explore, or perhaps even try and seize the resources (though that's pretty dangerous, especially given how little you know about him at the moment). Keep in mind that Medicine Man isn't a warrior, and may have a hard time defending himself in the Æther without an escort.

10. Choose a destiny to have Bastien express desire for to Olga. (Or not, if you fear Olga betraying your secrets or something.)

10. Decide whether you want to have Medicine Man tell Gyeong-su (and you, as a player) lies with a truth hidden in them, as well as "share a resource". This is probably at least a safe thing to do, but it's your call.
[/ooc]

[/spoiler]

[spoiler=John Dante]

[ic=Recon]Jéssica is stressed. She hasn't fully adjusted to her ability, and the information coming into her from each angle and shard and copy is taxing even her characteristically upbeat attitude.

At the top of the spiral hall is a chamber which she calls the honeycomb room ("a sala de favo de mel"). It has six walls, each with a door. The walls and floor are all composed of golden hexagons, hence the name. The room is otherwise empty, apparently. The replicas were swarming out of the door just to the right of the one that led down to the spiral hall, and there were at least a hundred replicas up there, going all directions.

Across the balcony is "uma oficina de madeira" (a wooden workshop). That version of her is scared that she's all alone, and is pushing to integrate with the version that's with you. From what you've observed so far, Jéssica seems to be able to hear the thoughts of her copies, but not exactly talk with them directly. Each version of her can disappear at will or create a clone right next to her.

She continues to tell you about the workshop. Apparently it is filled with cabinets and tables as well as tools of all kinds. It's completely orderly, and appears not to have ever been used, though it's so clean that it's unlikely that it's not taken care of. On many of the tables are strange devices that are unfamiliar to Jéssica, but many of them look similar to the gun that "that white-skinned woman" (Olga) carried. You deduce that there may be a large number of weapons there, and begin to ask about specifics.

The Brazilian woman stops you and says that there's something more important. She found a sword on a pedestal, and it's locked onto her clone. She clarifies that holding the sword seemed to make it... wrap around her arm and back, like a suit of armor, maybe. It seems to be boosting her strength, but she can't get it off.

[ooc=Lightdrinker]Medium Size

When not held, Lightdrinker appears to be a combination of longsword and push-dagger. It's blade is about a meter long, and it seamlessly transforms into a grip resembling brass knuckles with an oversized handguard. The entire object seems to be one piece of black cast-iron.

Whenever a person grips Lightdrinker, the guard extends with the sound of scraping metal. The grip becomes a gauntlet that's fused into a ball, and then the iron grows out over the forearm, upper arm, and shoulder. Joints exist at the wrist, shoulder and elbow, but the whole thing is very heavy. Instead of lifting it, it feels like it moves automatically, pulled by the metal rather than by muscle, and with a power beyond what a normal human could provide.

In combat, or when the wearer is angry, Lightdrinker proves its name by somehow dimming the light in the area, and itself sinking into pure darkness. When swung, the edge of the blade shines with the stolen light, slicing through targets with unnatural ease.

Lightdrinker cannot be unequipped normally. Only abnormal degrees of joy unlock it, causing it to retract and fall off. Characters with Clones or Power Nullification can un-equip it at any time (Power Nullification cannot remove Lightdrinker from someone else). Joy will be specified in events and will depend on the character in question.

Characters can carry Lightdrinker without wielding it, but cannot use it for defense unless it's equipped before-hand. Characters who wield Lightdrinker cannot lose unhappiness tokens and they gain a calcification token each hour. If a character has more than 30 calcification tokens they cannot be assigned to opportunities (only crises). If a character has more than 50 calcification tokens, they cannot be assigned to events. If a character has more than 70 calcification tokens they turn to black stone (and die) and Lightdrinker detaches. When Lightdrinker is unequipped through other means, the wielder loses all calcification tokens.

Lightdrinker gives +2 Iron in the Combat domain, reduces the Dust element of all enemies by 1 in the Combat domain, and provides +2 deadliness. Furthermore, it gains one charge token for each combat that it's applied to and each day that it's carried. Tokens can be spent to enhance Lightdrinker's power in special events. Lightdrinker loses all charge tokens when unequipped.[/ooc]

(It's not actually true that she can't get it off. She can clone herself and then dissipate the original. Lightdrinker cannot be cloned, obviously.)[/ic]

[ic=Battered]Though Oryx is remarkably uninjured, Jéssica and you both sustained serious injuries in the battle on the balcony. Jéssica's neck was badly bitten by her double, and she's bruised in several places. Her dress, originally quite revealing and risqué, is now torn and indecent, forcing her to hold it together. She's pretty clearly upset about the whole situation, and looks to John for support. (Though by the way she was looking at him, you guess she might've turned to Bastien, had he not fallen from the bridge.)[/ic]

Later in this turn, Jéssica will also tell you about what she saw in the vision chamber. She was the first to touch the sphere therein, and she is treated at having "inspected" (see below). She knows that Saitoro, Juliet, and Bastien are still alive.
[ooc=The Vision Sphere]Medium Size

The Vision Sphere is a perfectly smooth sphere about half a meter in diameter made of polished gold. It floats in place, suspended by some invisible force.

Touching the sphere grants visions of the future, but once the visions have passed, the sphere becomes inert for 24 hours. The sphere cannot be moved from the vision chamber.

When you assign a character to touch the sphere, you must choose either to forecast or inspect. Inspection lets you read all the assignments of players on the following turn (but does not grant access to their knowledge, including the details of the events). When you assign a character to forecast, you may select any destiny presently available and any element. On either the next turn or the turn after that an event will appear of the chosen element that can grant progress towards that destiny.[/ooc]

John's tokens: Superhuman Development x1, Unhappiness x1.
Oryx's tokens: Knowledge x1, Superhuman Development x1, Unhappiness x1.
Jéssica's tokens: Superhuman Development x1, Unhappiness x1 (Jéssica is naturally happy, so this'll go away this turn if she removes Lightdrinker).

John and Jéssica are injured. (-2 to all elements)
John still has a full clip in his pistol.

Loyalty:
Oryx: 3 (Ally)
Jéssica: 2 (Ally)
Emily: 2
All Other NPCs: 1

[spoiler=Events]
1.
Quote from: Simultaneous
[ic=Habits of a Whore]Private, Opportunity, Blood
Location: The Vision Chamber

Restriction: Only John can be assigned to this event.

In her shaken state, Jéssica approaches John with sexual intent. John doesn't refuse the beautiful woman, and they try and find a secluded spot. Jessica's loyalty to you improves by 1, reduce the Unhappiness tokens of Jéssica and John by up to 3 (wearing Lightdrinker prevents this for Jéssica), you gain 1 progress point towards the Connected (to Jéssica) destiny. Afterwards, they bind each other's wounds (both must be assigned to the Bind a Wound event; Jéssica can, as usual, be assigned elsewhere as well).[/ic]
[ic=Just a Kiss]Public, Opportunity, Frost
Location: Blackslime Bridge

Restriction: Only John can be assigned to this event.

In her shaken state, Jéssica approaches John. To comfort her, John (publicly) kisses Jéssica, but refuses her invitations to go further. Jessica's loyalty to you improves by 2, and you gain 1 progress point towards the Connected (to Jéssica) destiny. Oryx gains one unhappiness token.[/ic]
[ic=Valor]Public, Opportunity,
Location: Blackslime Bridge

Restriction: Only John can be assigned to this event.

John rejects Jéssica's sexual advances, but promises protect her. He focuses on binding her neck wound and finding a solution for her torn dress. Jessica's loyalty to you improves by 1, Jéssica become uninjured at the end of this turn, and you gain 1 progress point towards the Protector of the Weak destiny.[/ic]

[ic=Bar the Door]Private, Crisis, Iron
Location: The Wooden Workshop

Restriction: Only Jéssica may be assigned here.

Jéssica drags a table in front of the archway that leads to the balcony, and otherwise tries to seal herself in the workshop. If not assigned, Jéssica deletes the copy of herself with Lightdrinker, abandoning all Workshop events this turn, and leaving Lightdrinker to whoever reaches the workshop next.[/ic]

5.
Quote from: Simultaneous
[ic=Find an Exit]Public, Opportunity, Smoke
Location: Dead End or The Wooden Workshop (situational)

Assigned characters find an exit to their room that does not involve going back through the replica mob. If no characters are assigned here by any player, all future events that take place in locations that the characters didn't start in are disrupted. (Includes A Search.)[/ic]

[ic=Keep Us Safe]Public, Cooperative, Combat, Crisis, Iron
Location: Blackslime Bridge

Requirement: Only characters who started the turn on Blackslime bridge may be assigned to this event.

The replicas are afraid of Oryx, but still hungry for blood. Assigned characters compete against 2 replicas.
Due to the constrained nature of the bridge, each character assigned beyond the second imposes a -1 penalty on all elements. If Oryx and Gyeong-su are both assigned there is an additional -2 penalty on all elements due to infighting.
Challenge domains: Combat, Melee Combat, Ranged Combat, Strength

Blood, Smoke, Iron, and Frost outcome: The winner gains control of the bridge and The Vision Chamber. The losers are destroyed, if replicas, or injured, if humans. Losing humans who are already injured are killed. Characters who are Impervious avoid the damage upon loss.

Tie outcome: The replicas are destroyed, but one random human participant becomes injured. (Impervious characters are unhurt.)

Neglect outcome: The replicas disrupt all events at this timeslot besides Find an Exit in addition to gaining control of the Vision Chamber and the bridge.[/ic]

[ic=Bind A Wound]Public, Opportunity, Frost
Location: None (Same as Previous Character Location)

Requirement: Only injured characters or medics may be assigned here.
Meta-requirement: This event will re-occur in future turns that take between 2 and 6 hours.

If an injured character is assigned, they fashion a makeshift bandage for their wounds (usually by tearing their clothing). At the end of the turn they cease to be injured unless they were involved in a combat.
When a medic is assigned, target an injured character. The target immediately ceases to be injured. If they're assigned to a combat before the end of the turn they re-open their wounds and become injured (if they're not already injured) again.[/ic]

[ic=Sew Dissent]Public, Opportunity, Frost, Competition, Attack
Location: Blackslime Bridge

When you assign characters here, target a *player*. This event is an attack, so that player's PC and allies are automatically assigned to defense. This event does not trigger the "Idealist" trait's drawback, but it does trigger the "Ambitious" trait's drawback.

Challenge domains: Social, Political

Blood, Iron, and Dust outcome: Nothing

Smoke and Frost outcome: All NPCs at this location reduce their loyalty to the loser by 1.

Tie outcome: All assigned NPCs reduce their loyalty to their leader by 1.[/ic]

8.
Quote from: Simultaneous
[ic=A Search]Public, Opportunity, Dust
Location: Varies

When you assign a character to this event, choose either Food, Water, Humans, Weapons, Shelter, or Artifacts. If four or more characters choose the same thing, they find what they're looking for. If seven or more choose the same thing, a permanent source and/or significantly better instance is located. Otherwise, anything that is chosen will be available to acquire (though scarce) on the following turn.

Characters need not be at the same location to be counted as searching for the same thing. The location of the source/instance will be based on where the majority of seekers are, with ties broken randomly.[/ic]

[ic=Explore the Æther]Private, Opportunity, Smoke
Location: Dead End

Requirement: Only characters on Blackslime bridge at the start of this turn may be assigned here.

The assigned characters learn to move in an unexpected way, bringing them to a new, but dangerous, realm. Assigned characters will be attacked next turn, but also have an opportunity to travel to otherwise inaccessible places.[/ic]

[ic=Seize The Resources]Public, Opportunity, Blood, Competitive, Attack
Location: Varies

The assigned characters wait for others to find something, and then pull off some kind of stunt such that they reap all the benefits. This counts as an attack against all other players that assigned characters to A Search. Regardless of outcome, all defending NPCs lose 2 loyalty to the attacker(s).

(As an example, if player 1 assigns A, B, and C to search, and player 2 assigns X and Y to search, but assigns Z to seize, then Z will attack A, B, and C to take whatever A,B,C,X,and Y found. Loyalty loss would only occur with A,B, and C.)

Challenge domains: Skill

Attacker Outcomes:
Blood, Smoke, and Frost outcome: Any and all major resources (those selected by 3 or more chacters) will go to this group's winners.

Defender Outcomes:
Iron and Dust outcome: The resources aren't seized.

Tie outcome: The resources aren't seized, but the loyalty penalty for attackers is reduced to -1.[/ic]

[ic=Influence]Private, Opportunity, Frost
Location: Varies

When you assign a character to this event, target an NPC at the same location. If an NPC is assigned, you may only target an NPC that has a lower loyalty score than the assigned NPC. The target's loyalty to you improves by 1. (This improvement cannot go beyond +1 by assigning multiple characters to the same target.)[/ic]

[ic=Bind A Wound][spoiler=Same as before]Public, Opportunity, Frost
Location: None (Same as Previous Character Location)

Requirement: Only injured characters or medics may be assigned here.
Meta-requirement: This event will re-occur in future turns that take between 2 and 6 hours.

If an injured character is assigned, they fashion a makeshift bandage for their wounds (usually by tearing their clothing). At the end of the turn they cease to be injured unless they were involved in a combat.
When a medic is assigned, target an injured character. The target immediately ceases to be injured. If they're assigned to a combat before the end of the turn they re-open their wounds and become injured (if they're not already injured) again.[/spoiler][/ic]

[ic=Find Saitoro]Private, Opportunity, Smoke
Location: Wooden Workshop

Requirement: Only Jéssica can be assigned to this event.

As a reminder, this Jéssica has damage to her body and clothes just as the other one does. Damage (as well as healing) spreads automatically to all clones.

If assigned, Jéssica finds Saitoro in the midst of a conversation with a stranger. When you assign her, choose a reaction to this:
Relief -- (This) Jéssica is thrilled to find other people. Jéssica's loyalty to Saitoro improves by 1 and she gains a seduction action next turn. (Seduction will not automatically increase her loyalty, but it makes her vulnerable to loyalty changes. It also lets you gain information and maybe resources if the target has any.)
Suspicion -- Where did Saitoro go? Why didn't he explain his power? Jéssica equips Lightdrinker, refuses any gifts, and next turn gains a social conflict event. (Saitoro can choose to escalate the social conflict.)
Stealth -- Jéssica attempts to hide, and eavesdrop on the conversation. This is effectively a stealth attack of Smoke vs Dust. If successful she is undetected and can shadow Saitoro next turn. If caught, Saitoro gains events to react.
Curiosity -- Jéssica inquires about this new stranger, improving her loyalty to them by 1 if they're controlled by a new player. She learns two truths and one lie about them.
[/ic]

10.
[ic=Grow Up]Private, Opportunity, Blood
Location: None

Requirement: Only John can be assigned to this event. John must be in the same location as Oryx.

If assigned, John chastises Oryx for accidentally hurting Gyeong-su and Bastien on the balcony. Oryx is well aware of his mistake, and gains an unhappiness token for having it rubbed in. Next turn you'll gain an event to have Oryx apologize, improving loyalty with the Korean. If you do not assign John to this event, Gyeong-su's loyalty to you drops by 1 and his potential for violent interaction with Oryx goes up.
[/ic]
[/spoiler]

[ooc=Events Summary]
Though it's not an event, you need to decide whether to remove Lightdrinker. There's almost no downside (the chances of Jéssica being attacked randomly in the workshop are very low), so I suggest you do so.

1. Decide how to respond to Jéssica's sexual advances. (It's only been a couple hours. You can tell she's a slutty character.) Regardless of how John responds, his relationship is not set in stone, and you're free to guide it where you desire in the RP thread.

1. You also need to decide whether to abandon the workshop or not. Barricading the door will make it harder to get in if you later decide to abandon that area of the map, but it's generally the stronger move, if you don't mind putting Jéssica in a little danger.

5. Unless John chose the Valor option, Jéssica should be assigned to bind her wounds. John probably should, as well.

5. Oryx is a natural candidate for defending the bridge, but it'd probably be a good idea to coordinate with other players on that.

5. Jéssica can easily be assigned to look for exits in both the workshop and the bridge. None of your characters are really capable of sewing dissent effectively.

8. You need to decide what to prioritize in A Search. Coordinating with other players will be strong, here.

8. You need to decide whether to risk sending Jéssica into the Æther for recon. Given that she'll be attacked, and she's not the best fighter, you'd additionally need to decide who to send with her (or coordinate for combat-skilled characters like Gyeong-su to go with).

8. None of your characters are really capable of pulling off a power grab with Seize the Resources, but John's background as a PI will be a strong defense against anyone who tries it on you. (This is a good reason not to send John to the Æther.) On the other hand, Oryx's ignorance is actually a liability.

8. Jéssica can influence another NPC, and so can Oryx or John if they don't search or explore the  Æther. John can even use this time to improve his loyalty to Jéssica or Oryx. Keep in mind that stealing an NPC from another player may put you at odds with them.

8. Decide whether you want Jéssica to find Saitoro, and what her reaction should be. (Note: Assignments like this need not be dictated by John. Jéssica can make "independent" choices that you decide as a player.)

10. Decide whether to chastise Oryx for being a berserker, or let his adversarial relationship with Gyeong-su grow. Note that you can still have a good relationship (even an alliance) between two NPCs who don't like each-other, but it's much harder. Additionally, if you want Oryx to be a threat to other players, you'll need to let him make enemies.


Keep in mind that you can inspect other player's assignment spoilers this turn because of The Vision Sphere. You can't look at their events, but the names of the events and/or the items that they're using may give you some insight as to their plans.[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 3 Events (Assignments Due May 7th)
Post by: TheMeanestGuest on May 01, 2013, 09:33:18 PM
[spoiler=Event Assignments, Turn Four]1. Destination: The Garden
2. A Surge of Power
3. The First Trial
4. Rescue
5. Accelerate
6. The Second Trial, Destiny: Monster
10. The Third Trial (Juliet will use her Crimson Disk to absorb her Blood energy, so that her Smoke energy will be dominant)[/spoiler]
Title: Re: City of the Chosen: Turn 3 Events (Assignments Due May 7th)
Post by: BasnetI on May 02, 2013, 06:28:24 PM
[spoiler=Bastien Turn 4:]
Unable to post on the RP threat this week.

Bastien:
2. A surge of power (Controlled Facet)
5. The amulet's glow (Feral Facet: Impervious)
6. A Mysterious Gift (Wise Facet)
8.A search.Looking for weapons(if possible Olga's weapon)
10. What Am I Doing Here (Controlled Facet) True Leader

Olga:
2. A surge of Power
5. Refill
6. A Mysterous Gift
8. A Search. Looking for Weapons (If possible, Bastien's weapon)[Looking for food if weapon is not possible]

Gyeong-su:
5. Find an Exit
8. A Search: Food. [Influence: Medicine Man (Only if "Living Wall" is interrupted)]

Medicine Man
5. Find an Exit
7. Living Wall
[10. Storyteller (Only if "Living Wall" is interrupted)][/spoiler]
Title: Re: City of the Chosen: Turn 3 Events (Assignments Due May 7th)
Post by: Xathan on May 06, 2013, 01:56:04 AM
[spoiler=John Dante, Turn 4]
1: Valor, Bar the Door. Jessica WILL keep Lightdrinker this turn.
5: Find an Exit (Jessica, Both Locations), Bind A Wound (John), Keep us Safe (Oryx)
8: A Search (Jessica, Water, Vision Chamber), Find Saitoro (Jessica, Reaction: Stealth), Influence (John Targeting Oryx, Oryx Targeting Emily, Jessica Targeting Emily) - She'd fit in well with our little group.
10: Grow up (John, Oryx) - Although Oryx will eventually be a threat to other players, I can't risk the adversarial relationship yet. Hope I chastised him gently enough to keep the kid from taking it too hard.[/spoiler]
Title: Re: City of the Chosen: Turn 3 Events (Assignments Due May 7th)
Post by: HippopotamusDundee on May 06, 2013, 09:30:56 PM
[spoiler=Saitoro, Turn 4]
1. A Meditation on Pain
4. Investigate the Structures
7. Stranger (Iron)
9. Return to the Æther
10. Thinking Ahead (Oracle)[/spoiler]
Title: Re: City of the Chosen: Turn 4 Events (Update In Progress)
Post by: Raelifin on May 16, 2013, 07:53:41 PM
TURN 5 - Exploration
This turn will take 2 hours of in-game time.
Soundtrack (http://www.listenonrepeat.com/watch/?v=rMOSTOSyNz8)

[spoiler=Destinies][ic=Hero of the Tribe]You met with the people of the city, and performed a great feat for them. They revere you as their champion, and place their hopes on you.[/ic]
[ic=Murderer]Tensions between you and another chosen kept building. It just wasn't sustainable. They had to die.[/ic]
[ic=Alchemist]You've collected and studied the various substances of the city. Armed with this knowledge you can poison, heal, distract, or strengthen.[/ic]
[ic=Oracle]You've all had visions and perceptions, but this goes beyond that. You've aquired a perception of this place that brushes up against knowing the truth.[/ic]
[ic=True Leader]You've proven yourself time and again as a trustworthy and wise leader. Others recognize you as the clear and permenant leader of a faction of chosen.[/ic]
[ic=Builder]When others were wanting, you provided. Food, beds, spaces. These things you provided. Weapons. Walls. Everyone knows you're the person to see when something needs to be made.[/ic]
[ic=Badass]You've proven, time and again, that you're not one to be messed with. The other chosen fear you, and for good reason. You win fights, and sometimes you pick them. You get what you want, even if you don't have many friends.[/ic]
[ic=Monster]You didn't stay with the others. You dabbled in things you should've avoided. The city's darkness has seeped into you, and you've changed into something less than fully human.[/ic]
[ic=Sage]The places, devices, and occurances in the city are chaotic and strange, but not without laws. You've taken the time to study them, and you understand them and their function more than anyone.[/ic]
[ic=Protector of the Weak]While you may or may not be the best leader, the chosen understand that you are a person of honor and benevolence. You took care of those who needed help the most, and for it you are recognized as a paragon of protection.[/ic]
[ic=Augmented]The artifacts of the city did more than just help you. You became dependent on them, and learned their secrets in the process. You are now not fully human, but none deny your power.[/ic]
[ic=Connected]You met someone special. The bond, platonic or romantic, that you've forged with them will stand the test of time. To return to earth without them would be unacceptable.[/ic][/spoiler]

(http://raelifin.com/files/city/map2.png)

Publicly Known Locations:
Pod Tower (16 Pods)
Spiral Hall
Balcony of Shards (Strange Craft)
Blackslime Bridge (Medicine Man)
Vision Chamber
Skyward Hub (John Dante, Oryx, Jéssica, Layla, Mary, Emily, Rikki, Vitus, Olga, and Gyeong-su at the start of Turn 5)
Garden (Juliet, Olga, and Bastien at the start of Turn 5)

I'll be editing the above list to include spoilered descriptions! See next turn's update for descriptions.

Mysterious Locations:
Honeycomb Chamber
Tower Control Room
Wooden Workshop
Dead End
The Æther
Amber Prism
The Library
Hellscape
Elevator
Abandoned Camp
Processing Plant
Factory

Alliances:
John Dante leads Jéssica, Emily, and Oryx.
Layla al-Zakiyya leads Mary, Rikki, and Vitus.
Bastien Mcgregor leads Olga, Gyeong-su, and the Medicine Man.

Quote from: Character-specific Knowledge and Events
[spoiler=Layla al-Zakiyya]It'd be great if you're still playing! Unfortunately, your continued absence has manifested as unconsciousness this turn. To prevent your coma from persisting to *next* turn, simply post an assignment this week of "I'm Waking Up".[/spoiler]

[spoiler=Saitoro]

[ic=The Prism]Rather than bind your wounds, you decide to meditate. It would've seemed crazy, but somehow in the midst of all this it seems right. The scratches are pretty bad, but you'll live. A wave of the familiar tingling passes over you as you rest.

Eventually you decide that it'd be a good idea to make another pass at investigating this place. The floor appears to be polished black stone, similar in texture to the white stone of the tower. One detail you notice is that nothing appears to have any dust. Even areas where humans spend lots of time usually have dust in the cracks and crevices, but the flood and structures seem to be immaculately polished. Thinking back, you don't remember any dust in the tower, either.

The light makes everything in the room glow orange, but you suspect that these structures normally have a silver coloration. Each of them is roughly cylindrical and about a meter in diameter. Some rise up a couple meters, while others are lower to the ground.

You sit down by one, and cringe as your wounds protest the motion. Like the others it has a complicated surface molded into a flowing, almost organic pattern. Actually, that sounds right. The door of the tower... the designs on the pods and tower walls... the surface of these metal things, they all seem as if they were grown rather than made. There are exceptions, of course. The polished, super-smooth surfaces of the floor and walls, the perfectly triangular or cylindrical shape of the rooms... It's something to go on, though.

The structure you're next to reminds you a bit of the trunk of a tree, though more warped and intricate than most. In addition to the broad patterns of growth and motion embedded into its surface, you see smaller markings, a stiff contrast to the smooth lines. These markings are rigid and sharp, and seem to wind along in a haphazard way like a trail through mountains.

Despite having never seen such symbols before, you soon realize that you can read what must be some kind of language. Unfortunately it is not as simple as kana or even kanji. The symbols appear to have multiple meanings layered on each-other so that each concept is paired with two others. This is all so fast and sudden, as though the understanding was being poured into your mind. Is this related to how you could understand the others? No way to know...

You return to the strange text. Seven characters in sequence seem to read "howling storm", or at least that is one option. They could also read "might of number-ideas" or "caress of the all-mother". Frustratingly, they all seem perfectly valid. With kanji you can usually understand what a character means from context, but this seems truly ambiguous. Your fingers trace the wandering path of symbols. "Tears flesh|binds the arms|judges fairly" reads the next bit, followed by "instantly gratifying|with no compassion|oppressive by nature". Perhaps it's saying "The howling storm tears flesh with no compassion"? Or maybe it's "The caress of the all-mother binds the arms, oppressive by nature"?

After a good amount of time studying the symbols you give up. There are too many interpretations to consider, even if you can somehow read the script. Another thing you notice as you were searching the sculpted silver tree is a niche that appears to house a small lever. You brace yourself as you pull it, and are happy to see that it apparently opened the top of the structure. A half-meter long extension slides up out of the top, propelled by some internal force unlocked by the lever.

You scramble to your feet, ignoring the pain. The extension appears to be a rectangular frame, taller than it is wide. It radiates a nasty cold, though seemingly from the center of the frame than from the frame itself. From the top of the metal window pours a curtain of what appears to be sand. Most bizarrely, as the sand falls it is replaced by more sand from the top of the frame, like an eternal waterfall with no source. The sand prevents seeing through the frame, and pours down into the space from which the frame extended. You reach forward, but ultimately pull back before touching the sand, feeling the fierceness of the cold.

Feeling the temperature of the room begin to drop, you search for some mechanism or lever to stow the frame again. The original lever seems to not do anything now that it's up, but you eventually find a second mechanism tucked away in a fold of the structure. It extends to form a crank, which when turned, causes the frame to move down. You turn the crank, shocked to be able to see your own breath in the air. You shiver as the frame clicks back into place. This whole place is like a fever dream.[/ic]

[ic=Departure]Time passes. A man appears from nowhere. He asks a question. His eyes shine. You answer. He says that he has another appointment, and wishes you good health in Japanese. He disappears in a familiar gust of wind.

Not about to let him escape without more of an explanation than that, you focus on the wind. The scream echoes in your mind, but you push it aside. The pain of the scratches call for you to rest, but you push it aside. The room begins to fade, but not all at once. The wind is carrying you, but the same trick to flying in that mad world allows you to resist its pull. It's quite a bit like being on a boat in a river. The first time you were simply swept out to the ocean, empty and terrifying. But now that you know how to steer and paddle, you can take your time as you flow slowly downstream.

The structures disappear first, and then the doors. Blue light begins to permeate everything. One of the doors opens, revealing the woman who cried out back in the tower (Jéssica). She's wide-eyed, and tries to hide behind the wall. The wall disappears as you drift along the wind. The woman appears to be wearing naught but rags and a coat that's much too large for her. You seem to remember it belonging to the man who could conjure lightning.

More interesting is the... sword on the woman's right arm. It's nearly a meter long, totally black, and appears to be fused to a black gauntlet as though it were a push-dagger. The weapon looks almost comical on the dark-skinned lady. She clearly has no idea how to use it.

The room fades to blue in its entirety. Far in the distance you see a structure of some kind, but it quickly also fades to the familiar blue of the Æther. You're flying. The scent of... ハマナス is in the air. You don't remember that from last time... but there's a lot you don't remember.

In the distance you can see the stranger, flying like he has years of practice. You doubt you'll be able to catch up to him, but you may be able to see where he goes. You wince involuntarily upon spotting... You draw your bow.

Below you is the massive sphere of sky seeped in darkness. You keep your gaze locked on the creature. At last you hear the scream. It washes over you and you feel your heart start to pound. At least it seems to be focused on the other man for now.[/ic]

Saitoro is injured.
Saitoro is suspicious.
Saitoro has 2 Superhuman Development Tokens.
Saitoro has locked in one of his powers as Endurance-related.
Saitoro has 4 Unhappiness Tokens.
Saitoro has 1 Knowledge Token.
Hong Gyeong-su's loyalty to you is 2, but he is not your ally.

If Saitoro does not gain the Eternal trait he will gain more unhappiness tokens. If he is still injured (and not Eternal) at the end of the turn he gains an unhappiness token. If he has not gotten any food or drink by the end of the turn (and is not Eternal) he gains another unhappiness token.

[spoiler=Events]
1.
Quote from: Simultaneous
[ic=Return to the Prism]Public, Crisis, Blood
Location: The Æther

Restriction: Only Saitoro may be assigned to this event.

Coming back here while injured was a mistake. While it's good that you can return when you please, dealing with that... thing isn't what you want to be doing. If assigned, Saitoro drops out of the Æther and surprises Jéssica. (I encourage you to let Xathan know about this via the roleplaying thread.) This assignment doesn't do anything by itself, but does allow Saitoro to be assigned to other events.[/ic]
[ic=A Cloak of Sky]Public, Crisis, Frost
Location: The Æther

Restriction: Only Saitoro may be assigned to this event.

This stranger moves through this place too comfortably. If assigned, Saitoro learns to shroud himself in the Æther, and follows the stranger without being detected. Saitoro also learns a trick for bypassign the screamer without danger.[/ic]
[ic=Common Foe]Public, Crisis, Blood
Location: The Æther

Restriction: Only Saitoro may be assigned to this event.

You're not about to let any man stand alone against the...  If assigned, Saitoro assists the stranger by drawing the creature off him with a couple well-placed arrows. The stranger repays Saitoro by flying further away and exiting the Æther, leaving the monk to fend off the beast alone. Select either Eternal or Impervious when assigned. Saitoro either fends off the creature with a point-blank arrow (Eternal) or manages to win once again in unarmed combat (Impervious). Saitoro gains the selected trait and loses all Superhuman Development tokens.

In either case, the thing you can never seem to remember clearly does not die, but merely retreats for a while. Saitoro successfully follows the stranger's trail to the garden.[/ic]
[ic=Sidestep]Public, Crisis, Smoke
Location: The Æther

Restriction: Only Saitoro may be assigned to this event.

Saitoro uses the screamer's distraction to his advantage to explore a different part of the city. He follows the winds to a building with many fluids and substances that are being mixed and manipulated in large containers. This assignment doesn't do anything by itself, but does allow Saitoro to be assigned to other events.[/ic]

3.
Quote from: Simultaneous
[ic=Hello There]Public, Opportunity, Frost
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event, and only if he was assigned to Return to the Prism earlier this turn.

Saitoro, in addition to greeting Jéssica spends some time getting to know her better. Her loyalty to Saitoro improves by 1 and you learn what John, Oryx and some of the others have been up to. You'll also learn something about the black blade that she wears on her arm.[/ic]
[ic=Investigate the Wooden Workshop]Public, Opportunity, Smoke
Location: Wooden Workshop

Restriction: Only Saitoro may be assigned to this event, and only if he was assigned to Return to the Prism earlier this turn.

Saitoro investigates the room Jéssica came from--the Wooden Workshop. Jéssica doesn't seem particularly observant, and you're guessing that she missed quite a bit in there. Unknown effect.[/ic]
[ic=Investigate the Tank]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Jéssica or Saitoro may be assigned to this event. Saitoro many only be assiged if he was previously assigned to Return to the Prism.

One of the metal structures appears to hold a glass bubble of some kind. Characters that are assigned investigate the structure, looking in the bubble for answers. The glass bubble holds an incredibly dangerous, but powerful, artifact, which will become accessible early next turn. If a player character obtains the artifact they'll gain opportunities to progress towards the Monster and Augmented destinies.[/ic]
[ic=Investigate the Pool]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Jéssica or Saitoro may be assigned to this event. Saitoro many only be assiged if he was previously assigned to Return to the Prism.

Another structure in the triangular room holds a basin of water. If assigned, choose whether a character drinks the water. There is a 50% chance that the water is clean and a 50% chance that it is poisoned. If a character drinks the water and it is clean, they remove one unhappiness token and sate their need for water. If they are assigned but do not drink, they learns whether it is poisonous but do not remove any tokens this turn. If they drink poisonous water they become poisoned (-2 to all stats for the next 24 hours; if this character becomes seriously injured he or she dies) and do not satisfy their thirst.[/ic]
[ic=Discuss the Language]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event. Saitoro many only be assiged if he was previously assigned to Return to the Prism.

If Jéssica is not assigned to Investigate the Structures this event is disrupted.

Saitoro shows Jéssica the language on the structures and the two spend some time discussing it. Jéssica isn't particularly bright, but she enjoys the company and serves as a nice foil for Saitoro's contemplations. Her loyalty to you improves by 1 and Saitoro makes a breakthrough, learning quite a bit about the structures and gaining one progress point towards the Sage destiny.[/ic]

[ic=Reconnect With Bastien]Public, Opportunity, Dust
Location: The Garden

Restriction: Only Saitoro may be assigned to this event, and only if he was previously assigned to Common Foe or A Cloak of Sky.

Saitoro meets up with Bastien (feel free to mention this in the RP thread, if selected). You learn more about the book that the stranger had. When assigned, decide whether to tell Bastien about the Æther and how to Step Without Stepping, or whether to keep it a secret. Bastien may have knowledge about an easy way to heal wounds.[/ic]
[ic=Relax for a While]Private, Opportunity, Dust
Location: The Garden

Restriction: Only Saitoro may be assigned to this event, and only if he was previously assigned to Common Foe or A Cloak of Sky.

Saitoro finds himself alone in a mysterious garden. The tranquil setting convinces him to bind his wounds and relax for a bit. Remove one unhappiness token from Saitoro. At the end of the turn if Saitoro is not poisoned and did not engage the screamer in combat after this event (regardless of his superhuman traits) he ceases to be injured.[/ic]

[ic=Kixthish Overload]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event, and only if he was previously assigned to Sidestep.

When you assign a character to this event, select three things:
* An element (Blood, Iron, Dust, Smoke, Frost)
* A type; either Artifact, Location, or Event
* A danger level; either Safe or Dangerous

Saitoro is knocked unconscious by something mysterious and has a dream about something of the selected type and element. The dreams are vivid and intense, and slightly damage his sanity. Next turn (usually), his dream will become reality. Additionally, Saitoro gains a progress point towards the Oracle destiny and counts as having been exposed to a kixthish overload, unlocking another event like this one (but without the destiny progress) next turn.[/ic]
[ic=Dark Machines]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event, and only if he was previously assigned to Sidestep.

Saitoro investigates the operations of the mysterious tanks, pipes, and machines. If assigned he gains one knowledge token and one progress point towards the Sage domain in addition to discovering a useful substance.[/ic]

4.
[ic=Blackslime Pool]Private, Opportunity, Dust
Location: Either The Garden or Processing Plant (situational)

Restriction: Only Saitoro may be assigned to this event, and only if he was previously assigned to Common Foe, Sidestep, or A Cloak of Sky.

Saitoro finds a pool of hot black goop with the consistency of half-set Jell-O. For whatever reason, Saitoro decides to touch it. When assigning Saitoro to this event, decide whether to take a little slime or a lot of it. Unknown effect.[/ic]

5.
[ic=Lucky Break]Private, Opportunity, Iron
Location: The Garden

Restriction: Only Saitoro may be assigned to this event, and only if he was previously assigned to Common Foe or A Cloak of Sky.

The garden is full of delicious (if somewhat odd) fruits and there are pools of clear water. If assigned, Saitoro sates his need for food and drink.[/ic]

6.
[ic=A Foreseen Conflict]Public, Crisis, Blood
Location: The Æther

Restriction: Only Saitoro may be assigned to this event. Saitoro must not have been assigned to Common Foe earlier this turn.

Saitoro travels through the Æther again, this time ready for the creature that eludes memory. When assigned, select either Eternal, or Impervious. Just like in Common Foe, Saitoro gains the trait in question and loses all Superhuman Development tokens.[/ic]

9.
Quote from: Simultaneous
[ic=Hello There]Public, Opportunity, Frost
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event, and only if he was assigned to Return to the Prism, Common Foe, or A Foreseen Conflict and *not* assigned to Hello There earlier this turn.

[spoiler=Same as before]Saitoro, in addition to greeting Jéssica spends some time getting to know her better. Her loyalty to Saitoro improves by 1 and you learn what John, Oryx and some of the others have been up to. You'll also learn something about the black blade that she wears on her arm.[/spoiler][/ic]
[ic=Investigate the Wooden Workshop]Public, Opportunity, Smoke
Location: Wooden Workshop

Restriction: Only Saitoro may be assigned to this event, and only if he was assigned to Return to the Prism, Common Foe, or A Foreseen Conflict and *not* assigned to Investigate the Wooden Workshop earlier this turn.

[spoiler=Same as before]Saitoro investigates the room Jéssica came from--the Wooden Workshop. Jéssica doesn't seem particularly observant, and you're guessing that she missed quite a bit in there. Unknown effect.[/spoiler][/ic]

[ic=Reconnect With Bastien]Public, Opportunity, Dust
Location: The Garden

Restriction: Only Saitoro may be assigned to this event, and only if he was previously assigned to Common Foe, A Cloak of Sky, or A Foreseen Conflict and *not* assigned to Reconnect With Bastien.

[spoiler=Same as before]Saitoro meets up with Bastien (feel free to mention this in the RP thread, if selected). You learn more about the book that the stranger had. When assigned, decide whether to tell Bastien about the Æther and how to Step Without Stepping, or whether to keep it a secret. Bastien may have knowledge about an easy way to heal wounds.[/spoiler][/ic]
[ic=Relax for a While]Private, Opportunity, Dust
Location: The Garden

Restriction: Only Saitoro may be assigned to this event, and only if he was previously assigned to Common Foe, A Cloak of Sky, or A Foreseen Conflict, and *not* assigned to Relax for a While.

[spoiler=Same as before]Remove one unhappiness token from Saitoro. At the end of the turn if Saitoro is not poisoned and did not engage the screamer in combat after this event (regardless of his superhuman traits) he ceases to be injured.[/spoiler][/ic]
[ic=Lucky Break]Private, Opportunity, Iron
Location: The Garden

Restriction: Only Saitoro may be assigned to this event, and only if he was previously assigned to Common Foe, A Foreseen Conflict, or A Cloak of Sky and *not* assigned to Lucky Break.

[spoiler=Same as before]The garden is full of delicious (if somewhat odd) fruits and there are pools of clear water. If assigned, Saitoro sates his need for food and drink.[/spoiler][/ic]

[ic=Kixthish Overload]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event, and only if he was previously assigned to Sidestep, Common Foe, or A Foreseen Conflict and *not* assigned to Kixthish Overload.

[spoiler=Same as before]When you assign a character to this event, select three things:
* An element (Blood, Iron, Dust, Smoke, Frost)
* A type; either Artifact, Location, or Event
* A danger level; either Safe or Dangerous

Saitoro is knocked unconscious by something mysterious and has a dream about something of the selected type and element. The dreams are vivid and intense, and slightly damage his sanity. Next turn (usually), his dream will become reality. Additionally, Saitoro gains a progress point towards the Oracle destiny and counts as having been exposed to a kixthish overload, unlocking another event like this one (but without the destiny progress) next turn.[/spoiler][/ic]
[ic=Dark Machines]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event, and only if he was previously assigned to Sidestep, Common Foe, or A Foreseen Conflict and *not* assigned to Dark Machines.

[spoiler=Same as before]Saitoro investigates the operations of the mysterious tanks, pipes, and machines. If assigned he gains one knowledge token and one progress point towards the Sage domain in addition to discovering a useful substance.[/spoiler][/ic]
[/spoiler]

[ooc=Event Summary]Saitoro must first decide whether to deal with Jessica, chase the stranger or go to a new location.

If you deal with Jessica, you can discuss with Xathan what to investigate in the prism. There's a nice opportunity to make a breakthrough on the perplexing text on the structures if you can get Xathan to help. (Jessica can investigate everything at once, thanks to her clone powers, so it's not a sacrifice to work with Saitoro.)

If he follows the stranger he'll have the opportunity to learn a couple tricks to navigating the AEther (only useful for future turns) or force an early fight with the monster. If he gets in a fight, either now or later in the turn you can choose for him to develop Eternal or Impervious. These are the Iron traits related to endurance, and one must be selected if he gets in a fight or else Saitoro will die. (If you don't want either of these traits, simply don't get into a fight with the screamer while Saitoro is still injured.)

In the Garden Saitoro can choose to rest or meet up with Bastien and learn some about the stranger's book. An early trip to the garden also unlocks a free opportunity to eat and drink.

The last major location is the Processing Plant, an area that is currently experiencing a buildup of "kixthish" (though Saitoro does not immediately realize this). Going there will offer the most direct progress towards the Sage and Oracle destinies. The Kixthish Overload event is particularly powerful and will let you shape more of the world around you through a sequence of dreams (one this turn and one next turn).

Once you've selected an event for timeslot 3 you can pick another event to do from approximately the same list for timeslot 9. If the second event takes place in a different location you'll have to fight the AEther monster if you haven't already.

There's a lot to read/process this turn, so please PM me if you have any questions.[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 4 Events (Update In Progress)
Post by: Raelifin on May 16, 2013, 07:55:03 PM
Quote from: The Rest
[spoiler=Juliet]
[ic=The First Trial]The gel is warm and comfortable as you are sucked along by the current. Soon, however, the current stops. The feeling of power brought on by the slime almost smothers out a simple thought.

Air.

By the time you realize that you're drowning it's almost too late. You fight to get to the surface, wherever it might be. The lightless black liquid gives no sign that there even *is* a surface. But, just as you start to swallow the metallic-tasting goop your hand pierces the surface of the pool.

Slowly, painfully, you pull yourself out of the mess. You cough and hack globs of the awful stuff and wipe it from your eyes. Despite nearly drowning, you feel hesitant to leave its embrace. The rest of the world seems cold and loud in comparison.

"Помощь!" you hear. You shake your head, still disoriented from lack of oxygen. "Он все еще там!"

You realize that Olga is still in the slime, and she seems to be calling for you to help her with something. You try and figure it out. Her words are... comprehensible, but you're... you begin to vomit a massive amount of slime and the Russian woman dives back down without you.

When she resurfaces, you spot someone in her arms. "Помощь!" (Help!) she cries. You swim out into the pool, letting the hot liquid caress you, and slowly pull Bastien to safety.

For a long moment the three of you, Bastien unconscious, lie there in silence. As you recover, you take stock of your surroundings.[/ic]
[ooc]Smoke was dominant in the first trial, disrupting your ability to meaningfully help the rescue.[/ooc]

[spoiler=The Garden][ic=The Garden (Night)]Trees rise up from black soil, their trunks white and ghostly in the dim light. The room, for this place is surely indoors, is deathly silent. No insects, animals, birds, or running water. Every now and again one can feel the slightest breeze, but it is hardly notable. The branches overhead obscure the ceiling, which is undoubtedly many meters above. Pale orbs of light drift through the canopy like miniature moons, throwing shadows every direction and yet making no noise.

The garden appears to be tended; paths of flat stones run throughout in winding patterns, but the land is hardly flat. Little hills are everywhere, and in the valleys are deep pools. Some are water, while others are strange liquids like the hot black goop found elsewhere. The surfaces of the pools are covered with leaves and the water appears to be remarkably clean, despite being stationary.

All around the trees are little bushes or plants, some with flowers and others plain. Small fruits are easy to find on the bushes and trees, but never on the ground. Apples, pears, strawberries, and more can be discovered if one searches, but they seem different in small ways--in their taste, texture, and coloration.[/ic][/spoiler]

[ic=The Second Trial]You and the others recover. Bastien makes some rah-rah appeal for solidarity or something. Olga for "sisterhood". You don't give a shit. You leave. Olga doesn't even bother following. Maybe they got the message.

For a good long while you wander the garden. You get a drink of water from a pool and wash off some of the slime. You can still feel some of it within you, though, like the warmth of a hard drink.

This place is eerie, even if the fruit does taste good. You sit down for a bit and bite into a pear. The flesh inside is strangely sweet, and as you look down you nearly drop it, seeing blood on your hands! No, not blood, just juice. The pear is a bright red inside, with juice like a raspberry or something. You need to get a grip. Keep your wits about you...

One of glowing orbs drifts silently overhead, casting cold white light upon everything. You're suddenly struck by an urge to go climb back into the slime.

No. Keep your wits about you. Forward, not backward.

The dream comes back to you. Blood on your hands. Cutting in. No. It's not blood. It's juice.

You eat some more berries. So good.

The disk. You stare at the disk. You're alone. So alone. It knows you're alone. You tell it to fuck off. The disk stares at you.

An orb drifts overhead, casting cold white light upon everything. Time passes. It's not blood. It's juice. You eat some more berries. Forward, not backward.

You draw your knife. You're so slow. That damned disk is sapping your speed. No... the disk is silent. It's sleeping. You're not slow. You're fast. Mind matches body. You throw your knife. You catch it before it lands. You draw your knife. You're so fast. Time passes. So alone.[/ic]

[ic=The Third Trial]Keep your wits about you. The disk stares at you. Forward, not backward. Your belly hurts. They're cutting into it. It's not blood. It's juice. You eat some more berries. There's a door! You can get out of here! An orb drifts overhead. Your shadow walks alongside you. The disk stares at you. Its eyes are full of blood. You open the door. Its eyes are full of blood. Not blood. Juice. You scream at the disk. It's eating you like a pear. You stomach burns and you double-over in pain. The trap is sprung.

Blades come from the darkness, held by men without faces. Everything is so slow. Your stomach is on fire. The men step out of nothingness with curved daggers. They're coming for you. The disk burns with an evil red light. Everything is so slow.

You fall. It's the way out. To die. Blood starts to pour from your mouth, but you watch the blades swing too high. Their faces are still empty. They sound like engines. The blades swing overhead in a ballet of death. You lie on the ground. Your belly. The blood. It's coming out. The disk stares at you.

No blood. Juice.[/ic]

[ic=Juice]For the second time in the last couple hours you vomit. The fruit leaves your system in a series of violent eruptions. You think you're dead more than once, given the massive pain. The faceless figures continue to hum ominously above you. With the pain in your belly receding (though still fucking awful) you crawl out from between them and spend what seems like an eternity just sitting and breathing and trying not to indulge the feverish thoughts.

The men don't move. They stand there, clothed in brown robes and holding wickedly curved daggers in both hands. They hum their ominous hum. Three of them. You get so you can count, at least. One came from behind you. From the garden. Why don't they move?! You wipe the tears from your eyes (when did those appear?) and crawl over to them. They don't move.

You touch one. He doesn't move. Gathering your wits and your strength, you pull yourself to your feet, nearly collapsing from the pain. You pull off his hood. A robot? It's like no robot you've ever seen (not that you're an expert). Its "face" is a smooth wooden shell, and behind that is a collection of levers and springs. The hands are like metal gloves welded to grip their blades. You can pull the arms back and when released they spring forward with a vicious stabbing motion. The whole thing reminds you a little of one of those old-fashioned coockoo clocks, but far more sinister. Each one hums gently. Where these spring-loaded assassins came from is just another mystery to be added to the pile you suppose.

You take a moment to regurgitate the very last of the fruit in your stomach and you feel a bit better now. Your lips, chin, and hands are stained bright red from the "pear" juice and the juice from those fucking berries. You don't know how something that tastes so good can hurt so bad. It's like some sort of evil joke.

"Forward, not backward." You laugh to yourself as you step through the arched doorway.[/ic]

Juliet's power is Accelerated Timeframe.
Juliet has 1 progress point toward the Monster destiny.
Juliet has 1 Unhappiness token.
Juliet is suspicious.
Juliet has absorbed 10 units of blackslime (14 maximum).
Juliet still has a Crimson Disk (5 charges).

Loyalty (no allies yet):
Olga Surikov: 1
Hong Gyeong-su: 2
Oryx: 2
Riccara Vaillancourt: 2
All Other NPCs: 1

[spoiler=Events]
1.
[ic=Forward, Not Backward]Private, Crisis, Smoke
Location: The Garden

Restriction: Only Juliet may be assigned to this event.

Still a bit delusional and sick from the fruits of the garden, Juliet continues to press on, visiting several non-hostile locations in sequence. If assigned, choose an element. The next three rooms she enters will be of that element, the subsequent element, and the element after that, respectively. Elements go: Blood->Iron->Dust->Smoke->Frost->Blood... Additionally, one of the rooms contains a stationary artifact of the same element as the room. You may select what the artifact looks like, and which room it is in, as well as whether it gives bonuses to combat, intrigue, leadership, perception, or happiness. (You cannot specify what, exactly, it does.)

(The artifact should not look specific to any earth culture, nor have any electronics, traditional power sources (such as steam engines) or advanced materials. Emphasis on organic shapes, ornate designs, use of ceramic, wood, and stone, and immaculate craftsmanship are encouraged.)

If Juliet is not assigned, all decisions of this event are chosen randomly.[/ic]

2.
Quote from: Simultaneous
[ic=Demon Fruit]Private, Crisis, Iron
Location: None

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet takes a moment to rest and recover from being sick. She gains two unhappiness tokens from the pain of the berries, but is otherwise okay now. (Ingesting the berries will stun a character for an hour with pain and delusion, but after the hour they merely gain 2 unhappiness tokens.)

If Juliet is not assigned then she gains five unhappiness tokens instead, and she is poisoned (-2 to all elements; if she would be seriously injured she dies instead) for the next 24 hours. (Ingesting the berries still stuns characters, in addition to these more potent effects.)[/ic]
[ic=When Did I...]Private, Crisis, Frost
Location: None

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet realizes that she picked quite a few berries and put them in her pocket without realizing it. She gains a Poisonous Berries item. The berries are so delicious that other characters, unless specifically knowing better, will automatically eat them if invited to.[/ic]
[ic=Such A Beautiful Face]Private, Crisis, Blood
Location: Unknown

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet finds another water source in one of the rooms and cleans herself up. The stains of the berries are temporary, and cleaned up with a little effort.

If Juliet is not assigned then the bright-red juice of the berries (not the pear) is very hard to remove from skin, and impossible to remove from cloth. Juliet's hands and face will stay red for at least a couple days, granting her a somewhat wild appearance and a -1 Frost penalty in the Social and Political domains until she has some time to fix her looks.[/ic]

3.
[ic=Ripples of Heat]Private, Crisis, Blood
Location: None

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet realizes that she's starting to crave some more blackslime. Burn one unit of the stuff and decide whether blackslime is mildly addictive or seriously addictive.

If it's mildly addictive then characters who have burnt at least one unit of it must absorb more within the next 12 hours or else suffer a -1 to Blood and Frost (in all domains) for the 24 hours following or until they absorb more.

If it's seriously addictive then any character that burns a unit of blackslime must proceed to absorb at least as much as was burnt in the next 6 hours or else they become injured and cannot be healed (except via power or blackslime) for the next 24 hours.

Regardless of addiction level, blackslime burns off at a rate of 1 unit per 2 hours that the consumer is awake and active.

If Juliet is not assigned, blackslime does not burn off over time and is not addictive.[/ic]

4.
Quote from: Simultaneous
[ic=Faceless Assassins]Public, Opportunity, Smoke
Location: Unknown

Restriction: Only Juliet may be assigned to this event.

In her explorations Juliet runs across something strange. If assigned, she investigates carefully, triggering another trap like the one she stepped into at the door in the garden. Faceless spring-robots leap out of nowhere and cut at the air with speed comparable to her (though not quite as fast). Juliet was careful enough that she wasn't in danger, but the mannequins present the opportunity to study them more, and perhaps even learn to spot future traps of the same sort. Juliet gains one knowledge token.

If not assigned, disrupt the Reset event. Juliet decides not to investigate the strange thing. (It is not necessarily still a trap in this scenario.)[/ic]
[ic=Watch Your Back]Private, Opportunity, Smoke
Location: Unknown

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet takes precautions to cover her tracks. If any characters come looking for her this turn she'll have the opportunity to evade them.[/ic]
[ic=Activate!]Public, Opportunity, Unknown Element
Location: Unknown

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet activates the stationary artifact that she discovers. The effect of this depends on the element and bonuses that are selected in Forward, Not Backward.[/ic]

5.
Quote from: Simultaneous
[ic=Reset]Public, Opportunity, Dust
Location: Unknown

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet attempts to reset trap that she sprung. There is a 20% of failure, but if Juliet succeeds, she can lead people into the trap on future turns (if other characters are in the area).
[/ic]
[ic=In The Shadows]Private, Opportunity, Frost
Location: Unknown

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet discovers an area inhabited by other chosen. She initiates a stealth "attack" on each person present. This attack is a 1-on-1 challenge in the skill domain. Juliet has a smoke outcome where she remains undetected, and each defender has a dust outcome where they detect her. A tie outcome reveals her presence, but doesn't let the others know it's specifically Juliet. If undetected she gains knowledge of what everyone is up to and unlocks a theft event next turn.
[/ic]
[ic=Newcomers]Public, Opportunity, Frost
Location: Pod Tower 2

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet discovers another tower, similar to the one she awoke in, but the pods in this one are closed. Next turn she can open them, discovering newcomers to the city.
[/ic]

10.
[ic=A Sudden Memory]Private, Crisis, Smoke
Location: None

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet remembers an event with a particularly important person from her past on
Earth. Choose a destiny to be embodied by the memory, and specify which element the important person most embodies/embodied. Next turn an event will be unlocked of the same element as the person that grants progress towards the chosen destiny.
[/spoiler]

[ooc=Event Summary]Not as many challenges for Juliet this turn, but quite a few choices.

First of all you get to plot out where she's headed by picking a sequence of elements. Then you get to place a stationary artifact in one of those locations and decide what it does. If you're not feeling particularly creative, I'm happy to fill in any details.

Next you can decide just what sort of side-effects the berries you found have. Remember that if she's poisoned then her stats will drop for a while, but she'll also have a more potent weapon should she choose to try and poison someone else.

In addition to the berry side-effects, you can add side-effects to the blackslime. This will negatively impact Juliet, but it'll also hinder Olga, Bastien, and anyone else who gets involved with the stuff.

Next you get to decide whether you want to investigate a similar trap to the one you set off, perhaps resetting it later to use on an unsuspecting foe (never can be too careful), or perhaps whether to activate the new artifact, or to avoid being followed by Bastien and/or Olga.

If you don't go the trap route you can try and sneak up on some of the others. Your new-found constant speed should make that pretty trivial, unless you're poisoned and they have some kind of super-senses.

Alternatively, you can find another Pod Tower, initiating a new batch of Chosen.

Lastly, you have the opportunity to guide your destiny via a memory of life on Earth.[/ooc]
[/spoiler]

[spoiler=Bastien Mcgregor]

[ic=Recovery]The pipe led to a deep pool of blackslime in some kind of weird garden. Juliet is there as well as Olga, but she seems pissed about something. She soon leaves without a word, and the garden is large and hilly enough that you don't see her again.

Olga tells you that Juliet didn't actually help save you. Back when you were unconscious at the bottom of the pool, Olga had to dive down herself while Juliet recovered. "The American" eventually did help pull you to dry land, but Olga seems to be a little peeved that she didn't get more help earlier. You're not sure whether to attribute her attitude to a general dislike of Juliet or to just being stressed, but it doesn't sound like Olga is being fair in her criticism.[/ic]

[spoiler=The Garden][ic=The Garden (Night)]Trees rise up from black soil, their trunks white and ghostly in the dim light. The room, for this place is surely indoors, is deathly silent. No insects, animals, birds, or running water. Every now and again one can feel the slightest breeze, but it is hardly notable. The branches overhead obscure the ceiling, which is undoubtedly many meters above. Pale orbs of light drift through the canopy like miniature moons, throwing shadows every direction and yet making no noise.

The garden appears to be tended; paths of flat stones run throughout in winding patterns, but the land is hardly flat. Little hills are everywhere, and in the valleys are deep pools. Some are water, while others are strange liquids like the hot black goop found elsewhere. The surfaces of the pools are covered with leaves and the water appears to be remarkably clean, despite being stationary.

All around the trees are little bushes or plants, some with flowers and others plain. Small fruits are easy to find on the bushes and trees, but never on the ground. Apples, pears, strawberries, and more can be discovered if one searches, but they seem different in small ways--in their taste, texture, and coloration.[/ic][/spoiler]

[ic=The Amulet's Glow]The giddy feeling of power and energy that the slime provided soon fades, but you can feel some of it still resting within you. It's warm, and even though it's a bit disconcerting to have some weird slime rolling through your body it also feels somewhat comforting.

Olga goes to absorb some more from the pool. As she does, you notice the familiar tingling coming from your amulet. It seems to glow faintly as you touch it. Images flow through your mind. Memories of the past. Visions of running through the woods of earth, arrows flying past you. Scenes of grabbing sword blades with your bare hands...

"Is something wrong?" Olga taps your shoulder carefully.

Nothing's wrong. Nothing at all. You feel better than ever![/ic]

[ic=Dead End]Meanwhile, on the bridge Oryx and John seem to be handling the situation with the replicas. Gyeong-su and the Medicine Man investigate the other fork on the bridge, the one that doesn't lead to the eye-room. The bridge leads to a short hallway where most of the others are resting.

Though it's distressing to see that Layla is still comatose, Gyeong-su is a bit relieved. With her out of the picture he and John seem capable of leading the group. The girl would've just invited more trouble.

The hall ends in a dead-end after just a few meters. Medicine Man comments that there must be more here than meets the eye, and Gyeong-su agrees. The idea that someone would build a hallway that leads to a featureless dead-end is so plainly ridiculous... Jéssica joins the search, wearing John's overcoat.

Oryx lets out several battle-cries on the bridge. Gyeong-su is convinced that his recklessness will  get someone killed, but it's not his place to deal with the young man. Jéssica interrupts Gyong-su's thoughts to point out the presence of a mysterious breeze that seems to be coming from the wall.

Where there's a breeze there's a passage, and for the next couple of minutes they try to find its source. Then something strange happened. Everyone disappeared. Then Jéssica appeared and soon disappeared again. Then everyone re-appeared.

The hallway has a trick. If one focuses on the breeze in just the right way one can step into another "dead-end" hallway without even stepping. It's a bit like turning your attention in a direction that you didn't even realize was possible. On the other side of the hall is a cylindrical room with seven other identical hallways leading out from it like spokes on a wheel.

Medicine Man finds the whole thing fascinating and makes a well-timed joke, breaking some of the tension.[/ic]

[ic=Stranger]Back in the garden, a gust of wind disrupts your explorations.

"Halo, Bastien. Saya harap saya tidak mengganggu." (Hello, Bastien. I hope I'm not interrupting anything.)

Behind you is a man in a business suit. His features and language imply an Asian origin, though he doesn't sound Chinese or Japanese. He's shorter than you, is in his early 30s or late 20s, and wears a business suit with necktie. His irises appear to be silver, and his eyes generally have a strange, metallic shine. He holds a large book in his arms. Bound in leather, you can see no indication of the tome's contents on its cover. Memories of your dream drift back to you as you recognize it. On either side of him are two tall white trees, their trunks reminiscent of pillars...

The man sees you eye the book, and holds it out for you to take. "My gift to you. I hope you like to read." The man smiles knowingly. As you take the tome the man disappears without another word.

Olga is baffled by the experience, and inspects the book that you were given. You turn the amulet over in your hand, considering the stranger for a moment. The wind when he appeared was sudden, but not unprecedented. Thinking back, there was a breeze in the pod tower, too, and you can feel the wind still blowing here in the garden, even after the man disappeared. Why would there be wind inside a sealed room? This place is theoretically large enough to have a breeze, but it still seems out of place. A puzzle piece that doesn't fit...

Oh well. There'll be time to investigate that later. Right now you turn your attention to the book.[/ic]
[ooc=Bastien's Journal]Medium Size

This massive book is bound in blank leather. A simple brass buckle and leather belt keep it closed when not being read. The pages are old and the edges ragged. English words are written within, apparently someone quite practiced at writing with a quill and ink. Their cursive forms are beautifully executed, and each page begins with a large block letter similar to many old books.

The pages appear to be journal entries written by "Bastien Mcgregor", and are dated "X days since arrival" or sometimes "X years since arrival". Frustratingly, the entries appear to be in random order, and many of them express trivial experiences about personal projects, moods, or relationships. Worse, when not being observed the pages tend to shuffle their order, making it nearly impossible to keep track of their position in the book.

When the owner of Bastien's amulet turns a page of the book they occasionally find that the next page was authored by them and it details their recent experiences in the city as though they had just written it. There are no blank pages in the journal. Any paper torn from the journal disintegrates very quickly as though it were ancient.

Each turn, the owner of the journal learns one particularly useful thing from it. As part of assignments each turn, the owner of the journal should specify a subject and either long-term or short-term. On the start of next turn (if still in possession of the book) they'll learn something about that subject. If long-term is chosen, the information will be more valuable in the broad scope of things, if short-term is chosen it will be more relevant to the situation that the owner of the book currently faces. Subjects can be people, places, items, or groups of people.[/ooc][ic=Bastien's Journal]Bastien Mcgregor,
Day of Arrival

Despite Juliet's death we have to keep going. The poor girl hit her head when traveling through the pipe and drowned in the slime. Rikki tried to save her, but she's just not as good at swimming as she is at flying. We buried by the apple tree. It's not much, but it's better than being left to rot.

Now Rikki and I have to figure out how to get back to the group by ourselves. At least there appears to be some food and water here.

Some strange man showed up out of nowhere and gave me this book. Where'd he come from? Who was he? Maybe I can find answers in here...[/ic]

[ic=Living Wall]Medicine Man, despite being keen to stick with the group and explore where the strange hallway leads, is concerned about the replicas. After checking with Gyeong-su he returns to the bridge and begins to change form. His body spreads out into grey stone and he begins to expand, filling the bridge completely. After only a few minutes he is fully transformed into a massive boulder fused onto the bridge.

If anyone needs to get through he can peel back (exactly like the "doorways", actually), but until he leaves, the bridge is secure.[/ic]

[ic=Apology]As the group migrates away from the bridge and towards the room beyond the trick hallway, Oryx approaches Gyeong-su. He seems... sorry? The soldier has seen better apologies from children, but the young black man seems genuinely concerned that he hurt Gyeong-su during the battle on the balcony. The soldier does the only honorable thing and acknowledge the apology. No harm was done, after all--Geyong-su's face could have a brick dropped on it without him even feeling any pain.[/ic]

Bastien's tokens: None
Gyeong-su's tokens: Superhuman Development x1, Unhappiness x2
Olga's tokens: Superhuman Development x1, Unhappiness x2
Medicine Man's tokens: Unhappiness x2

Bastien's feral facet is Impervious.
Bastien and Olga are both unarmed.
Bastien has absorbed 10 units of blackslime (14 maximum).
Olga has absorbed 14 units of blackslime (she cannot currently absorb more).

Loyalty:
Olga:5 (Ally)
Gyeong-su: 5 (Ally)
Medicine Man: 2 (Ally)
Vitus: 1
Oryx: 1
All Other NPCs: 2

If Gyeong-su doesn't get food or water this turn he'll gain another unhappiness token.
Medicine Man will gain an unhappiness token this turn unless the balcony is retaken.

[spoiler=Events]
1.
Quote from: Simultaneous
[ic=Seek The Rogue]Public, Opportunity, Smoke
Location: The Garden

Requirement: Only characters who began the turn in the garden may be assigned here.

Assigned characters look for Juliet. You don't find her immediately, but you do find small melee weapons and you find her at the beginning of next turn.[/ic]
[ic=Find an Exit]Public, Opportunity, Smoke
Location: The Garden

Requirement: Only characters who began the turn in the garden may be assigned here.

Assigned characters look for a way out of the garden, perhaps towards the group. If Juliet has found a way out, this will provide a different route out.[/ic]
[ic=Better Than Nothing]Public, Opportunity, Dust
Location: The Garden

Requirement: Only characters who began the turn in the garden may be assigned here.

Assigned characters find a suitable branch to turn into a wooden club. Each character assigned gains a club.[/ic]
[ic=Take a Moment]Public, Opportunity, Blood
Location: The Garden

Requirement: Only characters who began the turn in the garden may be assigned here.

Assigned characters spend some time relaxing in the garden. This reduces their unhappiness by 1 in addition to satisfying their need for food and water. If only two characters are assigned to this event, and only one is a player-character, the NPC's loyalty to the PC improves by 1.[/ic]

2.
Quote from: Simultaneous
[ic=Caretaking]Public, Opportunity, Frost
Location: Skyward Hub

Requirement: Only characters who began the turn in the skyward hub may be assigned here.

In the case that someone attempts to rob Layla of the De Facto Leader status, characters assigned to this event stick up for her, initiating a competition in the Political domain. The opposing group has a Frost outcome that shifts the De Facto Leader status to one of their PCs. This group has an Iron and Frost outcome that prevents the power grab. Tie outcomes also prevent change.

Because this is an opportunity to create a political challenge, but isn't one by itself, it does not trigger the Idealist trait.[/ic]
[ic=The Girl Is Unfit]Public, Opportunity, Frost
Location: Skyward Hub

Restriction: Only Hong Gyeong-su can be assigned to this event.

Gyeong-su takes advantage of Layla's comatose state and attempts to pull the remnants of the group to follow you (and him, by proxy). Unless someone disrupts the event (such as with "Caretaking") you gain the De Facto Leader status and a progress point towards the True Leader destiny.

If another player attempts to take advantage of the situation in a similar manner, Gyeong-su's loyalty towards them drops by 1.[/ic]

3.
[ic=Retake the Balcony]Public, Opportunity, Dust
Location: Balcony of Shards

Requirement: Only characters who began the turn in the skyward hub may be assigned here.

Thanks to Medicine Man the Blackslime Bridge is secured, and he can even shapeshift to let people through, but the replicas are still out there. Assigned characters decide to launch a counter-attack, and re-take the balcony. This event is considered to be an attack on 2d8 replicas, and they are automatically assigned as an opposing group.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: Two random winners deals damage to two random losers. For every two points that this outcome exceeds the next-highest outcome (in any group) another random winner deals damage to a random loser. The winning group gains control of the balcony.

Iron Outcome: Two random losers become injured (injured replicas are destroyed). The winning group gains control of the balcony.

Smoke Outcome: Three random characters take damage from three random opponents. Control of the balcony goes to a random group. Characters that contribute smoke to this outcome cannot be injured unless there are no other valid targets.

Tie Outcome: One character from each group deals damage to a random foe. Control of the balcony does not change.

For this event, damage is handled as follows: Roll 1d4 and add the deadliness of the weapon of the character dealing damage (if any). On a damage roll of 0 or lower nothing happens, on a 1-2 the victim is injured (-2 Elements to all domains, increased chance of death in future turns), on a 3-4 the victim is severely injured (cannot be assigned to events, likely to die unless tended to), on a 5+ the victim dies. If an injured character would become injured or severely injured, they die instead.
Seriously Injured characters are pulled to safety by their peers, if possible.
[/ic]

5.
Quote from: Simultaneous
[ic=Influence]Private, Opportunity, Frost
Location: Varies

When you assign a character to this event, target an NPC at the same location. If an NPC is assigned, you may only target an NPC that has a lower loyalty score than the assigned NPC. The target's loyalty to you improves by 1. (This improvement cannot go beyond +1 by assigning multiple characters to the same target.)
[/ic]
[ic=Explore the Æther]Private, Opportunity, Smoke
Location: Skyward Hub

Requirement: Only characters on the Skyward hub at the start of this turn may be assigned here.

The assigned characters learn to move in an unexpected way, bringing them to a new, but dangerous, realm. Assigned characters will be attacked next turn, but also have an opportunity to travel to otherwise inaccessible places. Characters assigned here are occupied, and cannot be assigned elsewhere this turn (unless they have the Clones trait).[/ic]
[ic=Seek the Breeze]Private, Opportunity, Smoke
Location: The Garden

Requirement: Only Bastien may be assigned here.

If assigned with the Wise facet, Bastien investigates how the stranger who gave you the book appeared so suddenly, granting Bastien access to the Æther next turn.[/ic]
[ic=Nuts and Berries]Private, Opportunity, Dust
Location: The Garden

Requirement: Only characters who began their turn in the garden may be assigned here.

Assigned characters build baskets out of foliage and/or collect food. Each character assigned who has a container item (backpack, basket, etc) gains one Loose Food item. (Loose food is identical to Food, but requires a container to transport. Each character assigned who does not have a container gains a Shoddy Basket item. Two characters can work together if assigned, building one basket and filling it, but this cooperation must be explicitly noted by the assigning player. Shoddy Baskets are destroyed after 8 hours unless improved by a conjurer or builder. The garden currently has 7 Food items that can be harvested.[/ic]
[ic=Hellscape]Public, Opportunity, Smoke, Cooperative, Combat
Location: Hellscape

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

Assigned characters investigate one of the other hallways that leads off of the hub. It leads to a large room filled with huge crystalline structures, a floor that slopes strongly away from the entrance, and no light except for huge bursts of flame that shoot from the walls unpredictably. Characters in the hellscape feel weighed down as if the gravity was somehow stronger here, and must struggle to keep from sliding down the room into shadowy depths.

To make matters worse, something far more sinister lurks in the gloom, hungry for human flesh. This event can be ignored, but the path cannot be explored until it has at least one person assigned to it.

Challenge Domains: Combat, Skill relevant to Detectives

Blood Outcome: A random character assigned to this event becomes injured (unless they are impervious). The beast in the depths also becomes injured. All characters assigned gain an unhappiness token.

Iron Outcome: All characters assigned gain an unhappiness token.

Dust Outcome: A random character who contributed to this outcome gains an combat artifact, two unhappiness tokens, and becomes injured (unless impervious). If the character is a player character, they also gain a progress point towards the Monster destiny.

Smoke Outcome: There is a 25% chance that a random assigned character that did not contribute to this outcome dies. If all assigned characters contributed, one becomes injured (unless impervious) instead. All assigned characters gain two unhappiness tokens, regardless of the roll.

Tie Outcome: Select randomly from the above, but treat nobody as contributing to the smoke outcome, if selected.[/ic]
[ic=Campsite]Public, Opportunity, Frost, Cooperative
Location: Forgotten Campsite

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a great hall with a few other doors. Tucked away in one corner of the hall is an abandoned campsite, complete with evidence of a fire and a bit of leftover supplies.

Challenge domains: Social, Skill relevant to Criminals and Politicians

Blood Outcome: The character assigned with the highest Blood score in the Skill domain (break ties randomly) gains a Food item. All other assigned characters gain one unhappiness token.

Dust Outcome: The character assigned with the highest Frost score in the Political domain gains a Food item. Winners (those contributing Dust) gain a knowledge token and learn some of the history of this place.

Smoke Outcome: A random winner (those contributing Smoke) secretly gains a Food item.

Frost Outcome: A random winner (those contributing Frost) gains a Food item, and if an NPC is given the food to eat, the loyalty of the NPC improves by 1 to the player controlling the character that gained the food.[/ic]
[ic=Elevator]Public, Opportunity, Smoke, Cooperative
Location: Elevator

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a wooden elevator with an arcane mechanism.

Challenge Domain: Machines

Iron Outcome: Assigned characters manage to get the elevator working, but are trapped within it as it travels to the bottom of the building. There is a 50% chance that someone in the elevator is injured, as well. These characters are occupied (other events with them, unless they have Clones, are disrupted) for the remainder of the turn. Next turn they'll make contact with humans native to the city.

Blood and Smoke Outcome: The elevator mechanism breaks, preventing it from being used until more difficult repairs are made.

Dust Outcome: Assigned characters with Dust or Iron in the Machines domain gain one knowledge token, but the elevator jams, broken until more difficult repairs are made.

Tie Outcome: Same as Dust outcome.[/ic]
[ic=Factory]Public, Opportunity, Smoke, Competitive
Location: Factory

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a stairwell that descends to a factory with many strange machines. Something strange is in the air, though it's hard to detect.

Challenge Domain: Skill relevant to Engineers

Blood Outcome: A random winner injures a random other character assigned to this event. The potential for violent interaction greatly goes up between those characters. If only one character is assigned to this event, they injure themselves. Imperviousness does not block this damage.

Iron Outcome: A random winner gains a Contruction Materials item and a knowledge token. All winning player characters gain a progress point towards the Sage domain.

Dust Outcome: The winners detect the mysterious thing that is out of place and prevent two characters from hurting each other (or one character barely avoids danger). The loyalty of all non-allied assigned NPCs goes up by 1 to the winner. All winning player characters gain a progress point towards the Sage domain.

Smoke and Frost Outcome: A random losing character, if any exist, becomes trapped in a machine, disrupting all future assignments of that character this turn. All winning characters become injured. Imperviousness does not block this damage.

Tie Outcome: Nothing special occurs. (The factory is explored without a major incident.)[/ic]

8.
Quote from: Simultaneous
[ic=A Deeper Investigation]Private, Opportunity, Smoke
Location: Varies

Requirement: Only characters who were assigned to Hellscape, Campsite, Elevator or Factory this turn may be assigned here.

Assigned characters gain a benefit depending on their location.
Hellscape: Assigned characters gain a corruption token. Assigned player characters gain a progress point towards the Monster destiny. One random character assigned to this event at this location gains a major artifact.
Campsite: One random character assigned to this event at this location finds a secret map.
Elevator (note, Iron outcome disrupts this possibility): Assigned characters gain a knowledge token and next turn will have an elemental boost for purposes of fixing the elevator.
Factory: Assigned characters experience Kixthish overload, unlocking a Kixthish Dreams event next turn.
[/ic]
[spoiler=Hellscape][ic=Hellscape]Public, Opportunity, Smoke, Cooperative, Combat
Location: Hellscape

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the other hallways that leads off of the hub. It leads to a large room filled with huge crystalline structures, a floor that slopes strongly away from the entrance, and no light except for huge bursts of flame that shoot from the walls unpredictably. Characters in the hellscape feel weighed down as if the gravity was somehow stronger here, and must struggle to keep from sliding down the room into shadowy depths.

To make matters worse, something far more sinister lurks in the gloom, hungry for human flesh. This event can be ignored, but the path cannot be explored until it has at least one person assigned to it.

Challenge Domains: Combat, Skill relevant to Detectives

Blood Outcome: A random character assigned to this event becomes injured (unless they are impervious). The beast in the depths also becomes injured. All characters assigned gain an unhappiness token.

Iron Outcome: All characters assigned gain an unhappiness token.

Dust Outcome: A random character who contributed to this outcome gains an combat artifact, two unhappiness tokens, and becomes injured (unless impervious). If the character is a player character, they also gain a progress point towards the Monster destiny.

Smoke Outcome: There is a 25% chance that a random assigned character that did not contribute to this outcome dies. If all assigned characters contributed, one becomes injured (unless impervious) instead. All assigned characters gain two unhappiness tokens, regardless of the roll.

Tie Outcome: Select randomly from the above, but treat nobody as contributing to the smoke outcome, if selected.[/ic][/spoiler]
[spoiler=Campsite][ic=Campsite]Public, Opportunity, Frost, Cooperative
Location: Forgotten Campsite

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a great hall with a few other doors. Tucked away in one corner of the hall is an abandoned campsite, complete with evidence of a fire and a bit of leftover supplies.

Challenge domains: Social, Skill relevant to Criminals and Politicians

Blood Outcome: The character assigned with the highest Blood score in the Skill domain (break ties randomly) gains a Food item. All other assigned characters gain one unhappiness token.

Dust Outcome: The character assigned with the highest Frost score in the Political domain gains a Food item. Winners (those contributing Dust) gain a knowledge token and learn some of the history of this place.

Smoke Outcome: A random winner (those contributing Smoke) secretly gains a Food item.

Frost Outcome: A random winner (those contributing Frost) gains a Food item, and if an NPC is given the food to eat, the loyalty of the NPC improves by 1 to the player controlling the character that gained the food.[/ic][/spoiler]
[spoiler=Elevator][ic=Elevator]Public, Opportunity, Smoke, Cooperative
Location: Elevator

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a wooden elevator with an arcane mechanism.

Challenge Domain: Machines

Iron Outcome: Assigned characters manage to get the elevator working, but are trapped within it as it travels to the bottom of the building. There is a 50% chance that someone in the elevator is injured, as well. These characters are occupied (other events with them, unless they have Clones, are disrupted) for the remainder of the turn. Next turn they'll make contact with humans native to the city.

Blood and Smoke Outcome: The elevator mechanism breaks, preventing it from being used until more difficult repairs are made.

Dust Outcome: Assigned characters with Dust or Iron in the Machines domain gain one knowledge token, but the elevator jams, broken until more difficult repairs are made.

Tie Outcome: Same as Dust outcome.[/ic][/spoiler]
[spoiler=Factory][ic=Factory]Public, Opportunity, Smoke, Competitive
Location: Factory

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a stairwell that descends to a factory with many strange machines. Something strange is in the air, though it's hard to detect.

Challenge Domain: Skill relevant to Engineers

Blood Outcome: A random winner injures a random other character assigned to this event. The potential for violent interaction greatly goes up between those characters. If only one character is assigned to this event, they injure themselves. Imperviousness does not block this damage.

Iron Outcome: A random winner gains a Construction Materials item and a knowledge token. All winning player characters gain a progress point towards the Sage domain.

Dust Outcome: The winners detect the mysterious thing that is out of place and prevent two characters from hurting each other (or one character barely avoids danger). The loyalty of all non-allied assigned NPCs goes up by 1 to the winner. All winning player characters gain a progress point towards the Sage domain.

Smoke and Frost Outcome: A random losing character, if any exist, becomes trapped in a machine, disrupting all future assignments of that character this turn. All winning characters become injured. Imperviousness does not block this damage.

Tie Outcome: Nothing special occurs. (The factory is explored without a major incident.)[/ic][/spoiler]
[/spoiler]

[ooc=Event Summary]
This is the first turn with the journal. Each turn you get to decide what to read about. This isn't an event.

This turn you also get to decide whether to have Medicine Man revert back to human form. This isn't an event either, so it doesn't have any direct consequence. Indirectly it'll probably cost the bridge, though Medicine Man can make it through the hallway safely if he does decide to stop being a wall. Remember that he cannot be assigned to events until he returns to normal.

The first events to consider this turn revolve around Olga and Bastien in the garden. The garden is pretty safe at the moment, so they don't have much action. You can decide whether to expand their opportunities by chasing Juliet or seeking a different exit, or just to relax for a bit. If both of them relax you'll improve Olga's loyalty.

Then you get to decide what to do about Layla. Gyeong-su could either be loyal to you and attempt to undermine her status, or be (somewhat) loyal to her and try and block a potential power grab that John might try.

If John is willing to provide backup, you could try to retake the balcony this turn. Gyeong-su is pretty tough, so he might be able to try and get lucky attacking by himself, even. The replicas don't seem to have/use guns, so the worst that could happen would be an injury. Of course, it might just be more prudent to wait until a future turn.

Timeslot 5 is the big one. Bastien needs to decide between influencing up Olga's loyalty more, collecting food/basket weaving, and getting access to the mysterious AEther. Olga is probably stuck on food duty, seeing as there's no one around to talk to besides Bastien.

Gyeong-su can influence another NPC, explore the AEther, or try his hand at one of the halls leading from the hub room. Keep in mind that John (and maybe Layla) might assign characters to one of those events, or might leave it alone. In the case that it's left alone, consider what would happen if Gyeong-su (or Medicine Man) were assigned by himself. The location events only occur once, so getting them now might be useful for blocking other players. On the other hand, it might be better to save them for when you're better equipped to deal with them.

In timeslot 8 you can have Gyeong-su dig a little deeper into one of the locations he explored, or explore a new area.[/ooc]

[/spoiler]
Title: Re: City of the Chosen: Turn 5 Events (Assignments Due May 23rd)
Post by: BasnetI on May 21, 2013, 11:44:15 PM
[spoiler=Bastien , turn 5]
Journal: "Where is the group?"   short-term

Bastien
1. Take a moment (controlled facet)
5. Seek the breeze (wise facet)

Olga
1. Take a moment
5. Nuts and berries

Gyeong-su
2. The girl is unfit
3. Retake the balcony
5. Influence (Mary)

Misterious Man (Will revert back to normal)
5. Campsite (if he get's food he will share with gyeong-su)
8. A deeper investigation
[/spoiler]
Title: Re: City of the Chosen: Turn 5 Events (Assignments Due May 23rd)
Post by: Raelifin on May 22, 2013, 10:07:50 AM
This is what I get for trying to squeeze the update into 2 posts, I guess. >_>

[spoiler=John Dante]
[ic=Silk under Wool and Iron]Jéssica looks a bit silly in the coat. She's short enough that it sweeps along the floor and swallows her up. Relief from being covered is mixed with distraction. The beautiful woman keeps looking at her right arm and flexing her hand in mild frustration.[/ic]

[ic=Savage]Just as expected, the doubles regrouped and returned after being driven from the bridge. They cackled madly, as if having forgotten their losses. Through the green fog came a copy of Gyeong-su and Jéssica (wearing your duster, no less). Oryx hesitated for a moment before charging down the bridge as planned.

The kid howled as he ran, and you think even the replicas figured out that they'd made a mistake. Oryx threw his stone knife at the black-eyed Korean with such force that it punched straight through his chest-armor and knocked him backwards before he exploded in smoke. Oryx then proceeded to grab the false Jéssica and hold her above his head while he screamed at the other replicas, sending them running back to the balcony. With a single viscous motion he swung her against the side of the bridge. The cracking sound of her soft body against the metal...

For an infernally long second you fear that the Jéssica on the bridge was real; her broken body lay there, lifeless. Then, with a breath of relief by more than just John, the doppelganger disappeared in the familiar cloud. Oryx picked his knife from the floor and gave another scream through the door, clearly tempted to chase the survivors even if it meant he'd be completely surrounded.

After about a minute of daring the smoke clones to come forth again, Oryx returned, his face locked into an empty stare.[/ic]

[ic=Dead End]One Jéssica turned her attention to the other bridge fork besides the one leading to the vision chamber. At the end of it is a short hallway where most of the others were resting. Layla still lay there, comatose. The hall ends in a dead-end after just a few meters, but the idea that someone would build a hallway that leads to a featureless dead-end is so plainly ridiculous that Gyeong-su (the real one) is already at work searching for some sort of secret door.

"Oh, if only Layla was awake!" moaned Mary, the Indian woman. "She was so good at seeing things that others cannot..."

Jéssica realized something then, and told Gyeong-su. The "dead-end" had a very noticeable breeze. Where there's a breeze there's a passage! For the next couple minutes they tried to feel and find the source of the breeze, and then something strange happened: Gyeong-su disappeared. Then he re-appeared, but everyone else had disappeared. Then everyone else re-appeared and he re-disappeared.

The hallway has a trick. If one focuses on the breeze in just the right way one can step into another "dead-end" hallway without even stepping. It's a bit like turning your attention in a direction that you didn't even realize was possible. On the other side of the hall is a cylindrical room with seven other identical hallways leading out from it like spokes on a wheel.[/ic]

[ic=Saitoro]A different Jéssica, arm heavy, walked cautiously through the workshop. Not particularly interested in the weapons or tools, she managed to find an archway on the far side of the room. She could hear talking on the other side of the door, but it stopped as she approached. The door, perhaps sensing her curiosity, peels back to reveal Saitoro in a strange room filled with strange metal structures.

The Japanese man's clothing was shredded and his body covered in a host of deep scratches. His cheek, gouged and bleeding, was unbandaged. Based on the damage to his clothing and body, it seems to Jéssica almost like he was attacked by some kind of animal.

Jéssica fell back as the door opened, hoping to watch, undetected. Alas, her skills at stealth are worse than non-existent, having made a life out of being noticed. The monk clearly saw her, but then disappeared into thin air. Jéssica cautiously entered the room...[/ic]

[ic=Amber Prism]The room beyond the wooden workshop is smaller than most in this strange building, but still quite large. The room is quite dark, being only illuminated by an orange band of light that runs around the edges of the ceiling. The room is triangular, having three walls joined at equal angles. Each wall sports a single doorway--an arch of white stone as always. The floor and walls aside from the doorways are black and polished.

Around the room are a collection of ornate metal structures. The light makes everything in the room glow orange, but you suspect that these structures normally have a silver coloration. Each of them is roughly cylindrical and about a meter in diameter. Some rise up a couple meters, while others are lower to the ground. Each of them is different, and would take time to examine in detail.[/ic]

[ic=Living Wall]Having cleared the bridge from danger, Oryx watched the mysterious old man who simply called himself the Medicine Man walk out onto the bridge like he owned it.

As if from some dream, his body spreads out into grey stone. He begins to expand, filling the bridge completely. After only a few minutes he is fully transformed into a massive boulder fused onto the bridge.

So much for not having an ability!

If anyone needs to get through he can peel back (exactly like the "doorways", actually), but until he leaves, the bridge is secure.[/ic]

[ic=Emily]As the group shifts through the weird hallway and migrates to the hub room, Jéssica strikes up another conversation with Emily. The Chinese woman seems to think that this is some sort of elaborate technological contraption. She "hypothesizes" (a weird English word for "thinks", Jéssica guesses) that, based on the voice that announced the replica spillover, that "aliens" are involved.

Jéssica doesn't know what those are, and Emily is about to explain when Oryx interrupts, and explains that aliens are evil people from the north who worship dark spirits and kill babies. Despite the gruesome visual, Emily laughs out loud, probably more from a need to relax than a genuine humor. Oryx shrinks away from the laughter, uncomfortable, but Jéssica leaps in to keep Emily engaged.

Mary and Rikki give Emily dirty looks as they carry Layla's body between them.

Emily is eccentric. Not particularly energetic or strange, but she always seems to have some complex idea which she's contemplating. It gives her this air of disconnection from reality. In conversation she seems slow and methodical, a trait that you guess applies to her life more broadly. She'd like to get home, but is fascinated by this place, and would like to explore it.[/ic]

[spoiler=Emily's Traits and Items]Mundane Traits:
* Tinkerer
* Intelligent
* Focused
* Slow

Supernatural Trait: Power Nullification

Items:
* Backpack containing:
* Laptop Computer
* Misc Circuitry[/spoiler]

[ic=Apology]John sets Oryx on the right track. The kid is none too happy about things, but amidst his storm of emotions is a massive fear of being ostracized again. Oryx isn't particularly open about his past, but before he came to the city he was all alone, and not in a stranger-in-a-crowd sort of way. If he hadn't been chosen, Oryx would've probably died somewhere out in the wilds having never had the simple experience of even being near anyone ever again. (Either that or end up dead on the tip of a warrior's spear as he tried to steal a woman from some tribe.)

Swallowing his pride, he does his best to apologize to the old Korean soldier. He does a lousy job, but Hong Gyeong-su seems satisfied that at least the effort was made.[/ic]

John's tokens: Superhuman Development x1, Unhappiness x2.
Oryx's tokens: Knowledge x1, Superhuman Development x1, Unhappiness x3.
Jéssica's tokens: Superhuman Development x1, Unhappiness x2, Calcification x2.
Emily's tokens: Unhappiness x2

John has 1 progress point towards the Protector of the Weak destiny.
John still has a full clip in his pistol.

Loyalty:
Oryx: 4 (Ally)
Jéssica: 3 (Ally)
Emily: 3 (Ally)
All Other NPCs: 1

All characters will gain an unhappiness token this turn unless they personally get food or water. Oryx's meat is not suitable to eat without some source of flame... (John's electricity cannot cook it.)

[spoiler=Events]
2.
Quote from: Simultaneous
[ic=Caretaking]Public, Opportunity, Frost
Location: Skyward Hub

Requirement: Only characters who began the turn in the skyward hub may be assigned here.

In the case that someone attempts to rob Layla of the De Facto Leader status, characters assigned to this event stick up for her, initiating a competition in the Political domain. The opposing group has a Frost outcome that shifts the De Facto Leader status to one of their PCs. This group has an Iron and Frost outcome that prevents the power grab. Tie outcomes also prevent change.

Because this is an opportunity to create a political challenge, but isn't one by itself, it does not trigger the Idealist trait.[/ic]
[ic=We Need Someone Strong]Public, Opportunity, Frost
Location: Skyward Hub

Requirement: Only characters who began the turn in the skyward hub may be assigned here.

Assigned characters point out that Layla is unfit to be treated as a leader in this state and shift group to follow John Dante instead. Unless someone disrupts the event (such as with "Caretaking") John gains the De Facto Leader status and a progress point towards the True Leader destiny.

If another player attempts to take advantage of the situation in a similar manner, Layla loses the De Facto Leader status, but nobody else gains it, and John does not gain the progress point.[/ic]

3.
[ic=Retake the Balcony]Public, Opportunity, Dust
Location: Balcony of Shards

Requirement: Only characters who began the turn in the skyward hub may be assigned here.

Thanks to Medicine Man the Blackslime Bridge is secured, and he can even shapeshift to let people through, but the replicas are still out there. Assigned characters decide to launch a counter-attack, and re-take the balcony. This event is considered to be an attack on 2d8 replicas, and they are automatically assigned as an opposing group.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: Two random winners deals damage to two random losers. For every two points that this outcome exceeds the next-highest outcome (in any group) another random winner deals damage to a random loser. The winning group gains control of the balcony.

Iron Outcome: Two random losers become injured (injured replicas are destroyed). The winning group gains control of the balcony.

Smoke Outcome: Three random characters take damage from three random opponents. Control of the balcony goes to a random group. Characters that contribute smoke to this outcome cannot be injured unless there are no other valid targets.

Tie Outcome: One character from each group deals damage to a random foe. Control of the balcony does not change.

For this event, damage is handled as follows: Roll 1d4 and add the deadliness of the weapon of the character dealing damage (if any). On a damage roll of 0 or lower nothing happens, on a 1-2 the victim is injured (-2 Elements to all domains, increased chance of death in future turns), on a 3-4 the victim is severely injured (cannot be assigned to events, likely to die unless tended to), on a 5+ the victim dies. If an injured character would become injured or severely injured, they die instead.
Seriously Injured characters are pulled to safety by their peers, if possible.
[/ic]

4.
Quote from: Simultaneous
[ic=Investigate the Tank]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Jéssica or Saitoro may be assigned to this event.

One of the metal structures appears to hold a glass bubble of some kind. Characters that are assigned investigate the structure, looking in the bubble for answers. The glass bubble holds an incredibly dangerous, but powerful, artifact, which will become accessible early next turn. If a player character obtains the artifact they'll gain opportunities to progress towards the Monster and Augmented destinies.[/ic]
[ic=Investigate the Pool]Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Jéssica or Saitoro may be assigned to this event.

Another structure in the triangular room holds a basin of water. If assigned, choose whether a character drinks the water. There is a 50% chance that the water is clean and a 50% chance that it is poisoned. If a character drinks the water and it is clean, they remove one unhappiness token and sate their need for water. If they are assigned but do not drink, they learns whether it is poisonous but do not remove any tokens this turn. If they drink poisonous water they become poisoned (-2 to all stats for the next 24 hours; if this character becomes seriously injured he or she dies) and do not satisfy their thirst.[/ic]
[ic=Investigate the Structures]
Public, Opportunity, Smoke
Location: Amber Prism

Restriction: Only Jéssica may be assigned to this event.

The structures themselves hold secrets. If assigned, Jéssica finds mechanisms and a strange language, gaining one knowledge token and learning some about this place.[/ic]

5.
Quote from: Simultaneous
[ic=Influence]Private, Opportunity, Frost
Location: Varies

When you assign a character to this event, target an NPC at the same location. If an NPC is assigned, you may only target an NPC that has a lower loyalty score than the assigned NPC. The target's loyalty to you improves by 1. (This improvement cannot go beyond +1 by assigning multiple characters to the same target.)
[/ic]
[ic=Explore the Æther]Private, Opportunity, Smoke
Location: Skyward Hub

Requirement: Only characters on the Skyward hub at the start of this turn may be assigned here.

The assigned characters learn to move in an unexpected way, bringing them to a new, but dangerous, realm. Assigned characters will be attacked next turn, but also have an opportunity to travel to otherwise inaccessible places. Characters assigned here are occupied, and cannot be assigned elsewhere this turn (unless they have the Clones trait).[/ic]
[ic=Hellscape]Public, Opportunity, Smoke, Cooperative, Combat
Location: Hellscape

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

Assigned characters investigate one of the other hallways that leads off of the hub. It leads to a large room filled with huge crystalline structures, a floor that slopes strongly away from the entrance, and no light except for huge bursts of flame that shoot from the walls unpredictably. Characters in the hellscape feel weighed down as if the gravity was somehow stronger here, and must struggle to keep from sliding down the room into shadowy depths.

To make matters worse, something far more sinister lurks in the gloom, hungry for human flesh. This event can be ignored, but the path cannot be explored until it has at least one person assigned to it.

Challenge Domains: Combat, Skill relevant to Detectives

Blood Outcome: A random character assigned to this event becomes injured (unless they are impervious). The beast in the depths also becomes injured. All characters assigned gain an unhappiness token.

Iron Outcome: All characters assigned gain an unhappiness token.

Dust Outcome: A random character who contributed to this outcome gains an combat artifact, two unhappiness tokens, and becomes injured (unless impervious). If the character is a player character, they also gain a progress point towards the Monster destiny.

Smoke Outcome: There is a 25% chance that a random assigned character that did not contribute to this outcome dies. If all assigned characters contributed, one becomes injured (unless impervious) instead. All assigned characters gain two unhappiness tokens, regardless of the roll.

Tie Outcome: Select randomly from the above, but treat nobody as contributing to the smoke outcome, if selected.[/ic]
[ic=Campsite]Public, Opportunity, Frost, Cooperative
Location: Forgotten Campsite

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a great hall with a few other doors. Tucked away in one corner of the hall is an abandoned campsite, complete with evidence of a fire and a bit of leftover supplies.

Challenge domains: Social, Skill relevant to Criminals and Politicians

Blood Outcome: The character assigned with the highest Blood score in the Skill domain (break ties randomly) gains a Food item. All other assigned characters gain one unhappiness token.

Dust Outcome: The character assigned with the highest Frost score in the Political domain gains a Food item. Winners (those contributing Dust) gain a knowledge token and learn some of the history of this place.

Smoke Outcome: A random winner (those contributing Smoke) secretly gains a Food item.

Frost Outcome: A random winner (those contributing Frost) gains a Food item, and if an NPC is given the food to eat, the loyalty of the NPC improves by 1 to the player controlling the character that gained the food.[/ic]
[ic=Elevator]Public, Opportunity, Smoke, Cooperative
Location: Elevator

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a wooden elevator with an arcane mechanism.

Challenge Domain: Machines

Iron Outcome: Assigned characters manage to get the elevator working, but are trapped within it as it travels to the bottom of the building. There is a 50% chance that someone in the elevator is injured, as well. These characters are occupied (other events with them, unless they have Clones, are disrupted) for the remainder of the turn. Next turn they'll make contact with humans native to the city.

Blood and Smoke Outcome: The elevator mechanism breaks, preventing it from being used until more difficult repairs are made.

Dust Outcome: Assigned characters with Dust or Iron in the Machines domain gain one knowledge token, but the elevator jams, broken until more difficult repairs are made.

Tie Outcome: Same as Dust outcome.[/ic]
[ic=Factory]Public, Opportunity, Smoke, Competitive
Location: Factory

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a stairwell that descends to a factory with many strange machines. Something strange is in the air, though it's hard to detect.

Challenge Domain: Skill relevant to Engineers

Blood Outcome: A random winner injures a random other character assigned to this event. The potential for violent interaction greatly goes up between those characters. If only one character is assigned to this event, they injure themselves. Imperviousness does not block this damage.

Iron Outcome: A random winner gains a Contruction Materials item and a knowledge token. All winning player characters gain a progress point towards the Sage domain.

Dust Outcome: The winners detect the mysterious thing that is out of place and prevent two characters from hurting each other (or one character barely avoids danger). The loyalty of all non-allied assigned NPCs goes up by 1 to the winner. All winning player characters gain a progress point towards the Sage domain.

Smoke and Frost Outcome: A random losing character, if any exist, becomes trapped in a machine, disrupting all future assignments of that character this turn. All winning characters become injured. Imperviousness does not block this damage.

Tie Outcome: Nothing special occurs. (The factory is explored without a major incident.)[/ic]

8.
Quote from: Simultaneous
[ic=A Deeper Investigation]Private, Opportunity, Smoke
Location: Varies

Requirement: Only characters who were assigned to Hellscape, Campsite, Elevator or Factory this turn may be assigned here.

Assigned characters gain a benefit depending on their location.
Hellscape: Assigned characters gain a corruption token. Assigned player characters gain a progress point towards the Monster destiny. One random character assigned to this event at this location gains a major artifact.
Campsite: One random character assigned to this event at this location finds a secret map.
Elevator (note, Iron outcome disrupts this possibility): Assigned characters gain a knowledge token and next turn will have an elemental boost for purposes of fixing the elevator.
Factory: Assigned characters experience Kixthish overload, unlocking a Kixthish Dreams event next turn.
[/ic]
[spoiler=Hellscape][ic=Hellscape]Public, Opportunity, Smoke, Cooperative, Combat
Location: Hellscape

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the other hallways that leads off of the hub. It leads to a large room filled with huge crystalline structures, a floor that slopes strongly away from the entrance, and no light except for huge bursts of flame that shoot from the walls unpredictably. Characters in the hellscape feel weighed down as if the gravity was somehow stronger here, and must struggle to keep from sliding down the room into shadowy depths.

To make matters worse, something far more sinister lurks in the gloom, hungry for human flesh. This event can be ignored, but the path cannot be explored until it has at least one person assigned to it.

Challenge Domains: Combat, Skill relevant to Detectives

Blood Outcome: A random character assigned to this event becomes injured (unless they are impervious). The beast in the depths also becomes injured. All characters assigned gain an unhappiness token.

Iron Outcome: All characters assigned gain an unhappiness token.

Dust Outcome: A random character who contributed to this outcome gains an combat artifact, two unhappiness tokens, and becomes injured (unless impervious). If the character is a player character, they also gain a progress point towards the Monster destiny.

Smoke Outcome: There is a 25% chance that a random assigned character that did not contribute to this outcome dies. If all assigned characters contributed, one becomes injured (unless impervious) instead. All assigned characters gain two unhappiness tokens, regardless of the roll.

Tie Outcome: Select randomly from the above, but treat nobody as contributing to the smoke outcome, if selected.[/ic][/spoiler]
[spoiler=Campsite][ic=Campsite]Public, Opportunity, Frost, Cooperative
Location: Forgotten Campsite

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a great hall with a few other doors. Tucked away in one corner of the hall is an abandoned campsite, complete with evidence of a fire and a bit of leftover supplies.

Challenge domains: Social, Skill relevant to Criminals and Politicians

Blood Outcome: The character assigned with the highest Blood score in the Skill domain (break ties randomly) gains a Food item. All other assigned characters gain one unhappiness token.

Dust Outcome: The character assigned with the highest Frost score in the Political domain gains a Food item. Winners (those contributing Dust) gain a knowledge token and learn some of the history of this place.

Smoke Outcome: A random winner (those contributing Smoke) secretly gains a Food item.

Frost Outcome: A random winner (those contributing Frost) gains a Food item, and if an NPC is given the food to eat, the loyalty of the NPC improves by 1 to the player controlling the character that gained the food.[/ic][/spoiler]
[spoiler=Elevator][ic=Elevator]Public, Opportunity, Smoke, Cooperative
Location: Elevator

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a wooden elevator with an arcane mechanism.

Challenge Domain: Machines

Iron Outcome: Assigned characters manage to get the elevator working, but are trapped within it as it travels to the bottom of the building. There is a 50% chance that someone in the elevator is injured, as well. These characters are occupied (other events with them, unless they have Clones, are disrupted) for the remainder of the turn. Next turn they'll make contact with humans native to the city.

Blood and Smoke Outcome: The elevator mechanism breaks, preventing it from being used until more difficult repairs are made.

Dust Outcome: Assigned characters with Dust or Iron in the Machines domain gain one knowledge token, but the elevator jams, broken until more difficult repairs are made.

Tie Outcome: Same as Dust outcome.[/ic][/spoiler]
[spoiler=Factory][ic=Factory]Public, Opportunity, Smoke, Competitive
Location: Factory

Requirement: Only characters who began their turn in the skyward hub may be assigned here.

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the hallways that leads off from the hub. It leads to a stairwell that descends to a factory with many strange machines. Something strange is in the air, though it's hard to detect.

Challenge Domain: Skill relevant to Engineers

Blood Outcome: A random winner injures a random other character assigned to this event. The potential for violent interaction greatly goes up between those characters. If only one character is assigned to this event, they injure themselves. Imperviousness does not block this damage.

Iron Outcome: A random winner gains a Construction Materials item and a knowledge token. All winning player characters gain a progress point towards the Sage domain.

Dust Outcome: The winners detect the mysterious thing that is out of place and prevent two characters from hurting each other (or one character barely avoids danger). The loyalty of all non-allied assigned NPCs goes up by 1 to the winner. All winning player characters gain a progress point towards the Sage domain.

Smoke and Frost Outcome: A random losing character, if any exist, becomes trapped in a machine, disrupting all future assignments of that character this turn. All winning characters become injured. Imperviousness does not block this damage.

Tie Outcome: Nothing special occurs. (The factory is explored without a major incident.)[/ic][/spoiler]

10.
[ic=Thinking Ahead]Private, Opportunity, Frost
Location: None

Restriction: Only John may be assigned to this event.

When you assign a character to this event, choose a destiny. Your character will have increased opportunities to pursue that destiny on future turns.[/ic]
[/spoiler]

[ooc=Event Summary]First off you need to decide where you stand with Layla. Gyeong-su/Bastien might decide that now is the time to retake the status she won, and if she wakes up she might be grateful to someone who defended her. On the other hand, she's out cold and the group needs direction.

Next you need to decide whether you want to retake the balcony. There's an interesting craft there, and doing so would put you closer to reconnecting with the Jessica that has Lightdrinker. It's dangerous, though (even with super strength Oryx can't win against 16 copies of himself (Note: that's highly unlikely)), and might be better left for a future turn.

Next you'll need to decide whether you want Jessica to drink or just investigate the water in the Amber Prism room. Thanks to her power she can also investigate the other features, though some things might be better left unseen...

The biggest question this turn is where to assign people for timeslot 5. The hub room presents 4 different options (and 3 more that aren't available until some of these are explored), some very dangerous, and others more mundane. Keep in mind that Bastien and maybe even Layla might assign someone to those locations, or they might not (in which case you'd be in a privileged position to reap any rewards). The events for the 4 areas only happen when the room is first entered, but will roll-over to future turns if left untapped.

If exploring the hallways doesn't seem attractive, or if you have the ability to clone yourself, there's always the AEther and basic influence.

If you do decide to explore one of the rooms, you can get a secondary effect in timeslot 8 by investigating deeper. Or you can investigate another area, assuming it hasn't already been checked out.

You have the opportunity to guide your destiny in timeslot 10. Use it wisely.

And as always, you can decide how to apply items, including whether to remove Lightdrinker.[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 5 Events (Assignments Due May 23rd)
Post by: Xathan on May 22, 2013, 03:06:51 PM
 
[spoiler=John Dante Assignments]

2) We Need Someone Strong (John)

3) None

4) Investigate the Tank (Jessica), Amber Prism (Jessica, drink), Investigate the Structures (Jessica)

5) Influence (Jessica targeting Mary), Campiste (Jessica), Elevator (Jessica), Factory (Emily, John, Jessica)

8) Deeper Investigation! (John, Emily at the Factory, Jessica at the Campsite)

10) Thinking Ahead (John: Protector of the Innocent)[/spoiler]

 
Title: Re: City of the Chosen: Turn 5 Events (Assignments Due May 23rd)
Post by: HippopotamusDundee on May 23, 2013, 08:51:00 PM
Apologies for the delay and lack of activity in the roleplaying post - uni is like hell right now.

[spoiler=Saitoro Assignments]
1. A Cloak of Sky
3. Relax for a While
5. Lucky Break
6. A Foreseen Conflict (Eternal)
9. Kixthish Overload (Dust, Artefact, Safe)
[/spoiler]
Title: Re: City of the Chosen: Turn 5 Events (Assignments Due May 23rd)
Post by: TheMeanestGuest on May 23, 2013, 09:11:12 PM
[spoiler=Turn Five]1. Forward, Not Backward: Smoke (Alas, I don't have time to work out an artifact this week, so I will leave the matter in your capable hands)
2. Demon Fruit
3. None
4. Activate!
5. Newcomers
10. A Sudden Memory: Monster, Iron (Normally I would also write this up! I'm just at home for the week and everything is busy. I have something in mind, and I would like to write it next week, if that's ok.)[/spoiler]
Title: Re: City of the Chosen: Turn 5 Events (Update in Progress)
Post by: Raelifin on May 30, 2013, 06:35:58 PM
TURN 6 - Discovery
This turn will take 2 hours of in-game time.
Soundtrack (http://www.listenonrepeat.com/watch/?v=fQ3BaMg60nc)

[spoiler=Destinies][ic=Hero of the Tribe]You met with the people of the city, and performed a great feat for them. They revere you as their champion, and place their hopes on you.[/ic]
[ic=Murderer]Tensions between you and another chosen kept building. It just wasn't sustainable. They had to die.[/ic]
[ic=Alchemist]You've collected and studied the various substances of the city. Armed with this knowledge you can poison, heal, distract, or strengthen.[/ic]
[ic=Oracle]You've all had visions and perceptions, but this goes beyond that. You've aquired a perception of this place that brushes up against knowing the truth.[/ic]
[ic=True Leader]You've proven yourself time and again as a trustworthy and wise leader. Others recognize you as the clear and permenant leader of a faction of chosen.[/ic]
[ic=Builder]When others were wanting, you provided. Food, beds, spaces. These things you provided. Weapons. Walls. Everyone knows you're the person to see when something needs to be made.[/ic]
[ic=Badass]You've proven, time and again, that you're not one to be messed with. The other chosen fear you, and for good reason. You win fights, and sometimes you pick them. You get what you want, even if you don't have many friends.[/ic]
[ic=Monster]You didn't stay with the others. You dabbled in things you should've avoided. The city's darkness has seeped into you, and you've changed into something less than fully human.[/ic]
[ic=Sage]The places, devices, and occurances in the city are chaotic and strange, but not without laws. You've taken the time to study them, and you understand them and their function more than anyone.[/ic]
[ic=Protector of the Weak]While you may or may not be the best leader, the chosen understand that you are a person of honor and benevolence. You took care of those who needed help the most, and for it you are recognized as a paragon of protection.[/ic]
[ic=Augmented]The artifacts of the city did more than just help you. You became dependent on them, and learned their secrets in the process. You are now not fully human, but none deny your power.[/ic]
[ic=Connected]You met someone special. The bond, platonic or romantic, that you've forged with them will stand the test of time. To return to earth without them would be unacceptable.[/ic][/spoiler]

[ooc=Territory]Locations that have become the territory of one player or alliance of players serve as a "home base", providing a sense of security. Controlled territory grants +1 to all elements in the combat domain for the controller, and the controller may lay ambushes there more easily. Furthermore, the controller becomes aware whenever any other characters are near the territory, unless those characters are being stealthy (in which case they'll have a perception (skill) challenge).

Once all players have a territory the length of turns will increase dramatically and opportunities to build and do research will become more prevalent. Players or alliances can have more than one controlled territory.

Not all locations can function as territory, nor can locations be seized as territory right away. A source of food, water, and an ability to defend against invaders is usually required. Characters also must become comfortable with being there, which may depend on the standards of the characters and the degree of knowledge of surrounding areas.[/ooc]

(http://raelifin.com/files/pics/map3.png)

Publicly Known Locations:
[spoiler=Pod Tower (16 Pods)][ic=Pod Tower]This massive room is circular in shape and around 30 meters in diameter. The floor is made of rounded cobblestones of all kinds of colors, worn smooth over time, and the walls appear to be marble or some other kind of smooth, white stone. Inset in the walls are a multitude of glass beads arranged in strange spiral patterns that draw the eye upward. Each bead emits a soft white-blue glow that together illuminate the room in a way that's reminiscent of starlight. As eyes follow the spirals upward the viewer's neck is forced back and back and back. The room appears to have no ceiling, but to extend forever into the heavens like a great, glowing tunnel. In the room are sixteen pod-shaped objects, like eggs on stands, arranged into an uneven ring. Each of the Chosen had awoken in one such pod. Along one side of the tower there is a notable absence of lights, and instead there is a tall archway of carved white stone that serves as a door.[/ic][/spoiler]
[spoiler=Spiral Hall][ic=Spiral Hall]This hallway is curved to match the wall of the pod tower. One doorway leads into the tower itself, while a doorway opposite it leads to the tower control room. As one follows the hall clockwise around the tower it descends, such that one leaving the tower can go down and to the right, or up and to the left. After a ways down, the hallway leads to a door that opens to the balcony of shards. If one follows the hallway up instead, they arrive at the honeycomb chamber.

The hallway is made of white stone, with colored cobblestone floors and is lit by a dim band of yellow light set into the ceiling.[/ic][/spoiler]
[spoiler=Balcony of Shards (Strange Craft)][ic=Balcony of Shards]Extending from the side of a titanic building is a balcony made of a silver metal. The balcony is shaped in a great half-circle with a radius of about 40 meters. The building it's attached to is covered with the same metal, and in the light of the sun it would surely shine brilliantly. The floor of the balcony is etched with a strange pattern of triangles that all point in to the central doorway that leads to the spiral hall. The triangles each have a smaller triangle inside them, facing the opposite direction, and these smaller triangles have even smaller triangles, on and on, as finely as the eye can perceive. Every other triangle appears to be a gap in the floor, creating the appearance of being less than solid. Apart from a few obvious gaps, however, the surface is sturdy and traversable.

Aside from the primary portal at the center of the balcony (leading to the spiral hall), there are two doors of the same etched white stone on either edge. The building out of which the balcony extends is flat on this side, and the balcony is not adorned with any sort of railing, making both doors dreadfully close to the edge. (One door leads to The Wooden Workshop, while the other leads to Blackslime Bridge.)[/ic]

[ic=Strange Craft]The balcony is not empty. Near the far edge is a great shape, smooth and glossy in the planet-light, either some kind of structure, statue, or craft. Perched on three pillars, the craft is shaped like a great black scarab, though it had no legs and wasn't so obviously jointed. In its side is an opening approximately two meters high. It seemed to be designed to be entered, though who knows what lay within. On either side of the opening are two great protrusions, each with a vaguely cylindrical shape and some sort of mechanism inside. The opposite side of the craft is identical, possessing the same entrance and pair of cylinders.[/ic][/spoiler]
[spoiler=Blackslime Bridge][ic=Blackslime Bridge]Through one of the side doors on the Balcony of Shards is a rectangular room filled with a fog. The fog smells chemical in nature, and seems to glow with a sickly green light. A path, wet from the fog, made from the shiny metal of the balcony carved in intricate designs extends out into the room, but otherwise there is no floor to the left or right. About a meter down is an opaque slime that sloshes around slowly. The goop seems to radiate heat and it makes the whole room uncomfortably hot. The path is a bit over a meter wide. Like the balcony, it has no railing, making the ooze below seem even more dangerous.

The side walls of the chamber are obscured by the fog. At the far end of the bridge, the path splits in two, forming a Y shape. Down one fork is a hallway (Skyward Hub), and down the other is a room (Vision Chamber).[/ic][/spoiler]
[spoiler=Vision Chamber][ic=The Vision Chamber]One of the doors from the Blackslime Bridge leads into a relatively small room with no other exits. The floor is slanted, as is the ceiling. The walls are bowed, too, making the chamber akin to a symmetric, 4-sided polyhedron with curved surfaces. The walls, ceiling, and floor come together to a point on the left and right sides of the room. At its widest, the room is probably four meters across.

Patterns of white light are etched into the far wall, and since the walls, ceiling, and floor of the chamber appear to be made of yellow stone, the chamber has a very warm, bright, feeling to it.

In the exact center of the room is an orb that appears to be made of solid gold, floating in mid-air. About 50cm in diameter, the sphere is perfectly smooth and appears to have no function. As one enters the room, the patterns on the far wall combined with the floating golden sphere and the curvature of the room make the shape and appearance of a great white and gold eye.

Since the room is mostly featureless and has no other exits, most of the Chosen quickly abandon it, and focus attention elsewhere.[/ic][/spoiler]
[spoiler=Skyward Hub][ic=Skyward Hub]In many areas of the building are hallways that appear to run into dead ends. The dead ends lead to the Skyward Hub if one knows how to follow them. Once on the other side of the dead-end one finds a circular room with a ceiling only about three meters high. The room itself is probably 15 meters in diameter, and from it run eight identical hallways that lead to trick-dead-ends. The walls, floor, and ceiling are made of grey stone, and the room is lit by bands of glowing white light that run along the edges of the chamber where the walls, floors, and ceiling meet.[/spoiler]
[spoiler=The Garden][ic=The Garden (Night)]Trees rise up from black soil, their trunks white and ghostly in the dim light. The room, for this place is surely indoors, is deathly silent. No insects, animals, birds, or running water. Every now and again one can feel the slightest breeze, but it is hardly notable. The branches overhead obscure the ceiling, which is undoubtedly many meters above. Pale orbs of light drift through the canopy like miniature moons, throwing shadows every direction and yet making no noise.

The garden appears to be tended; paths of flat stones run throughout in winding patterns, but the land is hardly flat. Little hills are everywhere, and in the valleys are deep pools. Some are water, while others are strange liquids like the hot black goop found elsewhere. The surfaces of the pools are covered with leaves and the water appears to be remarkably clean, despite being stationary.

All around the trees are little bushes or plants, some with flowers and others plain. Small fruits are easy to find on the bushes and trees, but never on the ground. Apples, pears, strawberries, and more can be discovered if one searches, but they seem different in small ways--in their taste, texture, and coloration.[/ic][/spoiler]

Mysterious Locations:
Honeycomb Chamber
Tower Control Room
Wooden Workshop
Dead End
The Æther
Amber Prism
The Library
Hellscape
Elevator
Abandoned Camp
Processing Plant
Mirror Chamber
Pod Tower 2
Spiral Hall 2
Gleaming Factory
Acrid Pit

CharacterLeaderLocationLast Known Status
Layla al-ZakiyyaN/ASkyward HubComatose
SaitoroN/A?Unknown
JulietN/A?Unknown
Riccara VaillancourtLaylaSkyward HubHealthy
Bastien McgregorN/AThe GardenHealthy
Jens Faber-?Unknown
Hong Gyeong-suBastienSkyward HubHealthy
Oryx the ExileJohnSkyward HubHealthy
Mary of the GondBastienSkyward HubHealthy
Vitus the RogueLaylaSkyward HubHealthy
John DanteN/AGleaming FactoryHealthy
Medicine ManBastienAbandoned CampHealthy
Olga SurikovBastienThe GardenHealthy
Jéssica da Flor de SedaJohnGleaming Factory and more...Poisoned
Emily WhiteJohnGleaming FactoryHealthy
Vic FellowesN/APod Tower 2Healthy
ALL OTHER NEWCOMERS-Pod Tower 2Healthy
Title: Re: City of the Chosen: Turn 5 Events (Update in Progress)
Post by: Raelifin on May 30, 2013, 06:36:59 PM
[spoiler=Saitoro](I'll be writing everything from past-tense third-person from now on just for consistency's sake.)

[ic=A Trick of the Wind]Saitoro hesistated for a moment before flying after the stranger as fast as he could. Movement in the Æther is not like walking, Saitoro came to understand. It's possible to brute-force one's body into floating one way or another, but real speed required cunning. It's almost as if his body was being pushed by the wind, and he had to trick the wind into pushing him along a certain path.

He was gaining on the man with the silver eyes, but just as the screamer... The man looked at Saitoro, and instinctively the monk tried to "land" out of the Æther, not wanting to be seen. In all previous trips in and out of the Æther Saitoro was following an existing breeze. The breezes seemed to be conduits to and from this place, like ferries to and from an island. Trying to return to the mainland without a ferry was... different. The sky darkened all around him until it was almost black, and huge walls started popping into existence. The walls floated in the nothingness like rubble that had forgotten gravity and had become unchained from the earth. This place was still the Æther, but it was dark and hidden. Saitoro wondered if it was related to the patch of shadow that existed in the bright portion.

As Saitoro relaxed a bit the winds pushed him out of that shadowy pocket back to the natural blue (the island, to use the metaphor). The screamer... the man... Saitoro struggled to duck out of sight again. Each second spent hidden was like being underwater. The breeze kept pushing him back, as if saying "You need to breathe. Don't go there."

The man, his back to Saitoro, had a... a bell. Its ringing summoned more screams. So many screams... But it ran. It fled. Though Saitoro could not remember anything about it, he could still remember the bell and the feeling of pure hatred in those screams.

When Saitoro returned from his hiding place for the third time the stranger had gone, as had the screamer. He did his best to travel in the stranger's general heading, and he followed the first tether out of the Æther that he felt, but the man was gone.[/ic]

[spoiler=Details and Clarifications][ooc]The Æther is a bright sky-blue realm that sits beside the city. Devoid of matter, players that enter the Æther must move through it by flying on the many winds. Navigation in the Æther is performed by feeling the character of various breezes, including temperature, scent, and psychic energy. Travel in the Æther is partially physical and partially mental, draining the body's strength (especially for novices) but also requiring focus and will.

In addition to the three normal dimensions of movement, characters can also travel in the axis that connects the Æther with the concrete world. Motion along this fourth dimension is difficult, and most people cannot make meaningful progress outside of certain pockets of wind that facilitate travel to and from the Æther. Travel towards the city, for the sake of having a word, is called "diving", while travel towards the Æther is called "soaring". These should not be confused with literally traveling up and down in the Æther.

If one tries to dive outside of an area that is tethered to the city by a special breeze they'll end up in a pocket of shadow and walls where the characteristic blue glow of the Æther is incredibly muted. It is unclear whether it's possible to dive beyond this shadow into the city, but it's extremely difficult to do anything but dip into it. While in the pocket characters are invisible to most travelers of the Æther. With practice it's possible to flicker in and out of the pocket to look around without being spotted.

The shadow pocket should *not* be confused with the sphere of darkness which serves as a landmark in the bright portion of the Æther. The sphere of darkness is usually located physically below travelers, and is the reference for up and down in the standard three dimensions. It radiates a psychic energy that makes it clear that it's not just a hiding place.

The only other notable feature of the Æther is the creature which prowls it and attacks humans on sight. The creature is sometimes called "the screamer" because of the noise that it makes. It is unclear whether the screamer is a woman or beast or something in-between because those who encounter it find it impossible to remember things, almost as if the creature is too horrible for mortal minds to dare keeping record of.[/ooc][/spoiler]

[ic=The Garden]Saitoro's body protested as he could once again feel solid ground beneath him. The breeze that he had followed led to what appeared to be some kind of indoor garden. Compared to the complexities of the structures in the triangular room and the completely alien Æther, the garden is refreshingly natural. There Saitoro found not only a pool of crystal clear water, but also several delicious fruits.

It was here that Saitoro spent at least an hour recuperating from his adventures. He finally tore the rags of his clothing into makeshift bandages for his wounds, which he also washed and cleaned.[/ic]
[spoiler=The Garden][ic=The Garden (Night)]Trees rise up from black soil, their trunks white and ghostly in the dim light. The room, for this place is surely indoors, is deathly silent. No insects, animals, birds, or running water. Every now and again one can feel the slightest breeze, but it is hardly notable. The branches overhead obscure the ceiling, which is undoubtedly many meters above. Pale orbs of light drift through the canopy like miniature moons, throwing shadows every direction and yet making no noise.

The garden appears to be tended; paths of flat stones run throughout in winding patterns, but the land is hardly flat. Little hills are everywhere, and in the valleys are deep pools. Some are water, while others are strange liquids like the hot black goop found elsewhere. The surfaces of the pools are covered with leaves and the water appears to be remarkably clean, despite being stationary.

All around the trees are little bushes or plants, some with flowers and others plain. Small fruits are easy to find on the bushes and trees, but never on the ground. Apples, pears, strawberries, and more can be discovered if one searches, but they seem different in small ways--in their taste, texture, and coloration.[/ic][/spoiler]

[ic=To Soar Once More]Confident that the strange man had gone, Saitoro, now refreshed and feeling pretty good, turned his attention to the breeze once more. The sky greeted him with bright blue emptiness. As strange and terrifying as it was, Saitoro was beginning to become comfortable with the Æther, even if it had...

The screamer was close. Closer than expected. Saitoro flew backwards as fast as he could, but it was too fast. Fingers reached for his daikyu. Muscles strained as he dived into a shadow pocket. Cuts from the... tore open... fresh blood...

Saitoro could feel all his previously found strength evaporate as he slipped into the darkness and the walls grew from nothingness. His breath was heavy. His fingers nervously brushing the feathers on the arrows in his quiver.

Out of nowhere it came. It saw through the pathetic hiding place. This was its home.

. . .

Flying. Flying faster than he thought possible. The scream from behind him rattled his skull. Oh what he would give for a bell right now. He could feel the breath on his back...

And then it was easy. Then it was so easy. The labored breathing was gone. The fear was gone. He could feel the wind, and the breath of the beast, but it floated over him. The scared little boy was somewhere inside him but was not him. Not his Buddha. Not his zen.

Floating on invisible currents, Saitoro spun effortlessly in the air and drew an arrow as he did so. The metal bit into his target, and...

It was gone. The screamer had fled once more. And the most strange thing was that Saitoro wasn't relieved. He had been calm since the breakthrough. It was exactly like reaching the peak of meditation, but he could move and think and it was effortless. A part of him was overjoyed, but he let the joy float past him just as the fear did.

For a while he just hung there in the endless sky. He had all the time in the world now. The pressures of samsara were distant. He didn't even breathe.

Eventually it became clear to him. This was not true enlightenment. The Buddha was a transcended spirit but Saitoro had somehow unlocked a transcended body. He did not have wisdom, merely the absence of physical want. Perhaps this was a trick of this place. The others had demonstrated similar such miracles. Perhaps there was yet more to walk on the path.

Saitoro found a vortex that led out of the Æther and followed it back to the land of walls and gravity and other people. The questions and possibilities of his new state still rolled through his mind.[/ic]

[ic=Machines And Dreams]"The storm approaches, red like the sunset. Floodwaters wash the storm away." said the runes. Or rather, that's one thing they said. "Queen mews like a kitten, hatred in her smile. Sap of the trees locks the queen in place." is another. Frustration washed past Saitoro--another emotion that could be easily ignored. The place he had come to seemed more promising than the triangle room, or at least larger and more impressive.

The runes were painted in crisp white paint onto the sides of a black, iron vat. Iron pipes led to and from it, in various directions. The room was all like this. Pipes here, pipes there, a vat or cauldron, or tank to break up the monotony. The floor was made of white stone, and was perfectly flat and featureless. Bright floodlights shone down from meters overhead where they say perched on black metal spires. The lights all shone down, and the metal didn't reflect much back, so it was difficult to see if there was a ceiling, but Saitoro eventually just assumed there was at least ten or so meters up. The rest of the places he had visited were indoors, so it was safe to assume this was as well.

White runes were in many locations, and were often accompanied by arrows or small diagrams. Saitoro could not yet make heads or tails of them. They continued to read like bad haiku. "Wood inside the heart of man. Lizard sees more than is hidden, eternally sleeping." Things like that.

The room smelled slightly of woodsmoke, and was slightly warmer than the other places had been (most certainly warmer than the Æther).

Memories came. Small things. Skipping stones on the creek by the monastery. Climbing the old sugi tree. Dumplings. Breaking the neck of the old farmer from Hokkaido.

No. That's wrong. That never happened. Saitoro shook his head as if to cast off something covering his face.

Something was happening. He could feel... something... radiating from somewhere amidst the mess of pipes. Scrambling forward, he could feel it growing stronger. The pipes were growing from nothingness. They were vines. This was a jungle. The web of a spider. No. Just pipes. Pipes carrying water. No. Carrying gas. No. Carrying energy.

Energy was at the heart of things. He could feel it leaking. Seeping into him. Too many memories. Too many dreams. Saitoro was knocked unconscious. He dreamed of woodsmoke.[/ic]

Saitoro has the Eternal trait. His Late Bloomer trait will result in one more full trait before you become locked in to developing existing powers.
Saitoro is injured. (Though Saitoro bound his wounds, they re-opened when he fought the screamer)
Saitoro is suspicious.
Saitoro has 3 Unhappiness Tokens.
Saitoro has 1 Knowledge Token.
Saitoro has 1 progress point towards the Oracle destiny.
Hong Gyeong-su's loyalty to you is 2, but he is not your ally.

[spoiler=Events]
1.
Quote from: Simultaneous
[ic=Bind A Wound]Public, Opportunity, Frost
Location: None (Same as Previous Character Location)

Requirement: Only injured characters or medics may be assigned here.
Meta-requirement: This event will re-occur in future turns that take between 2 and 6 hours.

If an injured character is assigned, they fashion a makeshift bandage for their wounds (usually by tearing their clothing). At the end of the turn they cease to be injured unless they were involved in a combat.
When a medic is assigned, target an injured character. The target immediately ceases to be injured. If they're assigned to a combat before the end of the turn they re-open their wounds and become injured (if they're not already injured) again.[/ic]

[ic=Firewood]Private, Opportunity, Dust
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

Characters that are assigned find a collection of wood chips that draw the eye unnaturally. They take a handful unless they have a container, in which case they take a reasonably large amount.[/ic]

[ic=Simple Breathing]Private, Opportunity, Dust
Location: None

Requirement: Only Saitoro may be assigned to this event.

Saitoro takes a few minutes to do nothing but breathe--an activity which he no longer needs to do, and can forget about from time to time. He clears his head of some of the visions and memories brought on by the kixthish, as well as removing one unhappiness token.[/ic]

2.
[ic=Kixthish Dreams]Private, Crisis, Dust
Location: None

Requirement: Only player characters who have recently been exposed to a kixthish overload may be assigned to this event.

When you assign a character to this event, select three things:
* An element (Blood, Iron, Dust, Smoke, Frost)
* A type; either Artifact, Location, or Event
* A danger level; either Safe or Dangerous

Your character has a dream about something of the selected type and element. Next turn (usually), their dream will become reality.[/ic]

3.
Quote from: Simultaneous
[ic=A Meditation on The Screamer]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

Saitoro has encountered the screamer several times. As the energies of the kixthish wash over him, he decides to meditate on it and see if he can recover some of his memories, perhaps learning more about it. If assigned, Saitoro learns something about the Æther and something else about the screamer. This event also opens the possibility of establishing the Æther as Saitoro's territory on future turns.[/ic]

[ic=A Meditation on The City]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

Saitoro decides to meditate on the nature of this place. As the kixthish surges through him he experiences visions of the City's past. If assigned, Saitoro gains one knowledge token and increased ability to pursue the Oracle destiny in future turns.[/ic]

[ic=An Adjacent Room]Public, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

Saitoro finds another room after awakening from another vision. If he dreamed of a location, this is it. If he dreams of an artifact, the artifact is in this room, and he obtains it. If he didn't dream of an artifact or a location, you may select a character. The adjacent room allows Saitoro to meet with that character next turn.[/ic]

4.
Quote from: Simultaneous[ic=Bind A Wound][spoiler=Same as before]Public, Opportunity, Frost
Location: None (Same as Previous Character Location)

Requirement: Only injured characters or medics may be assigned here.
Meta-requirement: This event will re-occur in future turns that take between 2 and 6 hours.

If an injured character is assigned, they fashion a makeshift bandage for their wounds (usually by tearing their clothing). At the end of the turn they cease to be injured unless they were involved in a combat.
When a medic is assigned, target an injured character. The target immediately ceases to be injured. If they're assigned to a combat before the end of the turn they re-open their wounds and become injured (if they're not already injured) again.[/spoiler][/ic]

[ic=Firewood]Private, Opportunity, Dust
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event. Saitoro may not be assigned to "Firewood" twice in one turn.

Characters that are assigned find a collection of wood chips that draw the eye unnaturally. They take a handful unless they have a container, in which case they take a reasonably large amount.[/ic]

[ic=More than a Bowl]Public, Opportunity, Dust
Location: Processing Plant

Requriement: Only Saitoro may be assigned to this event.

If assigned, Saitoro finds the object from his first vision: a 香炉. The censer is empty, but it has a mechanical switch which causes flame to shoot up in a fountain from the center.[/ic]

[ic=A Minor Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requriement: Only Saitoro may be assigned to this event.

If assigned, Saitoro makes progress understanding how to read the runes that are painted all over the maze of pipes.[/ic]

5.
Quote from: Simultaneous
[ic=A Major Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Saitoro can only be assigned here if he was also assigned to A Minor Breakthrough. Only Saitoro can be assigned to this event.

If assigned, Saitoro becomes able to read the runes and gains a progress point towards the Sage destiny.[/ic]

[ic=Woodsmoke]Public, Opportunity, Smoke
Location: Processing Plant

Requrement: Saitoro may only be assigned to this event if he has obtained both some wood chips
and the censer (香炉). Only Saitoro may be assigned to this event.

If assigned, Saitoro learns the functionality of the new artifact, and uses it to locate the source of the kixthish energies. If assigned, you may choose to plug the kixthish leak at the end of the turn, preventing other players from easily/accidentally finding it if they enter this location. (This event does not disrupt any others this turn.)[/ic]

6.
Quote from: Simultaneous
[ic=Another Doorway]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

If assigned, Saitoro finds another exit to this room and spends a long period of time wandering the building, calmly observing and learning its layout. Next turn several other locations will be available, the last one importantly being the location of a new collection of humans who recently awoke in the city.[/ic]

[ic=Kixthish]Public, Crisis, Iron
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

Saitoro gets dangerously close to the kixthish leak that has been giving him visions. If he was previously assigned to Woodsmoke, he locates the leak and *intentionally* exposes himself to the raw energy stream. If he has not activated the censer then he merely exposes himself in the process of seeking it, regardless of whether it's intentional or not.

If assigned, Saitoro gains one Superhuman Development token, two Knowledge tokens, and a point of progress towards the Oracle destiny. He also learns one significant thing about every character that he's met, sees visions of the future of Earth up until approximately 2100, and sees the current state (including location) of all the chosen. Assignment to this event also locks in his second superhuman trait as precognition (but Saitoro does not yet gain it), and deals permanent damage to his sanity, giving him the schizophrenic trait.[/ic]
[/spoiler]

[ooc=Event Summary]As a reminder, I'm still hoping to get an answer to the stranger's question in the RP thread. If you don't respond to it be the end of this turn, I'll assume Saitoro says "No. I don't remember."

Saitoro has no particular reason to return to the Æther this turn. He may be "physically enlightened" but he's not invincible. The wounds on his body still bleed, and he risks making things worse by re-engaging with the screamer (which, despite being hit by an arrow at point-blank, is far from dead). Because you've chosen to isolate yourself from other players, you also don't have any challenges, just opportunities to grow in knowledge and power.

Decisions this turn are best described in terms of desirable outcomes, and I'll be working through the choices in reverse order so as to handle prerequisites sensibly. The most important decision is timeslot 6, where you can choose to expose Saitoro to a concentrated blast of "kixthish". This will turn Saitoro into a much more "crazy prophet" character than his current "warrior-monk" archetype (no reason you can't have both, though).

If you don't want to go that route, you can explore the city instead, and make contact with the "second batch" of chosen. This will give you new opportunities to make allies.

Timeslot 5 also has a couple good outcomes. Woodsmoke increases your power by revealing the function of the censer artifact and gives the opportunity to seal the kixthish leak safely. If you want this, you'll have to make sure you collect firewood at timeslot 1 and the censer at timeslot 4. This, unfortunately, takes up time which could be spent healing or learning.

If you're more interested in knowledge than immediate power you can assign Saitoro to A Major Breakthrough at timeslot 5. This requires you to spend timeslot 4 studying, and thus prevents collecting the censer this turn. If you go this route you can save time in collecting the censer later by getting woodchips at timeslot 1, or you can use timeslot 1 to recover happiness or health.

Oh, and you're of course welcome to dabble in both learning about the language and collecting components for the censer, but you'll make less progress than if you specialize.

Timeslot 3 is a simple question of whether you'd rather have knowledge of the Æther, general knowledge, or power in the form of quicker artifacts/increased opportunities.

Timeslot 2 has a kixthish dream. When picking it, be aware of the interactions it has with An Adjacent Room.

I hope your classes didn't kill you. Let me know if you need a deadline extension due to stress or work.
[/ooc]

[/spoiler]

[spoiler=Juliet](I'm switching to past-tense third-person for the sake of consistency. Sorry for the disruption.)

[ic=Explorations]Juliet wandered on, still reeling from the poison, but recovering quickly. Beyond the garden is a room without light. The orbs from the garden cast a long shadow of the woman, but only barely hint at the size of the chamber. Against common sense, Juliet stumbled in, and followed the wall. As the stone archway sealed up behind her she found herself completely enveloped in silent shadow. A tomb.

The wall was cold and smooth, like metal with the texture of glass. Every couple meters it would bend inward at a predictable angle. Juliet, realizing something, took out the disk she had recovered from her pod and held it in front of her. The red light emanating from the claw-like rune on the surface revealed the walls to be mirrors. The room was too large to be seen clearly with the dim object, but Juliet could see another arched portal up ahead.

The next room wasn't actually a room, but was a hallway. In fact, Juliet recognized it as the spiral hall that had been adjacent to the pod tower. It curved clockwise slightly and led downward. This must be the room at the top of the hall. But... that's impossible. The slime pipe didn't go up, and so the spiral hall must've been at least a floor above her. The dim yellow band of light set into the ceiling of the hall was a nice change of pace, however, so Juliet tucked her disk away, feeling stronger as it ceased touching her skin.

Down she traveled on the sloped floor, always turning to the right. After a ways down the hall revealed two doors on opposite sides. The scene was remarkably similar to when she had left the pod tower just a few hours ago. But there weren't any replicas here, thankfully.

Curious where the other door led, the one not leading into the tower that Juliet had been circling outside, Juliet turned left and stepped through the parted stone.

The room inside had peculiar shape, but at least it was lit. At first glance it actually reminded her of The Lion King (the reworked version from 2057, not the original, of course). Juliet hadn't walked in the movie since she was a girl, but the shape of Pride Rock was still plain as day. The room also reminded her of a theater. The old kind, where people sat together in a big room and watched a massive screen, curved to crudely simulate being immersed.

The entire room was made of stone, though some areas were a different shade or texture than others. The path from the doorway led across a flat area up to the "Pride Rock" structure, which rose sharply from the floor, and was wide enough to accommodate two people walking side-by-side. To the sides of "Pride Rock" the floor dropped away in a kind of mini-cliff. About four meters in front of the tip of the rock was a perfectly smooth surface of black stone, curved inward, like a great concave screen. At the tip of the rock Juliet could see some sort of metal interface, perhaps a control panel of some kind.

On the left and the right were two ornate lamps made from brass, their tops shaped in a vaguely floral pattern such that the light was at the center of a mock flower. The bulbs themselves were beach-ball sized orbs of white light very similar to those floating around the garden.

In the center of the flat area before the rock outcropping was a circular engraving made of white stone shaped oddly like an orifice. As Juliet approached it the stone peeled back just like it were a door, and an acrid smell billowed up from below like bringing images of burnt skin and making Juliet's eyes water. The smell and the effects of the poison forced Juliet to back away and find a wall to lean against and recover.

As she did, she could feel a chill spread through the room, and the trap-door/orifice refused to close automatically like the doors do. Quiet whispers emanated from below, ominously. Most of them were inaudible, but the few she could make out kept muttering about how everything was "too soon" and kept mentioning "Mohandas". After an amount of time that Juliet suspected was shorter than it felt (due to her seemingly accelerated perceptions) the orifice sealed itself, blocking the cold and the vile smell.

Juliet stayed there for a while, quietly sorting herself out and trying to shake off the poison. The weirdness was almost too much to bear. Mannequins with knives had sprung out of thin air to kill her! She could feel the slime slide around inside her body sometimes, still unnaturally warm. She half-expected to wake up in a mental hospital with an AI clamped to her head or see a VR artifact on the edge of her vision. But nothing changed, and eventually she got up from her resting place.

The whispers from below had an unshakable malice to them, but Juliet was no coward. That said, there were more interesting things to explore. With a bit of luck and more than a bit of agility she managed to knock over one of the lamps and catch the light orb before it smashed on the stone floor. She carried the mystical sphere up the hall to the room with mirror walls.

Now lit by the white light, Juliet could see that the room was shaped like a regular, 12-sided polygon with two doors on opposite ends. The ceiling is only about 3 meters high and all the walls are lined with mirrors. In the center of the room is a double-sided standing mirror with twisting silver trim. The mirror in the middle of the room reached all the way to the ceiling and seemed to have been worked into the structure of the room itself. The surface was curved like a carnival mirror, and Juliet could see her head bloated to obscene proportions as she approached it, setting the sphere down to radiate silently. She was a mess. Despite cleaning the slime from her hair it was in desperate need of a good brushing, and more noticeably her face was stained with red juice that gave the impression that she had just devoured some animal and hadn't bothered to wipe away the blood.

Juliet touched the mirror, subconsciously trying to wipe the stain off her reflection's bloated visage. As she did so it began to hiss loudly and as she snapped her arm back with lightning speed she was startled to find herself surrounded by shadowy beings of liquid darkness. Spines of shadow danced off them like rays from the sun, and they glared at her with impossibly small glowing white pinpricks of eyes. As she leapt back and drew her knife, she saw that her own arms had become coated in the same spiky shadow-stuff. The demons danced around her with equal speed, each drawing their own shadow-knife.

"What the..." she started to curse, but the words echoed about the chamber and sounded in her ears like some sort of dying animal gurgling and growling.

She spun, and as she did the shadows spun. She spoke and the sounds were nothing but feral croaking. The mirrors were doing this, she realized. The shadow-demons didn't actually exist, but were merely reflections of herself. She laughed and put away the knife. Her voice rippled through the room and it returned to her ears as something dark and evil. She snuck out the door without incident, leaving the glowing orb behind.

She breathed a sigh of relief as she descended the hall again, seeing her arms lose their shadowy covering and return to normal.[/ic]

[ooc=Echoshade Mirror]Large, Cannot be Moved

Echoshade is a two-sided standing mirror with ornate silver trim. Its surface is curved to distort perspective like a carnival mirror. When touched it emits a loud hiss and becomes active as long as anyone is in the room. When active it converts all spoken words into a gurgling growling sound that carries no information. All beings in the room also become cloaked in an illusory coating of shadow. Twelve illusory reflections also appear in the room, further confusing things, as they copy the motions of nearby humans.

If combat occurs in the room with Echoshade, a character may activate it. All teams in the combat are broken into a battle-royale with each character fighting for themselves, and possibly injuring an ally. Characters with at Hightened Senses or at least 2 Dust in the skill and combat domains are immune to this, and won't attack allies, though they still can be attacked by allies. Furthermore, all parties engaged in combat where Echoshade is present get -1 Frost and +1 Smoke. The activating party also gains an additional +1 Smoke.[/ooc]

[ic=Eggs in a Basket]From the new spiral hall Juliet decided to try the other door this time. Interestingly, it led into a room completely identical to the one she woke up in. Another pod tower. Sixteen pods lay around the room, though these were unopened...[/ic]

Juliet's power is Accelerated Timeframe.
Juliet has 1 progress point toward the Monster destiny.
Juliet has 3 Unhappiness tokens.
Juliet is suspicious.
Juliet's face and hands are stained red (-1 to Frost in Social/Political)
Juliet has absorbed 10 units of blackslime (14 maximum).
Juliet still has a Crimson Disk (5 charges).

Loyalty (no allies yet):
Olga Surikov: 1
Hong Gyeong-su: 2
Oryx: 2
Riccara Vaillancourt: 2
All Other NPCs: 1

[spoiler=Events]
1.
[ic=Sneak Attack]Public, Crisis, Iron, Combat
Location: Pod Tower 2

Requirement: Only Juliet may be assigned to this event.

If Juliet is not assigned to this event, nothing occurs.

If Juliet *is* assigned, she is surprised by an unknown man of Asian ancestry. The Man is wielding a gun, and seems to know all about her. He is prepared for the conflict, and Juliet is disabled before she can defend herself. The man uses some kind of artifact to drive Juliet back into a state of delusion and isolation, while at the same time twisting her body to become slightly monstrous (exact appearance is up to you (if you want to specify), but think "cat eyes and claws", not "wings and a tail"). The effect is temporary, and will grant Juliet a +2 Blood in Melee Combat and Politics at the cost of a -4 Frost and Iron in Politics and Social, and a -1 Dust in all domains for the next 24 hours. Furthermore, Juliet gains one progress point towards the Monster destiny. The man disappears as quickly as he came, ever enigmatic.[/ic]

2.
[ic=Welcome!]Public, Crisis, Frost
Location: Pod Tower 2

Requirement: Only Juliet may be assigned to this event.

If you assign Juliet here, please let Light Dragon know in the RP thread (publicly or privately) that you're in Pod Tower 2 and will be welcoming the new Chosen.

The pods begin to open from the inside as a new group of humans awakens. If assigned, Juliet greets them as they awaken, if not assigned she either hides or flees the tower. When you assign Juliet, you may decide to enhance or reduce confusion in the newcomers. Increased confusion reduces the ability for them to work together in the near future, while decreased confusion makes them more likely to act civilized and gravitate towards one leader, granting Juliet a +2 Frost bonus if she competes in "Here's How This Is Going To Work...".[/ic]

3.
Quote from: Simultaneous
[ic=Don't Mind Me]Public, Crisis, Frost, Competitive, Attack
Location: Pod Tower 2

Requirement: Only Juliet may be assigned to this event. Juliet must not have been assigned to Welcome!.

If you assign Juliet here, please let Light Dragon know in the RP thread (privately or publicly) that you're in Pod Tower 2 and you're pretending to be part of his batch. He as a player will know about the lie, but as a character he'll have to withstand the attack (see below) just like the others.

Juliet attempts to mingle with the group and convince them that she also just woke up (any physical changes are just part of her power, of course!). This counts as a 1-on-1 attack in the social and skill domains with every newcomer, with each defender gaining 1d3 - 1 bonus Dust. A dust and frost outcome for the defender means they see through her tricks and lose one loyalty, a smoke and frost outcome for Juliet means she is not treated as suspicious by that character. A tie results in simple suspicion. If Juliet successfully tricks every defender then she'll gain knowledge of most of their superhuman traits and additional opportunity to trick them on future turns.[/ic]

[ic=YOU!]Public, Crisis, Blood, Competitive, Combat, Attack
Location: Pod Tower 2

Requirement: Only Juliet may be assigned to this event. Juliet must have been assigned to Sneak Attack.

Juliet recognizes the man who attacked her earlier in this new group. If assigned, she attacks him, and he barely escapes alive. Two of the other newcomers come to his aid, however, and fight Juliet (see below). If Juliet is in the winning group she gains a progress point towards the Badass destiny. Juliet automatically gains all items on slain characters unless otherwise specified.

Challenge Domains: Melee Combat, Combat, Strength

Blood Outcome: Each losing character is dealt damage by a randomly chosen winner (the same winner may be selected twice).

Iron Outcome: A random losing character becomes injured.

Frost Outcome: The winning group successfully disables all losers without injuring them. All future events for losing characters are disrupted and they become prisoners of the winners.

Tie Outcome: One character from each group is dealt damage by a random opponent.

To deal damage, roll 1d4 and add the deadliness of any assigned weapon of the damage-dealer. 0 or less means nothing happens. 1-2 results in an injury. 3-4 results in serious injury. 5+ results in death.[/ic]

4.
Quote from: Simultaneous
[ic=Here's How This Is Going To Work...]Public, Crisis, Frost, Competitive
Location: Pod Tower 2

Requirement: Only characters who know about Pod Tower 2 may be assigned here.

The newcomers look for leadership or authority in this place. Assigned groups compete for that opportunity. Suspicious characters gain a -1 Frost penalty for this event.

Challenge Domains: Political

Blood Outcome: The winning group intimidates the newcomers into following. This gives each newcomer two unhappiness tokens and improves their loyalty to the winner(s) by 1.

Iron and Frost Outcome: The winning group uses charisma and authority to claim leadership over the group. They gain one loyalty to the winner and the player-character of the winning group becomes de facto leader (loyalty increases go up by an additional 1 in the future). Winning player characters gain one progress point towards the True Leader destiny.

Tie Outcome: The group is confused and finds no leader.

Neglect Outcome: Same as tie, but each newcomer gains an unhappiness token.[/ic]

[ic=The Siren's Call]Public, Opportunity, Blood
Location: Control Room(?)

Requirement: Only characters who know about Pod Tower 2 may be assigned here.

Shortly after the new humans awaken, Juliet finds herself inexplicably drawn to the trap-door in the control room (with "Pride Rock"). Despite the foul smell of burt flesh and the frigid air, she climbs down a ladder and discovers a very powerful, but very dangerous, artifact.[/ic]

[ic=Investigate the Machine]Public, Opportunity, Smoke, Cooperative
Location: Control Room(?)

Requirement: Only characters who know about the room across from Pod Tower 2 may be assigned here.

Assigned characters attempt to operate the machine on the end of the rocky spire in the Control Room.

Challenge Domains: Skill, Machines

Blood Outcome: The characters can't figure it out, and end up breaking it in frustration.

Iron Outcome: The winners determine how the machine functions and are able to deduce its effects through trial and error.

Dust Outcome: The winners discover a general principle that allows them to operate the machine and also grants them one knowledge token each.

Smoke Outcome: The winners trigger something by accident. Unknown effect.

Tie Outcome: The machine is still not understood, and this event will reoccur until a non-tie outcome occurs.[/ic]

5.
Quote from: Simultaneous
[ic=Faust Would Be Proud]Public, Crisis, Iron
Location: Beneath the Control Room

Requirement: Only characters previously assigned to The Siren's Call may be assigned here.

The character with the highest blood in all domains gains the artifact in this room (break ties randomly). The artifact, once obtained, will be very hard to remove, and though it brings power, it also has a price. If a player character is assigned, select a destiny. If that character gains the artifact, their ability to pursue that destiny will be improved. If the Augmented destiny is selected, they immediately gain a minor defensive artifact and a progress point towards the Augmented destiny.[/ic]

[ic=Kidnapping]Public, Crisis, Iron
Location: Pod Tower 2

Requirement: Only Juliet may be assigned here.

Juliet spots a young girl in the new group of Chosen. For whatever reason, she decides that it would be a good idea to take her away from the newcomers. If assigned, she uses her superhuman speed to kidnap the girl. Juliet loses up to two blackslime in the chase and the loyalty of all the newcomers towards her drops by 4 (she also loses de facto leader status if she had it) and they become hostile. The girl's loyalty only drops by 2, and she does not become a threat. Juliet also gains a progress point towards the Monster destiny.[/ic]

6.
Quote from: Simultaneous[ic=Another Balcony?]Public, Opportunity, Dust
Location: Spiral Hall 2

Requirement: Only Juliet may be assigned to this event.

Juliet travels down the spiral hall and explores the area that was the Balcony of Shards near the other tower. Unknown effect.[/ic]

[ic=Familiar Ground]Private, Opportunity, Frost
Location: The Garden

Requirement: Only Juliet may be assigned to this event.

If assigned, Juliet returns to the garden and spends time learning its layout. You gain knowledge of all adjacent rooms, all characters in the garden, and Juliet establishes the garden as her territory.[/ic]

[ic=Sibling]Public, Crisis, Frost
Location: Beneath the Control Room

Requirement: Only characters previously assigned to Faust Would Be Proud may be assigned here. If an assigned character does not possess the artifact from the prior event, this event is disrupted.

If the owner of the artifact that is gained in Faust Would Be Proud is not assigned to this event they gain 5 unhappiness tokens from mental anguish.

The artifact below the control room grants knowledge of a "sibling" artifact that is roughly as powerful, and just as dangerous. It is potentially in danger, and the artifact grants knowledge of how to travel quickly through the building to reach it. If assigned, the owner follows the instructions and reaches the "sibling". If the sibling is threatened, the owner must fight to protect it (unknown combat challenge).[/ic]
[/spoiler]

[ooc=Event Summary]Another "Monster" destiny, eh? And an Iron event to boot! Well, you got it. This turn you have TWO Iron events that grant progress towards becoming a not-so-human. This path you walk is always filled with drawbacks, however, and monsters are never the most popular of folks.

1. Decide whether to get some physical progress towards that destiny at the expense of some higher-order reasoning, strategy, and maybe a little sanity. This unlocks the "YOU!" event at timeslot 3, as well as setting up a clear antagonist for Juliet (even if he, like most of the city, is a bit of a mystery).

2. Decide whether to help the newcomers, spread a little chaos and impair their ability to organize, or just stay out of the spotlight. This event disrupts the "Don't Mind Me" stealth event.

3. Decide whether to attempt to trick the newcomers into thinking you're one of them (Don't Mind Me), whether to go full crazy and probably kick some ass (YOU!), or just to lay low. Remember that Accelerated Timeframe gives a +3 Smoke in the skill domain and +1 Smoke and Frost in the social domain, so you'll have a total of +8 in the Don't Mind Me competition, not counting the -4 penalty from being transformed in the Sneak-attack (Juliet's speed grants her a lot of time to think up convincing lies and to generally react strategically, rather than just instinctively). Blackslime burnt for Don't Mind Me applies to all contests. The blackslime also reduces the chance of dying if you get overpowered in YOU!, though it's hard to heal a gunshot wound... It may be worth it to burn some ahead of time to ensure you win.

4. Decide whether to try and lead the new group of Chosen (Here's How...), whether to go for power over loyalty (Siren's Call). Investigating the machinery is going to be pretty hard, given Juliet's limited skill-set, but you could always break it so another player can't use it. Siren's Call doesn't have a visible drawback, but the Public nature of it means that Juliet might be spotted if she's assigned. Otherwise it's very safe and there's little reason not to assign to it if you're not going for leadership. With "Here's How..." don't forget that Juliet can burn blackslime or use her disk to manipulate the outcomes.

5. Here's the major decision point for the turn: Do you pursue the more social aspect of the Monster destiny and pull off a kidnapping, or do you go for a burst of power with the artifact (or neither). Both have serious drawbacks. If you want to you can get two progress points towards the Monster destiny this turn, potentially unlocking the ability to obtain the destiny next turn. If you get the artifact, it may also help you along your path, but you'll have less freedom.

6. Regardless of what you do for timeslot 5, you'll need to decide where to head next. If you get the artifact then you'll be suffering a happiness hit unless you let it guide you to yet another artifact and potentially get into a battle. Juliet is feeling comfortable enough with the area to seize the garden as her territory (see the new rule in the overview). If you kidnap the girl it's a big enough place that you could probably lose the pursuers (especially given the mirror chamber). And if you're not inclined to go back, you can always take a gamble and head down the hall instead.

I'm looking forward to seeing what you write this week regarding Juliet's memory. Any extra details about her character or reactions are always awesome, too.
[/ooc]

[/spoiler]
Title: Re: City of the Chosen: Turn 5 Events (Update in Progress)
Post by: Raelifin on May 30, 2013, 06:38:40 PM
[spoiler=Bastien Mcgregor][ic=Bastien's Journal]Bastien Mcgregor,
6 Days Since Arrival

Yvextho told me a story about Building 29 today. He says that once upon a time there was a tribe living here whom Yvextho called "Many-eyes" (Uthiualatava, in their tongue). They'd use the many doorways of the building to send spies all across the city and would even send explorers into the Darklands. The Many-eyes would then sell their knowledge to the highest bidder. I asked him if they built 29, but he just laughed at me and said that the watchers were far from being Chosen, let alone gods.

Emily is hard at work repairing the elevator that leads up to the hub near the bridge again. The stupid thing seems to break every single day. We can still get up through the sky, of course, but they see us coming whenever we try that. Once the elevator is working again Yvextho wants to lead a raiding party to the gardens. He thinks we can get to the gardens without having to go past Lightdrinker if we go through the inferno chamber. It's probably true, but I keep remembering the last time we tried to go through that blasted hellscape...[/ic]

[ic=A Long Moment]The departure of the mysterious stranger seems strangely anti-climactic. The book speaks in riddles and talks about people and places Bastien has never heard of. He and Olga stand around for a bit, half-expecting something to disrupt the peace. After a few minutes it becomes clear, however, that the garden is safe, at least for now.

Olga finds a pool of water, and she and Bastien sit down by its edge and rest. They soon begin to talk, first of this place, then of each-other. Olga says that she keeps expecting to wake up, and talks about how her battalion was just about to go into battle against the Nazis. She talks to Bastien for a while about the outcome of the war and about time travel.

After a good bit of resting, drinking, and eating, the two of them get up and return to work, refreshed and feeling somewhat better.[/ic]

[ic=Power Vacuum]In the hub room beyond the trick hallway, the remainders of the original group stand around the comatose body of Layla al-Zakiyya. Eight identical hallways lead off, and with the replica threat removed for the moment the absence of leadership weighs heavily on the group.

"The girl is... unfit." states Hong Gyeong-su, his face as hard as always. "Bastien Mcgregor would've been a better choice. He still is a better choice."

John Dante makes a quip about following hislead and jumping off the bridge. John makes it clear that he thinks he is the natural leader here, and several members of the group (Jéssica, Oryx, and Emily) back him up.

Gyeong-su in unflinching. His mind is already made up on the matter, so he reaches for empty justifications. "Your lightning is all very impressive, but true leadership is more than using flashy wizardry on a group of demons. Leadership is something men are born into. I bet you've never even been in a real war! Never held a sword in those white hands!"

The discussion doesn't go anywhere, and seems to serve no purpose other than to turn Gyeong-su's fierce demeanor into a righteous indignation. Most of the spectators seem reluctant to support either man. Finally, Gyeong-su barks "A true leader is not afraid to stand up against evil for his people!" and walks off into the hallway that returns to the blackslime bridge. John doesn't bother following.

"Clear the path, Medicine Man!" the soldier demands, drawing his sword. Medicine Man reverts back to his original shape (even though he could simply shift a passage).

"A solider finds too many paths, and thus takes the war-path out of familiarity." says the old American, gesturing for Gyeong-su to stop. "Eagle once did the same thing..."

"Go help the others!" barked Gyeong-su, shoving the Medicine Man out of the way. "I'm invincible!"

"Eagle thought the same thing, but..." But the Korean had already gone.[/ic]

[ic=Returning to the Balcony]Gyeong-su of the house of Hong strode out onto the balcony of shards. The planets still twinkled overhead, slowly moving along their strange paths.

The tiger sword in Gyeong-su's hands was just as he remembered it being on Earth. It felt just right. The old man wasn't as fit as he used to be, but his sword was just as sharp. He strode forward calmly, careful not to step in a triangular hole in the weird metal floor.

The replicas had apparently fallen back quite a bit. Only about a dozen still remained on the balcony, and of those three were occupied with getting through the door at the opposite side of the balcony, and two were crawling on the mysterious structure by the edge.

Of the seven that turned to fight him, three were copies of John Dante. It seemed fitting. The man was blind and stubborn; it might help his aggression to cut them down.

The copies howled and cackled as they came; their eyes were still the same solid black. This time, however, Gyeong-su knew no fear. A boy with the strength of an ogre had struck him in the face and it seemed no more than a slap. John, back in the pod tower, had electrocuted Gyeong-su, but it hurt no more than a scrape. His skin--no--his body was made of steel, and he would drive these demons away just as Oryx had done on the bridge.

He swung. They leapt back. He advanced. They retreated. His In Geom granted him a decisively better reach than his foes, and he continued to slash at them, but without much effect.

The problem with fighting seven people at one time is that even if you can't be hurt, you can still be flanked. One of the John Dante doppelgangers managed to sneak up behind the soldier and grab his arm. The others came on, then, each latching onto him. Copies of Juliet appeared, knives in their hands, cutting ineffectually at his face and torso. He struggled and fought, falling to the ground as they swarmed him. He wasn't young enough for this. They may not have had the powers that the real humans seem to have gained in this place, but they had the strength of athletic young men and women.

Gyeong-su could feel his age as he struggled ineffectually against their hold. His heart began to beat faster. What if they threw him off the balcony? He could survive a knife blade or a punch, but could he survive a fall from a tower as high as this one? Fear began to claw its way back into his heart. Even old soldiers fear death.

A shadow-eyed copy of Layla raised a knife high above her head, ready to slam it down onto Gyeong-su's prone form. The girl was the problem. If she hadn't stupidly tried to lead the group, this never would've happened. Weak. She's weak. Gyeong-su was weak. The knife slammed down on his belly, cutting through the steel armor and the old soldier felt blood and pain.[/ic]

[ic=The Return of Eagle]One of the Johns sat on Gyeong-su's chest, apparently somewhat bored. The replicas occasionally tried to cut him again, but they lacked the intelligence to attempt a proper execution. They continued to laugh, cruelly in his face, taking turns holding him down.

One of the Juliets surprised Gyeong-su by kissing the John that sat upon him. The John appeared startled as well, and they tumbled over his body awkwardly. By some miracle the real man had managed to keep his grip on his In Geom. He threw all his energy then into throwing them off, and swinging the sword.

It barely worked. The razor edge sliced one of the Johns hands, and smoke boiled out of the wound. He rolled to his feet, seeing the two "lovers" return their attention to him, growling like beasts.

It was not normally his way to act recklessly, but Gyeong-su knew that if he didn't run he'd be captured again, and he doubted he could fight them forever. He rushed a copy of Rikki, the flying woman, and cut her cleanly in half. Her body exploded, leaving a cloud of smoke to hide his escape.

The clones came after him, laughing and hollering, but they were behind him. Only one foe waited between him and the exit. Layla al-Zakiyya. He sliced her fake head from her shoulders and ran through the archway, the stone barely separating in time to let him pass.

Medicine Man waited for Gyeong-su, his arms were shaped into long metal spikes. "Eagle came down from the sky, burnt and humble. The sun had proven too much, even for him."

"Save your nonsense! They're coming!" barked the man of house Hong.

The replicas came in once again. Rushing across the bridge after him. Medicine Man tried to use his spear-arms to hold them back, but he was no warrior. The two men were cornered in the hallway, and stepped without stepping. In the blink of an eye they found themselves in the company of the others, though John and Oryx, as well as a couple more, had left.

"Let's hope they can't follow." said Gyeong-su.

For a few tense moments they waited for the first replica to appear in the trick-hallway, but none did. They breathed a shared sigh of relief.

"And his crown was bleached white by the heat of the sun--a battle-scar to remind him of his mortality." finished the American Indian.

Gyeong-su couldn't think of any eagles with white heads, but he placed a hand on the part of his belly that had been cut, appreciating the metaphor.[/ic]

[ic=The Garden Breeze]Bastien paced the spot where the strange man had appeared. The pale trees still reminded him of pillars. A path of disturbed dirt slowly appeared under where he walked.

The breeze was subtle now, much more subtle than it had been when the stranger had appeared. And strangely, it was not present when the man disappeared. The amulet was cold as he held it in his right hand.

Olga was busy attempting to build a basket with which to carry some of the fruits of the garden. Bastien's mind began to wander, and as it did the wind began to grow. Blue. So perfectly blue.

Bastien snapped out of his reverie. Something just happened, but he was still in the garden. He tried again, this time attempting to let his mind wander, but without being fully distracted.

It was a bit like trying to watch something out of the corner of your eye. The world would fade to a perfect sky blue if he let it. The featurelessness of the color was a bit unnerving, as though it would swallow everything.

As he went to go find Olga and discuss this strange feeling, he realized that he could smell roses on the breeze, and yet no flowers at all could be seen in the garden.[/ic]

[ic=Mary of the Gond]Gyeong-su bent over the sleeping form of Layla al-Zakiyya. He brushed her dark hair from her face tenderly, muscles still aching from his struggle with the demons.

"You care for her? Then why speak against her?" spoke the quiet woman in the colorful dress who had stayed with Layla the longest. Her voice was barely more than a whisper, and she kept her gaze low.

"Leadership is not a prize to be won. It is a burden. To have the girl lead us would crush her as much as it would hurt the group. Her husband isn't here to protect her, and so it falls on the rest of us to do that in his absence."

A moment of silence.

"I don't think she has a husband." whispered the Indian woman. "She never spoke of one, at least."

"Strange. She's well past the age. Perhaps things are different in her lands."

"No. I think she's just headstrong. She probably scared them all away." The two of them shared a small laugh. "My name is... Mary. It's a pleasure to meet you." Despite introducing herself, Mary refuses to make eye contact with the soldier.

"I am Hong Gyeong-su. It is truly a pleasure to meet you, as well." and he gave a small bow.

Mary is a meek woman. She's very suspicious of this place and in search of something to rely on. She admits that she has the power to conjure things from nothingness, but she generally doesn't like the magic powers everyone has seemed to manifest. She's preoccupied with thoughts of getting back to her family, and is generally very unhappy.[/ic]

[spoiler=Mary's Traits and Items]Mundane Traits:
* Good Judge of Character
* Supportive
* Watchful
* Depressed

Supernatural Trait: Conjuration

Items:
* Small silver statue of Ganesh
* Pocketwatch[/spoiler]

[ic=Campsite]While Gyeong-su and Mary became acquainted and looked after Layla, Medicine Man slipped off one of the halls to explore. There he found a great hall with many doors, as well as an abandoned campsite (see description below). The camp was being investigated by Jéssica the whore when Medicine Man approached, and he saw that she had obtained a package of dried meat. She clearly was not feeling well, and Medicine Man leveraged this to trick her into giving the food to him. (This interaction will be posted to the RP thread as a writing prompt.)

Further investigation of the campsite turned up little of value, and so the native american returned to the hub, and pulled Gyeong-su discretely aside. "A noble chief goes hungry when there is not enough to eat. A wise chief eats while others go hungry, for he knows that if he starves then all will starve. Which are you, noble or wise?" And with this the Medicine Man revealed not only the pack of jerky but also a full waterskin.

Though Gyeong-su was troubled by the implication of the other man's words, he shared the food and drink, and soon found his battle-fatigue melting away.[/ic]

[ic=The Great Hall]Along one spoke of the Skyward Hub is a mighty hall. Its vaulted ceiling is almost certainly a hundred meters in the air and the rectangular hall is at least as long, if only comparable in width. Several white stone archways lead off from the sides of the room, presumably to other areas of the building. Stone pillars on the sides of the room bend as they travel upward and meet at the ceiling to form a series of massive arches. Branch-like structures extend out from the pillars, making them appear like trees. From the tips of the branches are silver wires that drop down several meters before ending in radiant lights of many colors. The lights are teardrop shaped, and drift from pastels to white back to pastels over time.

The floor of the room is uneven, being broken into sections by small sets of stairs. The effect makes it almost seem like the room has small hills here and there.

Sounds in the room echo off the walls, even with the pillar-branches to reduce it. Additionally, a deep, but quiet, hum can be heard reverberating through the space from an unknown source.

In one corner of the hall is a campsite. A ring of stones marks a firepit, complete with ashes and mostly-burnt logs. A cloth (burlap, probably) tarp appears to be glued to the walls and floor to provide a small sloped shelter in the corner. At the mouth of the shelter is a wooden box with a broken lock and nothing inside. The camp appears strangely clean, with no signs of dirt or dust or ashes outside of the firepit.[/ic]

Olga has gained a Shoddy Basket
Bastien has absorbed 10 units of blackslime (14 maximum).
Olga has absorbed 14 units of blackslime (she cannot currently absorb more).
One Medicine Man's traits is Focused. One of his items is a waterskin (empty). He still has another unknown trait, unknown item, and at least two significant secrets.

Bastien's tokens: None

Loyalty:
Gyeong-su: 7 (Ally)[spoiler=Details]Tokens:
* Superhuman Development x1
* Unhappiness x2

Mundane Traits:
* Melee Weapon Training
* Good Judge of Character
* Focused
* Loyal

Supernatural Trait: Impervious

Items:
* Armor
* Tiger Sword (long blade)[/spoiler]
Olga: 6 (Ally)[spoiler=Details]Tokens:
* Superhuman Development x1
* Unhappiness x1

Mundane Traits:
* Firearm Training
* Idealist
* Physically Fit
* Blundering

Supernatural Trait: Power Vampire

Items:
* Shoddy Basket[/spoiler]
Mary of the Gond: 3 (Ally)[spoiler=Details]Tokens:
* Unhappiness x6

Mundane Traits:
* Good Judge of Character
* Supportive
* Watchful
* Depressed

Supernatural Trait: Conjuration

Items:
* Small silver statue of Ganesh
* Pocketwatch[/spoiler]
Medicine Man: 2 (Ally)[spoiler=Details]Tokens:
* Unhappiness x3

Mundane Traits:
* Focused
* Secretive
* Friendly
* ???

Supernatural Trait: Basic Shapeshifting

Items:
* Waterskin (Empty)
* ???[/spoiler]
Vitus: 1
Oryx: 1
All Other NPCs: 2

[spoiler=Events]
1.
Quote from: Simultaneous
[ic=Make Me A...]Private, Opportunity, Dust
Location: None

Requirement: Only Mary of the Gond can be assigned to this event.

When Mary is assigned, choose an object of small or medium size. Mary spends the next hour conjuring it. If assigned here, she cannot be assigned to any other events this turn before timeslot 6.[/ic]

[ic=Nuts and Berries]Private, Opportunity, Dust
Location: The Garden

Requirement: Only characters who began their turn in the garden may be assigned here.

Assigned characters build baskets out of foliage and/or collect food. Each character assigned who has a container item (backpack, basket, etc) gains one Loose Food item. (Loose food is identical to Food, but requires a container to transport. Each character assigned who does not have a container gains a Shoddy Basket item. Two characters can work together if assigned, building one basket and filling it, but this cooperation must be explicitly noted by the assigning player. Shoddy Baskets are destroyed after 8 hours unless improved by a conjurer or builder. The garden currently has 7 Food items that can be harvested.[/ic]

[ic=Better Than Nothing]Public, Opportunity, Dust
Location: The Garden

Requirement: Only characters who began the turn in the garden may be assigned here.

Assigned characters find a suitable branch to turn into a wooden club. Each character assigned gains a club.[/ic]

[ic=Lifesteal]Private, Opportunity, Frost
Location: None

Requirement: Only characters that began their turn in the garden may be assigned here.

If Olga *and* another player with a superhuman trait other than Power Vampire, Late Bloomer, or Latent Power are both assigned to this event, Olga learns more about her Power Vampire ability, thus gaining a Superhuman Development token.[/ic]

[ic=Slip of the Tongue]Private, Crisis, Frost
Location: The Garden

Requirement: Only Bastien with the Wise facet may be assigned to this event.

If assigned, Bastien talks with Olga (while she does whatever). Olga says something that it's clear she didn't mean to say. Next turn Bastien will gain an event that grants progress towards the Connected (Olga) destiny, as well as revealing a significant secret about her past.[/ic]

[ic=Refill]Private, Opportunity, Frost
Location: The Garden

Assigned characters absorb blackslime from the source in the room, filling up to maximum. (Most characters can store a maximum of 20 units of slime, but this number can change from events.)[/ic]

2.
Quote from: Simultaneous
[ic=In the Absence of a Leader]Private, Opportunity, Frost
Location: Skyward Hub

Requirement: Only Gyeong-su and Medicine Man may be assigned to this event (at this timeslot).

When you assign a character to this event, target an NPC that started the turn at the Skyward Hub. If an NPC is assigned, you may only target an NPC that has a lower loyalty score than the assigned NPC. The target's loyalty to you improves by 1. (This improvement *can* go beyond +1 by assigning multiple characters to the same target.) If your number of allies goes up by three or more this turn, Bastien gains a progress point towards the True Leader destiny and gains the de facto leader status.[/ic]

[ic=Know Thy Self]Private, Opportunity, Frost
Location: Skyward Hub

Requirement: Only Medicine Man and Mary of the Gond may be assigned here.

Characters that are assigned practice using their power, and gain a superhuman development token.[/ic]

[ic=Explore the Factory]Public, Opportunity, Smoke
Location: Gleaming Factory

Requirement: Only Gyeong-su, Medicine Man, or Mary may be assigned here.

Assigned characters investigate the factory. This does nothing other than provide knowledge of the area for future turns.[/ic]

4.
Quote from: Simultaneous[ic=Down A Corridor]Private, Opportunity, Dust
Location: Various

Characters assigned to this event explore their surroundings, finding new paths that have been left unseen. Whenever you assign a character to this event, choose an element. The location discovered by that character will be of the element selected.[/ic]

[ic=Retake the Bridge!]Public, Opportunity, Blood, Attack, Combat
Location: Blackslime Bridge

Requirement: Only characters who began the turn at most one step away from the Skyward Hub may be assigned here. (i.e. no Bastien)

Assigned characters decide to launch an attack to re-take the bridge, since Medicine Man did not maintain his blockade last turn. This event is considered to be an attack on 1d6 replicas, and they are automatically assigned as an opposing group. Each character beyond the third assigned to a group imposes a -1 to all elements due to over-crowding. (Thus if 6 replicas are assigned to this event, their group gets a -3 to all elements.)

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: All losers are injured an knocked from the bridge. The winner gains control of the bridge.

Iron and Frost Outcome: Up to 1d4 random losers become injured (injured replicas are destroyed). The winning group gains control of the bridge.

Tie Outcome: One character from each group becomes injured by a random foe. Control of the bridge does not change.

In this event, if an impervious character would be injured, prevent the injury.[/ic]

[spoiler=Hellscape][ic=Hellscape]Public, Opportunity, Smoke, Cooperative, Combat
Location: Hellscape

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the other hallways that leads off of the hub. It leads to a large room filled with huge crystalline structures, a floor that slopes strongly away from the entrance, and no light except for huge bursts of flame that shoot from the walls unpredictably. Characters in the hellscape feel weighed down as if the gravity was somehow stronger here, and must struggle to keep from sliding down the room into shadowy depths.

To make matters worse, something far more sinister lurks in the gloom, hungry for human flesh. This event can be ignored, but the path cannot be explored until it has at least one person assigned to it.

Challenge Domains: Combat, Skill relevant to Detectives

Blood Outcome: A random character assigned to this event becomes injured (unless they are impervious). The beast in the depths also becomes injured. All characters assigned gain an unhappiness token.

Iron Outcome: All characters assigned gain an unhappiness token.

Dust Outcome: A random character who contributed to this outcome gains an combat artifact, two unhappiness tokens, and becomes injured (unless impervious). If the character is a player character, they also gain a progress point towards the Monster destiny.

Smoke Outcome: There is a 25% chance that a random assigned character that did not contribute to this outcome dies. If all assigned characters contributed, one becomes injured (unless impervious) instead. All assigned characters gain two unhappiness tokens, regardless of the roll.

Tie Outcome: Select randomly from the above, but treat nobody as contributing to the smoke outcome, if selected.[/ic][/spoiler]

[ic=Enter the Æther]Private, Opportunity, Smoke
Location: The Garden

Requirement: Only Olga and Bastien may be assigned to this event. Olga may only be assigned if Bastien is assigned.

Characters that are assigned manage to step without stepping into the breeze. It takes them to a realm of pure sky where they spend the next few minutes learning to float and move without walking. Characters assigned to this event cannot be assigned to events that take place outside the Æther this turn.[/ic]

[ic=Rest for a Bit]Public, Opportunity, Dust
Location: None

Assigned characters take a moment to let go of some of their stress and tension. Remove an unhappiness token from each assigned character.[/ic]

5.
[ic=Retake the Balcony!]Public, Opportunity, Blood, Attack, Combat
Location: Balcony of Shards

Requirement: Only characters who began the turn at most one step away from the Skyward Hub may be assigned here. (i.e. no Bastien)

If the Chosen are not in control of Blackslime Bridge during this timeslot, they are assigned to a copy of Retake the Bridge! at this timeslot instead. The number of replicas on the bridge does not change from timeslot 4.

Assigned characters decide to launch an attack to re-take the balcony. This event is considered to be an attack on 2d7 replicas, and they are automatically assigned as an opposing group.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: Two random winners deals damage to two random losers. For every two points that this outcome exceeds the next-highest outcome (in any group) another random winner deals damage to a random loser. The winning group gains control of the balcony.

Iron Outcome: Two random losers become injured (injured replicas are destroyed). The winning group gains control of the balcony.

Smoke Outcome: Three random characters take damage from three random opponents. Control of the balcony goes to a random group. Characters that contribute smoke to this outcome cannot be injured unless there are no other valid targets.

Tie Outcome: One character from each group deals damage to a random foe. Control of the balcony does not change.

For this event, damage is handled as follows: Roll 1d4 and add the deadliness of the weapon of the character dealing damage (if any). On a damage roll of 0 or lower nothing happens, on a 1-2 the victim is injured (-2 Elements to all domains, increased chance of death in future turns), on a 3-4 the victim is severely injured (cannot be assigned to events, likely to die unless tended to), on a 5+ the victim dies. If an injured character would become injured or severely injured, they die instead.
Seriously Injured characters are pulled to safety by their peers, if possible.[/ic]

6.
Quote from: Simultaneous
[ic=The Beast In The Sky]Public, Crisis, Blood, Combat
Location: The Æther

Requirement: Only characters assigned to Enter the Æther may be assigned here.

For each character assigned to this event with a ranged weapon there is a 50% chance that nothing occurs. Otherwise, all characters with the martial artist trait or a melee weapon that are assigned to this event become injured as they fight with a demonic entity. If no characters with melee weapon (or impressive hand-to-hand skills) are assigned here, all characters in the Æther are injured. If a character is impervious, they are uneffected by the damage from this event.[/ic]
[ic=A Shelter of Shadow]Public, Crisis, Smoke
Location: The Æther

Requirement: Only characters assigned to Enter the Æther may be assigned here.

Assigned characters take refuge from the monster inside a patch of shadowy sky. They gain a corruption token, but are immune from the damage dealt as part of The Beast In The Sky.[/ic]

8.
Quote from: Simultaneous[ic=Down A Corridor]Private, Opportunity, Dust
Location: Various

Characters assigned to this event explore their surroundings, finding new paths that have been left unseen. Whenever you assign a character to this event, choose an element. The location discovered by that character will be of the element selected.[/ic]

[ic=In the Absence of a Leader]Private, Opportunity, Frost
Location: Skyward Hub

Requirement: Only Gyeong-su, Medicine Man, Olga, and Bastien may be assigned to this event. Olga and Bastien may only be assigned if they had previously been assigned to the Hellscape.
Characters may not be assigned to this event if they've been assigned to In the Absence of a Leader previously this turn.

When you assign a character to this event, target an NPC that started the turn at the Skyward Hub. If an NPC is assigned, you may only target an NPC that has a lower loyalty score than the assigned NPC. The target's loyalty to you improves by 1. (This improvement *can* go beyond +1 by assigning multiple characters to the same target.) If your number of allies goes up by three or more this turn, Basien gains a progress point towards the True Leader destiny and gains the de facto leader status.[/ic]

[ic=Investigate the Craft]Public, Opportunity, Smoke
Location: Balcony of Shards

Requirement: Only characters who began the turn at most one step away from the Skyward Hub may be assigned here. If the Chosen do not control the balcony, this event is disrupted.

Assigned characters enter and investigate the strange craft on the balcony. Unknown effect.[/ic]

[ic=A Deeper Investigation]Private, Opportunity, Smoke
Location: Hellscape

Requirement: Only characters who were assigned to Hellscape this turn may be assigned here.

Assigned characters gain a corruption token. Assigned player characters gain a progress point towards the Monster destiny. One random character assigned to this event at this location gains a major artifact.[/ic]
[spoiler=Hellscape][ic=Hellscape]Public, Opportunity, Smoke, Cooperative, Combat
Location: Hellscape

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the other hallways that leads off of the hub. It leads to a large room filled with huge crystalline structures, a floor that slopes strongly away from the entrance, and no light except for huge bursts of flame that shoot from the walls unpredictably. Characters in the hellscape feel weighed down as if the gravity was somehow stronger here, and must struggle to keep from sliding down the room into shadowy depths.

To make matters worse, something far more sinister lurks in the gloom, hungry for human flesh. This event can be ignored, but the path cannot be explored until it has at least one person assigned to it.

Challenge Domains: Combat, Skill relevant to Detectives

Blood Outcome: A random character assigned to this event becomes injured (unless they are impervious). The beast in the depths also becomes injured. All characters assigned gain an unhappiness token.

Iron Outcome: All characters assigned gain an unhappiness token.

Dust Outcome: A random character who contributed to this outcome gains an combat artifact, two unhappiness tokens, and becomes injured (unless impervious). If the character is a player character, they also gain a progress point towards the Monster destiny.

Smoke Outcome: There is a 25% chance that a random assigned character that did not contribute to this outcome dies. If all assigned characters contributed, one becomes injured (unless impervious) instead. All assigned characters gain two unhappiness tokens, regardless of the roll.

Tie Outcome: Select randomly from the above, but treat nobody as contributing to the smoke outcome, if selected.[/ic][/spoiler]

9.
[ic=Exit the Æther]Public, Opportunity, Dust
Location: The Æther

Requirement: Only characters previously assigned to Enter the Æther this turn may be assigned here.

After battling the creature in the Æther. the assigned characters follow a breeze out to a new location. When you assign characters to this event, select a destination:
Pod Tower
Amber Prism
Blackslime Bridge
Swarm Bowl
The Great Staircase
Colossus Fountain[/ic]
[/spoiler]

[ooc=Event Summary]Wow! These turns are getting big! Don't hesitate to ask me if anything's unclear.

1. Decide whether to have Mary make something. As with the Medicine Man, this occupies her for a while, and prevents her from being assigned. She can make anything from weapons to building materials, but she can't make food or water.

1. Decide whether Basitien will get 4 units of blackslime, a club, a basket, or some progress towards either making Olga a more permanent ally or making her stronger.
1. Decide whether to Olga will increase her power with Bastien's help, collect some fruit, or obtain a club.

2. Decide whether Gyeong-su will try and consolidate power or explore the factory.
2. Decide whether Medicine Man will try and consolidate power, explore the factory, or work on his shapeshifting skills.
2. Decide whether Mary (if she's not busy making something) will explore the factory or improve her skills.

4.Decide whether the characters in the garden will explore new areas, travel to the AEther, rest, or enter the "Hellscape". (Note! The information gained from the journal has linked the Garden and the Hellscape. If you assign Bastien and Gyeong-su to the Hellscape, they'll meet this turn.)
4. Decide whether the characters in hub will explore new areas, try and recapture Blackslime Bridge, rest, or enter the :"Hellscape".

5. If you've retaken the bridge, you can try and retake the balcony again, too. Note that even if Bastien travels to the Hellscape, he cannot be assigned to help here.

6. If you assign Bastien (and maybe Olga) to enter the AEther, you'll need to decide how to handle the beast that lives there. Bastien is in a good position to fight it off single-handedly if he has a club from the garden, otherwise you may be forced to have Olga get hurt, or gain some corruption. Or, if you'd like, you can have Bastien gain corruption for the sake of character development or whatever (corruption tokens, like unhappiness tokens, unlock events and otherwise effect the ways in which a character can act or be acted upon.)

8. If Olga or Bastien are assigned to the hellscape at slot 4, they can consolidate power here or find an artifact in the hellscape.
8. If you retake the balcony, this can be an opportunity to investigate the craft.
8. Gyeong-su and Medicine Man can use the time to consolidate power or investigate a path they didn't take.
8. Mary can do some exploring if you'd like (including getting the hellscape artifact, if she was assigned there earlier).
8. Any of the characters can explore the hellscape, assuming that they didn't already, and they didn't enter the AEther.

9. Decide whether any characters that entered the AEther end up.
[/ooc]

[/spoiler]
Title: Re: City of the Chosen: Turn 5 Events (Update in Progress)
Post by: Raelifin on May 30, 2013, 06:40:45 PM
[spoiler=John Dante]
[ic=Power Vacuum]In the hub room beyond the trick hallway, the remainders of the original group stand around the comatose body of Layla al-Zakiyya. Eight identical hallways lead off, and with the replica threat removed for the moment the absence of leadership weighs heavily on the group.

"The girl is... unfit." states Hong Gyeong-su, his face as hard as always. "Bastien Mcgregor would've been a better choice. He still is a better choice."

John Dante makes a quip about following hislead and jumping off the bridge. John makes it clear that he thinks he is the natural leader here, and several members of the group (Jéssica, Oryx, and Emily) back him up.

Gyeong-su in unflinching. His mind is already made up on the matter, so he reaches for empty justifications. "Your lightning is all very impressive, but true leadership is more than using flashy wizardry on a group of demons. Leadership is something men are born into. I bet you've never even been in a real war! Never held a sword in those white hands!"

The discussion doesn't go anywhere, and seems to serve no purpose other than to turn Gyeong-su's fierce demeanor into a righteous indignation. Most of the spectators seem reluctant to support either man. Finally, Gyeong-su barks "A true leader is not afraid to stand up against evil for his people!" and walks off into the hallway that returns to the blackslime bridge before disappearing. John doesn't bother following. It's clear that the soldier is stubborn as an ox, and unlikely to listen to reason. It's his life to risk.

After Gyeong-su leaves, Oryx sits down in the hub room, and watches over the women. After all the fighting you can guess that he's relieved to get the chance to rest, but his face is locked into a passive glare. Emily, John, and Jéssica decide that it's important to keep exploring, and they take one of the halls.[/ic]

[ic=The Factory]One hallway leading from the Skyward Hub, after flipping through the trick dead-end, leads to a staircase wide enough to drive a car down. Every six steps there's a thin band of glowing glass that runs across the floor, walls, and ceiling in a ring. The walls and ceiling are made of black stone, which seems to eat the light, but the steps themselves are covered in a thick burgundy carpet. It's rather strange, actually. No other area of the building has had any sort of carpeting. The staircase descends about 25 meters before opening up to a massive room.

Where most areas of this place seem oddly ornamental, but generally fit for human use, this room is completely alien. For one, the entire room is gleaming metal, either brass-colored or silver, and polished to a perfect shine. Even the floor is silver, and appears to be without any scratches or scuffs. Huge floodlights blast white light everywhere and there is seemingly no angle from which a surface won't reflect their blinding brilliance obnoxiously into one's eyes.

The whole room smells strongly of ozone, with perhaps other scents masked behind it. Clinking, humming and grinding sounds fill the massive space, and force those within to shout unless particularly close.

The room itself is so large and complex that it's unclear exactly how large it is, though the ceiling is at least ten meters overhead. The floor is angled weirdly such that there aren't any flat surfaces. Machines of all kind are everywhere, and the floor seems to slope into them as if the architect knew where they'd be and didn't want them moved (it's even possible that they were built into the room as permanent fixtures).

The machines swing around and connect with each-other in a strange rhythmic dance. Shoots occasionally release cascades of small objects into funnels. Other machines with sharp blades can be seen dancing in and out of enclosed areas. It seems almost like a factory, except there aren't any workers. Everything that's being "worked on" seems to be passed through pipes and tunnels such that it's hard to tell what exactly is being made.

Weird scaffolds are draped around the machines. They're shaped like great metal nets around geometric shapes with the occasional platform. The complexity of the room is intimidating, and one can easily imagine getting lost in the sea of metal if one isn't careful.

On some of the machines and on the occasional floor panel are crisp runes in black paint arranged in odd trails.[/ic]

[ic=Too Thin]Emily's eyes widen at the sight of the gleaming metal room, even with the blasting glare of the floodlights. Jéssica on the other hand covers her ears (first with one hand, and then upon realizing that this version wasn't actually holding Lightdrinker, the other) and looks away. After working around for a bit John and Emily get the chance to read some of the runes on the floor near the stairs. They're stiff and hard-edged, but arranged in a winding pattern.

"Temporary death bubbles up. A wave of water kisses bittersweet animal teeth. Run under the blanket." read John incredulously, quickly voicing utter confusion. He'd never seen these odd runes before, and yet somehow they were as plain as the headline of the local paper, if a little less understandable.

"...no." corrected Emily. "It says... Storms of summer flash without warning. Feelings of hate swing sharp objects. Taste victory of... no... on tha wind." Her hand followed the same arc as John had read, and to his surprise it was clear that Emily was right! But... no. It also said the thing about temporary death.

After a moment the two of them began to see even more, alternate interpretations. The symbols seem frustratingly ambiguous, as if they were a bunch of weird poems all somehow written into the same line.

John soon realized that Jéssica had wandered off. Something weird was happening, he could feel, but it wasn't clear what it was. Unrelated memories of the past floated back to him. Unimportant things. Small things.

"This increases the posterior probability. Fascinating!" he heard Emily say to herself, barely audible over the sounds of machinery.

John called to her and made expeditions out into the machines, always careful to remember the way back. At last he found her, lying underneath a metal scaffold and shivering. Jéssica was sick, hungry, and in no mood for John to see her. "Xangô has better things to do than to look after me." She tucked her frizzy head underneath John's duster in shame.

While talking the memories bubbled up. Memories of horseback riding on the plantation in Brazil. Of seeing a car for the first time. Of being shot at in a dark alley. Others.

Jéssica explained that she found some water in the room beyond the workshop. She complains of being hungry and thirsty. The liquid in the room wasn't water, though. She's scared that she's dying. She rambles on for a bit, talking about broken machines in small rooms and of weird runes on the structures beyond the workshop. She says Mary, the woman who was with Layla doesn't want to talk to her, and is listening to Gyeong-su now (apparently he survived). She says that she found some food at a campsite in another room, but now she doesn't even feel like eating anything. (Later on John finds out that she stupidly ended up giving it away to the Medicine Man.)

It's clear she needs to rest, though whether that's a good choice in this place is questionable.

John eventually leaves her and returns to the entrance of the room. Emily is still fascinated by the machinery of the room. If she didn't acknowledge his presence, John would've almost suspected she didn't notice his absence. He and Emily started looking around the factory for something that might help Jéssica feel better. This place must have something of value to help her...

"So I hypothesize thaht this place is some kind of factory." said the nerdy woman to John in her Australian drawl. "Tha question is what is it making." Emily's eyes were solid black. Replaced by a replica! They were back to normal. Her right arm, clad in leather glove, shoots out straight in front of her, the fingers pulled impossibly far back. Her face suddenly overcome with fear and disgust. As quickly as it occurs she pulls her hand back in and rubs it gently, the look of fear still on her face, if a bit muted. "Didja see thaht?! Wha's going on here?"

With no answer, John and Emily could only return to Jéssica empty-handed.

"Não, não, não. É só Xangô e Óculos." (No, no, no. It's just Xangô and Glasses.) muttered the whore from under John's coat. "They're good. They won't hurt you."

Clearly the woman was talking to someone, though it seemed like she wasn't clear on which version of her was talking. Maybe they all were. She seemed stretched too thin. The poison was clearly weakening her ability to act sensibly.

John asked who she was talking to as he crawled under the scaffold to get her. She clearly needed to get out of this place, whatever was happening was just going to make her worse. Jéssica said she found a friend in a glass tank beyond the workshop. A "cute little snake". As John pulled her out of the scaffold she handed him a piece of paper. "I found this, too, with the food." It was a small map, drawn in pencil. "I'm so glad you're going to help me, Mr. Fangs. I feel so..." she muttered before nearly collapsing.

John caught Jéssica before she hurt herself, but as he did so he could feel his own legs weaken and fold. The black mists of sleep swallowed the gleaming metal room... The kixthish had come again.[/ic]

[ic=Mr. Fangs]"Yes! I need you in me! Bite me, Mr. Fangs! Please!" screamed Jéssica, waking John from his dream. The woman in his arms was wild-eyed and delusional, shaking her right arm violently. Fist clenched. Hand spread wide. Fist clenched. Hand spread wide. "It hurts! Make it stop! Please drink my blood! I dreamed it! That means it must come true!"

John looked to Emily, beside him. She too had been awakened by Jéssica's wild (and slightly indecent) screaming, her face filled with silent concern.

The whore began to swing her arm wildly and John had to grab it to keep her from hitting him. "I don't care if you have a price! I want you in me! Take me now! I want to feel good again! I'll smash this thing the pieces if you don't make me whole again! I'll cut you up, Mr. Fangs! I will! I'm a goddess!"[/ic]

John's tokens: Superhuman Development x1, Unhappiness x3.

John has 1 progress point towards the Protector of the Weak destiny.
Jéssica is poisoned and under the influence of some bad voodoo, so to speak.
John was exposed to a Kixthish Overload last turn.

Loyalty:
Oryx: 4 (Ally) [spoiler=Details]Tokens:
* Knowledge x1
* Superhuman Development x1
* Unhappiness x4.

Mundane Traits:
* Young
* Physically Fit
* Berserker
* Ignorant

Supernatural Trait: Super Strength

Items:
* A bundle of raw meat
* A stone knife (short blade)[/spoiler]
Jéssica: 3 (Ally) [spoiler=Details]Tokens:
* Knowledge x1
* Superhuman Development x1
* Unhappiness x3
* Calcification x4

Mundane Traits:
* Friendly
* Naturally Happy
* Attractive
* Lazy

Supernatural Trait: Clones

Items:
* Overcoat
* Cloth handbag containing:
* Birth Control
* Cigarettes[/spoiler]
Emily White: 3 (Ally) [spoiler=Details]Tokens:
* Unhappiness x3

Mundane Traits:
* Tinkerer
* Intelligent
* Focused
* Slow

Supernatural Trait: Power Nullification

Items:
* Backpack containing:
* Laptop Computer
* Misc Circuitry[/spoiler]
Mary of the Gond: 2
Hong Gyeong-su: 0
All Other NPCs: 1

All characters will gain an unhappiness token this turn unless they personally get food or water. All characters that are poisoned at the end of this turn will gain an additional unhappiness token.

[spoiler=Events]Lightdrinker cannot be removed this turn except where explicitly stated as part of an event.

1.
Quote from: Simultaneous
[ic=Kixthish Dreams]Private, Crisis, Dust
Location: None (Same as assigned character's previous locations.)

Requirement: Only player characters who have recently been exposed to a kixthish overload may be assigned to this event.

When you assign a character to this event, select three things:
* An element (Blood, Iron, Dust, Smoke, Frost)
* A type; either Artifact, Location, or Event
* A danger level; either Safe or Dangerous

Your character has a dream about something of the selected type and element. Next turn (usually), their dream will become reality.[/ic]
[ic=A Shared Dream]Private, Crisis, Blood
Location: None

Requirement: Only John Dante may be assigned to this event.

John shares a kixthish dream with Jéssica. He gains a knowledge token and learns about "Mr. Fangs" and some of the history of this place.[/ic]

2.
Quote from: Simultaneous
[ic=Snap out of it!]Public, Crisis, Iron
Location: Gleaming Factory

Requirement: Only John Dante may be assigned to this event, and only if he was assigned to A Shared Dream this turn.

John tries to talk Jéssica out of whatever it is that she's thinking of doing with "Mr. Fangs". Jéssica is very delusional, but with enough effort John manages to talk her into releasing that version of herself. The Jéssica with lightdrinker disappears (leaving the sword in the room beyond the workshop), as does the Jéssica in the elevator and in the campsite. John gains one progress point towards the Connected (Jéssica) destiny, Jéssica gains an unhappiness token this turn from trauma (but also recovers some from being naturally happy) and cannot be assigned to any events this turn (Bite Me is disrupted).[/ic]
[ic=For Your Own Good]Public, Crisis, Blood
Location: Gleaming Factory

Requirement: Only John Dante may be assigned to this event.

John electrocutes Jéssica, knocking (all versions of) her unconscious. She gains an unhappiness token from trauma and will be seriously pissed if she isn't subsequently "rescued" from the parasitic artifact. The Bite Me event at this timeslot is disrupted and Jéssica cannot be assigned to events before timeslot 7.[/ic]
[ic=Bite Me!]Public, Crisis, Blood
Location: Amber Prism

Requirement: Jéssica must be assigned here if possible. Only Jéssica may be assigned here.

The tank in the Amber Prism holds a telepathic, sentient, parasitic artifact which Jéssica has inadvertently awakened and nicknamed "Mr. Fangs". (He's not nearly as cute as the name makes him sound.) Her naturally weak will, sapped further by poison is no match for the parasite's Faustian bargaining. If assigned, she smashes Mr. Fang's tank and lets the artifact burrow into her body. She'll actually be significantly strengthened by the binding, losing her poisoned status, making her immune to future poison and gaining "Physically Fit" as a trait. Mr Fangs will also block all psychic probes and attacks aimed at the inhabited version of Jéssica, and automatically launch his own psychic attacks (when he feels inclined). Mr. Fangs cannot be controlled, but he is generally interested in the well-being of his host. Mr. Fangs can only be removed by a practiced surgeon, and he'll probably fight back, possibly even killing Jéssica if threatened. The version of Jéssica with Mr. Fangs will also not be able to vanish, preventing her from unbinding Lightdrinker without resorting to the "joy" method that most people must use.[/ic]

4.
Quote from: Simultaneous[ic=Retake the Bridge!]Public, Opportunity, Blood, Attack, Combat
Location: Blackslime Bridge

Requirement: Only characters who began the turn at most one step away from the Skyward Hub may be assigned here. (i.e. no Bastien)

Assigned characters decide to launch an attack to re-take the bridge, since Medicine Man did not maintain his blockade last turn. This event is considered to be an attack on 1d6 replicas, and they are automatically assigned as an opposing group. Each character beyond the third assigned to a group imposes a -1 to all elements due to over-crowding. (Thus if 6 replicas are assigned to this event, their group gets a -3 to all elements.)

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: All losers are injured an knocked from the bridge. The winner gains control of the bridge.

Iron and Frost Outcome: Up to 1d4 random losers become injured (injured replicas are destroyed). The winning group gains control of the bridge.

Tie Outcome: One character from each group becomes injured by a random foe. Control of the bridge does not change.

In this event, if an impervious character would be injured, prevent the injury.[/ic]

[ic=The Advice of a Snake]Public, Opportunity, Frost
Location: Amber Prism

Requirement: Only Jéssica may be assigned to this event. Jéssica must have successfully been assigned to Bite Me! to be assigned here.

"Mr. Fangs" tells Jéssica where to obtain an additional artifact. If assigned, she collects it. It will improve her defensive ability.[/ic]

[ic=The Library]Public, Opportunity, Frost
Location: Amber Prism

Requirement: Only Jéssica may be assigned to this event.

Characters who are assigned make their way into a library. As part of their explorations they gain one knowledge token if they're literate (Jéssica is literate).[/ic]

[ic=What a Strange Language...]Private, Opportunity, Smoke
Location: Gleaming Factory

Requirement: Only characters located at most one step away from Skyward Hub at the start of the turn may be assigned here.

Assigned characters try and decypher the runes that are painted in the Gleaming Factory. If literate, each character gains one knowledge token and makes progress towards being able to read the strange language.[/ic]

[ic=Encoded Map]Private, Opportunity, Smoke
Location: None

Requirement: Only Emily White or John Dante may be assigned here.

The map that Jéssica found in the campsite appears to be in some sort of code. If a character is assigned, they discover how to read it, granting you rough knowledge of the layout of the building.[/ic]

[ic=Elevator Repairs]Private, Opportunity, Dust, Cooperative
Location: None

Requirement: Only characters located at most one step from the Skyward Hub may be assigned here.

Assigned characters may burn knowledge tokens to get an equal amount of Iron for this event.

Challenge Domain: Machines

Iron Outcome: Roll 1d10. If it is lower than the total Iron minus total Smoke, the elevator is repaired successfully, giving all winners a knowledge token, and granting access to native tribes next turn. If the roll is equal or higher, the elevator stays jammed, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Blood Outcome: The elevator is completely trashed, and will take at least 24 hours of work and study to repair.

Tie & Neglect Outcome: No Progress[/ic]

[ic=Locate the Kixthish]Private, Opportunity, Iron
Location: Gleaming Factory

Requirement: Only John or Emily may be assigned here.

Assigned characters locate the source of the visions. If John is assigned, he'll gain access to another kixthish dreams event next turn. If Emily is assigned she plugs the leak, reducing the flow of raw kixthish into the room.[/ic]

[spoiler=Hellscape][ic=Hellscape]Public, Opportunity, Smoke, Cooperative, Combat
Location: Hellscape

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the other hallways that leads off of the hub. It leads to a large room filled with huge crystalline structures, a floor that slopes strongly away from the entrance, and no light except for huge bursts of flame that shoot from the walls unpredictably. Characters in the hellscape feel weighed down as if the gravity was somehow stronger here, and must struggle to keep from sliding down the room into shadowy depths.

To make matters worse, something far more sinister lurks in the gloom, hungry for human flesh. This event can be ignored, but the path cannot be explored until it has at least one person assigned to it.

Challenge Domains: Combat, Skill relevant to Detectives

Blood Outcome: A random character assigned to this event becomes injured (unless they are impervious). The beast in the depths also becomes injured. All characters assigned gain an unhappiness token.

Iron Outcome: All characters assigned gain an unhappiness token.

Dust Outcome: A random character who contributed to this outcome gains an combat artifact, two unhappiness tokens, and becomes injured (unless impervious). If the character is a player character, they also gain a progress point towards the Monster destiny.

Smoke Outcome: There is a 25% chance that a random assigned character that did not contribute to this outcome dies. If all assigned characters contributed, one becomes injured (unless impervious) instead. All assigned characters gain two unhappiness tokens, regardless of the roll.

Tie Outcome: Select randomly from the above, but treat nobody as contributing to the smoke outcome, if selected.[/ic][/spoiler]

5.
[ic=Retake the Balcony!]Public, Opportunity, Blood, Attack, Combat
Location: Balcony of Shards

Requirement: Only characters who began the turn at most one step away from the Skyward Hub may be assigned here. (i.e. no Bastien)

If the Chosen are not in control of Blackslime Bridge during this timeslot, they are assigned to a copy of Retake the Bridge! at this timeslot instead. The number of replicas on the bridge does not change from timeslot 4.

Assigned characters decide to launch an attack to re-take the balcony. This event is considered to be an attack on 2d7 replicas, and they are automatically assigned as an opposing group.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: Two random winners deals damage to two random losers. For every two points that this outcome exceeds the next-highest outcome (in any group) another random winner deals damage to a random loser. The winning group gains control of the balcony.

Iron Outcome: Two random losers become injured (injured replicas are destroyed). The winning group gains control of the balcony.

Smoke Outcome: Three random characters take damage from three random opponents. Control of the balcony goes to a random group. Characters that contribute smoke to this outcome cannot be injured unless there are no other valid targets.

Tie Outcome: One character from each group deals damage to a random foe. Control of the balcony does not change.

For this event, damage is handled as follows: Roll 1d4 and add the deadliness of the weapon of the character dealing damage (if any). On a damage roll of 0 or lower nothing happens, on a 1-2 the victim is injured (-2 Elements to all domains, increased chance of death in future turns), on a 3-4 the victim is severely injured (cannot be assigned to events, likely to die unless tended to), on a 5+ the victim dies. If an injured character would become injured or severely injured, they die instead.
Seriously Injured characters are pulled to safety by their peers, if possible.[/ic]

7.
Quote from: Simultaneous
[ic=The Power Is Mine]Public, Crisis, Iron, Competitive, Attack
Location: Amber Prism

Jéssica cannot be assigned here. Only characters who started the turn in a location at most one step away from the Skyward Hub may be assigned here. (i.e. no Bastien)

Unless a character with Super Strength is successfully assigned to the Balcony of Shards this turn, this event is disrupted because there is a barricade blocking the path.

If the Chosen do not have control of the Balcony of Shards, all non-injured characters assigned to this event are treated as having been assigned to a copy of Retake the Balcony! that takes place during this timeslot. The number of replicas on the balcony is the same as at timeslot 5.

Assigned characters attempt to bind themselves to Mr. Fangs before Jéssica or any of the others do. This counts as an attack in the Skill domain with a Blood and Frost outcome of securing Mr. Fangs and binding him to the winner with the highest Blood in all domains. If there is a winner, Slay the Serpent is disrupted. In case of a tie or neglect, nothing special occurs.[/ic]

[ic=Slay the Serpent]Public, Crisis, Iron, Combat
Location: Amber Prism

Requirement: Jéssica cannot be assigned here. Only characters who started the turn in a location at most one step away from the Skyward Hub may be assigned here. (i.e. no Bastien)

Unless a character with Super Strength is successfully assigned to the Balcony of Shards this turn, this event is disrupted because there is a barricade blocking the path.

If the Chosen do not have control of the Balcony of Shards, all non-injured characters assigned to this event are treated as having been assigned to a copy of Retake the Balcony! that takes place during this timeslot. The number of replicas on the balcony is the same as at timeslot 5.

Characters who are assigned to this event forcefully stop Jéssica from being bitten by the parasitic artifact nicknamed "Mr. Fangs" (if she's still there). If a character with Power Nullification is assigned here, the telepathic weapons of the artifact are useless. Otherwise 1d3 characters assigned here must withstand an attack in the Willpower domain, for each character attacked, roll 1d6, if the roll is higher than the sum of all that character's elements they are temporarily paralyzed, disrupting their involvement in this event.

If any characters are left un-paralyzed, they destroy Mr. Fangs. (That is, unless another player assigns a character to block the action, in which case an unknown battle will transpire (similar in structure to those on the balcony)...) All player characters assigned to this event gain a progress point towards the Protector of the Weak destiny. All characters assigned to this event that used their abilities either in combat or to nullify Mr. Fangs gain a superhuman development token.[/ic]

[ic=Bite me!]Public, Crisis, Blood
Location: Amber Prism

Requirement: Jéssica must be assigned here if possible. Only Jéssica may be assigned here.

If anyone is *successfully* assigned to Slay the Serpent, this event is disrupted. If Jéssica already has bound to the parasite, this event is disrupted.

[spoiler=Same as above]The tank in the Amber Prism holds a telepathic, sentient, parasitic artifact which Jéssica has inadvertently awakened and nicknamed "Mr. Fangs". (He's not nearly as cute as the name makes him sound.) Her naturally weak will, sapped further by poison is no match for the parasite's Faustian bargaining. If assigned, she smashes Mr. Fang's tank and lets the artifact burrow into her body. She'll actually be significantly strengthened by the binding, losing her poisoned status, making her immune to future poison and gaining "Physically Fit" as a trait. Mr Fangs will also block all psychic probes and attacks aimed at the inhabited version of Jéssica, and automatically launch his own psychic attacks (when he feels inclined). Mr. Fangs cannot be controlled, but he is generally interested in the well-being of his host. Mr. Fangs can only be removed by a practiced surgeon, and he'll probably fight back, possibly even killing Jéssica if threatened. The version of Jéssica with Mr. Fangs will also not be able to vanish, preventing her from unbinding Lightdrinker without resorting to the "joy" method that most people must use.[/spoiler][/ic]

8.
Quote from: Simultaneous[ic=The Advice of a Snake]Public, Opportunity, Frost
Location: Amber Prism

Requirement: Only Jéssica may be assigned to this event. Jéssica must have successfully been assigned to Bite Me! to be assigned here.

"Mr. Fangs" tells Jéssica where to obtain an additional artifact. If assigned, she collects it. It will improve her defensive ability.[/ic]

[ic=The Library]Public, Opportunity, Frost
Location: Amber Prism

Requirement: Only Jéssica or a character that could have been assigned to Slay The Serpent (regardless of whether they actually were) may be assigned to this event.

Characters who are assigned make their way into a library. As part of their explorations they gain one knowledge token if they're literate.[/ic]

[ic=The Wooden Workshop]Public, Opportunity, Smoke
Location: The Wooden Workshop

Requirement: Only a character that could have been assigned to Slay The Serpent (regardless of whether they actually were) may be assigned to this event.

Jéssica didn't do a very good job searching the workshop. Assigned characters a likely to locate useful weapons or tools of war. Unknown effect.[/ic]

[ic=Investigate the Craft]Public, Opportunity, Smoke
Location: Balcony of Shards

Requirement: Only characters who began the turn at most one step away from the Skyward Hub may be assigned here. If the Chosen do not control the balcony, this event is disrupted.

Assigned characters enter and investigate the strange craft on the balcony. Unknown effect.[/ic]

[spoiler=What a Strange Language...][ic=What a Strange Language...]Private, Opportunity, Smoke
Location: Gleaming Factory

Requirement: Only characters located at most one step away from Skyward Hub at the start of the turn may be assigned here.

Assigned characters try and decypher the runes that are painted in the Gleaming Factory. If literate, each character gains one knowledge token and makes progress towards being able to read the strange language.[/ic][/spoiler]

[spoiler=Encoded Map][ic=Encoded Map]Private, Opportunity, Smoke
Location: None

Requirement: Only Emily White or John Dante may be assigned here.

The map that Jéssica found in the campsite appears to be in some sort of code. If a character is assigned, they discover how to read it, granting you rough knowledge of the layout of the building.[/ic][/spoiler]

[spoiler=Elevator Repairs][ic=Elevator Repairs]Private, Opportunity, Dust, Cooperative
Location: None

Requirement: Only characters located at most one step from the Skyward Hub may be assigned here.

Assigned characters may burn knowledge tokens to get an equal amount of Iron for this event.

Challenge Domain: Machines

Iron Outcome: Roll 1d10. If it is lower than the total Iron minus total Smoke, the elevator is repaired successfully, giving all winners a knowledge token, and granting access to native tribes next turn. If the roll is equal or higher, the elevator stays jammed, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Blood Outcome: The elevator is completely trashed, and will take at least 24 hours of work and study to repair.

Tie & Neglect Outcome: No Progress[/ic][/spoiler]

[spoiler=Locate the Kixthish][ic=Locate the Kixthish]Private, Opportunity, Iron
Location: Gleaming Factory

Requirement: Only John or Emily may be assigned here.

Assigned characters locate the source of the visions. If John is assigned, he'll gain access to another kixthish dreams event next turn. If Emily is assigned she plugs the leak, reducing the flow of raw kixthish into the room.[/ic][/spoiler]

[ic=A Deeper Investigation]Private, Opportunity, Smoke
Location: Hellscape

Requirement: Only characters who were assigned to Hellscape this turn may be assigned here.

Assigned characters gain a corruption token. Assigned player characters gain a progress point towards the Monster destiny. One random character assigned to this event at this location gains a major artifact.[/ic]
[spoiler=Hellscape][ic=Hellscape]Public, Opportunity, Smoke, Cooperative, Combat
Location: Hellscape

If this event had characters assigned to it previously this turn it is disrupted here.

Assigned characters investigate one of the other hallways that leads off of the hub. It leads to a large room filled with huge crystalline structures, a floor that slopes strongly away from the entrance, and no light except for huge bursts of flame that shoot from the walls unpredictably. Characters in the hellscape feel weighed down as if the gravity was somehow stronger here, and must struggle to keep from sliding down the room into shadowy depths.

To make matters worse, something far more sinister lurks in the gloom, hungry for human flesh. This event can be ignored, but the path cannot be explored until it has at least one person assigned to it.

Challenge Domains: Combat, Skill relevant to Detectives

Blood Outcome: A random character assigned to this event becomes injured (unless they are impervious). The beast in the depths also becomes injured. All characters assigned gain an unhappiness token.

Iron Outcome: All characters assigned gain an unhappiness token.

Dust Outcome: A random character who contributed to this outcome gains an combat artifact, two unhappiness tokens, and becomes injured (unless impervious). If the character is a player character, they also gain a progress point towards the Monster destiny.

Smoke Outcome: There is a 25% chance that a random assigned character that did not contribute to this outcome dies. If all assigned characters contributed, one becomes injured (unless impervious) instead. All assigned characters gain two unhappiness tokens, regardless of the roll.

Tie Outcome: Select randomly from the above, but treat nobody as contributing to the smoke outcome, if selected.[/ic][/spoiler]

[/spoiler]

[ooc=Event Summary]So! Jéssica is the first to find the parasite! Too bad she also became poisoned and is generally weak-willed. The primary decision this turn is to either pull her out of the Prism (Snap out of it!), to let her bind to the parasite (Bite Me!) or to try and save her (Slay The Serpent/The Power Is Mine).

The first two have the advantage that they're much safer. They don't involve battling your way across the balcony and having to use all the resources at your disposal to pull things off. If you pull Jéssica out of there, you'll be abandoning at least two artifacts to whoever happens to wander along, and you'll lose access to that side of the map. If you have Jéssica take the parasite, she'll be able to keep gathering power, but you'll be seriously committed to keeping that version safe and under control. Because she's an NPC, another player could theoretically steal her from you, significantly shifting the balance of power. Mr. Fangs won't let her leave that version, so in effect it will become the primary Jéssica, and will be more or less by herself out there.

And then finally there's the option of fighting your way to her side. This involves commitment of both Oryx (to clear the blockade) and probably Emily (to block Mr. Fang's psychic assault). There's a possibility that you'll need help from Gyeong-su, so don't forget that you can send event details to other players. If you manage to fight your way to the Prism, you have another choice to make. You can either try and kill Mr. Fangs or have one of your other characters take him. The "snake" is actually a potent artifact, so slaying him would reduce the power level of your team, but killing him will earn points toward Protector of the Weak, which could be good (and less risky in the long-run).

There are also a host of what I might term "B-List Events". These are the sorts of things that will be around later, but are still useful. If you don't try and retake the bridge (because you went with "Snap out of it!" or "Bite Me!") you'll get an extra timeslot which can be used to pursue these events. If you do try and retake the bridge, you'll still get the opportunity at timeslot 8.

Dont' forget! You as a player are distinct from John as a character. John might really want to try and save/protect Jessica, but might get talked out of it by Oryx, or get hung up on failing to convince Jessica to abandon the prism. There's a whole host of choices that are distinct from what John would select if he had the foresight that you do.

Let me know if anything is confusing or overwhelming. There's a lot to take in this turn.
[/ooc]

[/spoiler]

[spoiler=Vic Fellowes]
[ic=Awakening]Vic snapped awake in absolute darkness. The dream had been so vivid. So real.

He fumbled around in that darkness for a bit, trying to figure out where he was and what had happened. He must've been really drunk last night to not remember how he got here, but at the same time he couldn't feel any after-effects of a hangover. At last his hand found a knob to some kind of door. As he turned it he could feel the cool breeze seep in along with the light of the room beyond.

In his dream he had seen a woman with blond hair. She was beautiful, in a way, though she dressed like a man and had clearly seen better days. Blood stained her hands, lips, and face. She was hunting for him. Well, not him in particular, but she was looking for prey and in the dream it was clear that Vic fit that description.

The room was huge. A tower of epic proportion. Even with his neck craned all the way back, Vic couldn't even see the ceiling. For a while he entertained the possibility that he was still dreaming...[/ic]

[ic=Pod Tower]This massive room is circular in shape and around 30 meters in diameter. The floor is made of rounded cobblestones of all kinds of colors, worn smooth over time, and the walls appear to be marble or some other kind of smooth, white stone. Inset in the walls are a multitude of glass beads arranged in strange spiral patterns that draw the eye upward. Each bead emits a soft white-blue glow that together illuminate the room in a way that's reminiscent of starlight. As eyes follow the spirals upward the viewer's neck is forced back and back and back. The room appears to have no ceiling, but to extend forever into the heavens like a great, glowing tunnel. In the room are sixteen pod-shaped objects, like eggs on stands, arranged into an uneven ring. Each of the Chosen had awoken in one such pod. Along one side of the tower there is a notable absence of lights, and instead there is a tall archway of carved white stone that serves as a door.[/ic]

[spoiler=Pod Description][ic=Pod]Large Size

This tan, egg-shaped structure is about the size of a refrigerator. On one side is a door with a wooden knob that leads inside to a dimly lit, cushioned interior shaped into roughly human form. The inside is warmer than the outside, indicating some sort of machinery or power source, but it makes no noise. The base (which keeps it from being truly egg-shaped) is made of wood, and the outside is made of ceramic. Parts of the exterior are set with strange patterns and textures. The first memory of one of the Chosen is waking up in one of these.[/ic][/spoiler]

[ic=A Room of Confusion]Vic wasn't the only one who didn't know where he was. Fifteen other people stood about the room, and while some tried to hide it, it was apparent that they too were lost. The crowd was bizarre, an eclectic group of people of all races and professions. One thing was clear: Once these people found who had kidnapped them, there'd be hell to pay.[/ic]

[ic=Visions]Vic stumbled as the visions flashed before him. Even while they swarmed up like wasps, stinging him with flashes of memories that hadn't yet happened, the con artist did his best to regain his composure and not reveal the moment of weakness. No sense in having to explain what you don't yourself understand.[/ic]

[ooc=Next Turn][ic=Pandora's Box]Private, Crisis, Smoke
Location: None

Requirement: Only Vic may be assigned to this event.

Just when Vic Fellowes thought he'd seen the last of the man, Mohandas shows up without warning. He asks Vic to do him a favor and hold on to a brass egg for a few days without telling anyone about it or opening it. In return, Mohandas offers to tell Vic where to find ammunition for his gun.

If Vic is not assigned, he refuses. The Asian man just can't be trusted.

If he is assigned he gains the artifact as well as the knowledge that Mohandas promised. When you assign Vic, decide whether to open it once Mohandas leaves. Unknown effect.[/ic][/ooc]

Nobody is currently loyal to Vic.
Vic has his medical tools and pistol, but no ammo.
Vic is *not* suspicious.

[spoiler=Events]2.
Quote from: Simultaneous
[ic=Just The Sort of Person I was Looking For...]Private, Opportunity, Frost
Location: Pod Tower 2

Requirement: Only Vic may be assigned to this event.

When you assign a character to this event, specify a sex (+ optionally gender and orientation), age, element, nationality, and superhuman ability. The assigned character meets a new Chosen that matches the specified details, and they decide that Vic is a good guy to listen to. The new character's loyalty towards you will go up by 1.[/ic]
[ic=I've Got Your Back]Private, Opportunity, Frost
Location: Pod Tower 2

Requirement: Only Vic may be assigned to this event.

Vic takes advantage of the confusion to set himself up as a firm ally of one of the other Chosen. When you assign a character to this event, target an NPC at the same location (see characters thread; only NPCs posted after Vic are targetable). The loyalty of the targeted NPC improves towards you by 2.[/ic]
[ic=Let Me Introduce Myself...]Public, Opportunity, Frost

Requirement: Only Vic may be assigned to this event.

Vic doesn't know where in Sam Hill he's ended up, but he knows an easy mark when he sees one, and this room is full of them. If assigned, he makes a showy introduction. If he's later assigned to "Here's How This Is Going To Work..." he gains a +2 Frost bonus.[/ic]

3.
Quote from: Simultaneous
[ic=Know Thy Self]Private, Opportunity, Dust
Location: None (Assigned characters stay where they were)

Characters assigned to this event practice their new superhuman traits, using them to do simple things and otherwise testing their abilities. All characters assigned with fewer than one Superhuman Development token gain one.[/ic]

[ic=Trust Me, I'm a Doctor]Public, Crisis, Frost
Location: Pod Tower 2

Requirement: Only Vic may be assigned here.

Some of the Chosen get into a fight, and hurt each-other. If assigned, Vic supernaturally anticipates the injury and is ready to help repair the damage. The GM will roll 1d6 and add all of Vic's elements in the Healing domain (including via items). If the injury is minor, Vic must get a 3 or better to succeed. If the injury is serious, he must get a 4 or better, if the damage is fatal, he must get a 5 or better. If successful, Vic reduces the damage by one step (Dead->Seriously Injured->Injured->Unhurt) and if the injured character is an NPC (this is likely), their loyalty to Vic increases by 2.[/ic]

[ic=The Woman From The Dream]Public, Opportunity, Frost
Location: Pod Tower 2

Requirement: Only Vic may be assigned here.

If Vic is assigned to this event and Juliet attacks someone in the room (attacks do not have to be violent, they can involve deception or theft) the Vic recognizes her and interferes with her actions, giving her a -2 penalty to all elements for challenges at this timeslot. Though there's no chance of Vic being injured this turn, Juliet may not take kindly to the interference.[/ic]

4.
[ic=Here's How This Is Going To Work...]Public, Crisis, Frost, Competitive
Location: Pod Tower 2

Requirement: Only characters who know about Pod Tower 2 may be assigned here.

The newcomers look for leadership or authority in this place. Assigned groups compete for that opportunity. Suspicious characters gain a -1 Frost penalty for this event.

Challenge Domains: Political

Blood Outcome: The winning group intimidates the newcomers into following. This gives each newcomer two unhappiness tokens and improves their loyalty to the winner(s) by 1.

Iron and Frost Outcome: The winning group uses charisma and authority to claim leadership over the group. They gain one loyalty to the winner and the player-character of the winning group becomes de facto leader (loyalty increases go up by an additional 1 in the future). Winning player characters gain one progress point towards the True Leader destiny.

Tie Outcome: The group is confused and finds no leader.

Neglect Outcome: Same as tie, but each newcomer gains an unhappiness token.[/ic]

6.
Quote from: Simultaneous
[ic=Investigate the Control Room]Public, Opportunity, Smoke
Location: Control Room(?)

Requirement: Only Vic may be assigned to this event.

If assigned, Vic explores a "control room" after leaving the tower.  If Juliet is headed this way, Vic follows her. Unknown effect.[/ic]

[ic=Going Up]Public, Opportunity, Smoke
Location: Spiral Hall 2

Requirement: Only Vic may be assigned to this event.

If assigned, Vic travels up after leaving the tower. If Juliet is headed this way, Vic follows her. Unknown effect.[/ic]

[ic=Going Down]Public, Opportunity, Smoke
Location: Spiral Hall 2

Requirement: Only Vic may be assigned to this event.

If assigned, Vic travels down after leaving the tower.  If Juliet is headed this way, she follows Vic. When assigned, select an element. Vic discovers a location of that element as well as a danger associated with the element *after* it. (So if you pick Frost, the danger would be associated with Blood; if you pick Iron the danger would be associated with Dust).[/ic]

10.
[ic=Thinking Ahead]Private, Opportunity, Frost
Location: None (Same as previous character location)

Restriction: Only Vic may be assigned to this event.

When you assign a character to this event, choose a destiny. Your character will have increased opportunities to pursue that destiny on future turns.[/ic]
[/spoiler]

[ooc=Event Summary]Because turns in City are all different and sometimes involve interrelated decisions, I include a summary of each player's state at the bottom of their post. In this area I speak just as someone being helpful, and in theory I should never actually include information down here. As such, this section is always optional.

You may notice, if you read the initial turn, that this one will be somewhat different. That's partially because Juliet found you, so there's different circumstances, and partially to give you a power-boost that'll help you get caught up to the other players.

As a precog, you not only get to decide how to assign your characters, but you get to see how other players are assigning their characters. This means that you can open up the spoiler tabs that the players post, but NOT the spoiler tabs that I post as briefings for them. Many of their assignments will be nonsensical or irrelevant without knowledge of the events they're being assigned to. Such is the plight of the precog. Your power is most useful when you have a good idea of what other players are able to do, so at the beginning you won't be able to leverage your full strength. That said, you may get insights into things like what items players have, or where they're exploring.

As far as roleplaying is concerned, I'll be letting TMG know to inform you about Juliet's actions. Juliet is, unfortunately, the only player you can communicate with this turn, and only if she decides to socialize with the group.

2. You first need to decide whether to make a splashy entrance (Let Me Introduce Myself...) or gain a specific ally. Many of the NPCs for the second batch have not been written (they'll all be up by next turn), so you can essentially build your own with (Just The Person...) or get a bigger boost to an existing one (I've Got Your Back).

3. Next you need to decide whether you want to interfere with Juliet's actions, try and play at having some medical skill  (Vic isn't really much of a doctor, but it could work out anyway), or take the safe route and work on building up your superhuman ability.

4. You need to decide whether to try and become leader of the group. Vic is clever, but he's not the best politician. Your only real hope here is if you start with "Let Me Introduce Myself", and even then it might not work. It's not going to hurt to try, however. The Chosen will feel better if someone they don't trust tries to lead than if nobody leads at all.

6. Then you'll need to decide where to head next. This is partially a question of what sounds intuitively best, and also whether you care about sticking with Juliet or not.

10. Lastly, you have the opportunity to decide which direction to take Vic, destiny-wise.

As always, feel free to PM me if you have any questions or confusion regarding your turn.
[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Assignments due June 7th)
Post by: LD on May 30, 2013, 10:47:36 PM
[spoiler=Vic's Actions]
2. Let Me Introduce Myself.

3. Trust Me, I'm a Doctor
(The tools won't be consumed, right?)

4. Here's How This Is Going to Work

6. Investigate Control Room

Destiny: Difficult to decide at the moment between Hero of the Tribe, Alchemist, Oracle, True Leader am I locking myself into one if I choose one now? At the moment, I think he's set for Hero of the Tribe.[/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Assignments due June 7th)
Post by: BasnetI on June 06, 2013, 11:32:24 PM
[spoiler=Bastien, Turn 6 ]
Journal question: Is this place linked to my past or to Marianne? (Long term)
Bastien:
1. Slip of the Tongue (Controlled)
4. Hellscape (Feral)
8. In the Absence of a Leader (Riccara)(Controlled)

Olga:
1. Nuts and berries
4. Hellscape
8. A Deeper investigation

Gyeong-su:
2. In the Absence of a Leader (Riccara)
4. Retake the Bridge
5. Retake the Balcony
8. Investigate the craft

Medicine man:
2. In the Absence of a Leader (Vitus)
4. Down a corridor (Frost)
8. Down a corridor (Iron)

Mary:
2. Know Thy Self
4. Rest
[/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Assignments due June 9th)
Post by: TheMeanestGuest on June 07, 2013, 11:49:25 PM
[spoiler=Turn Six]1. Sneak Attack - The man's curse falls upon Juliet as she writhes in pain upon the ground. He stands over her, silent, watching, and judging. She screams, and it is a twisted and haunted sound, and hearing it would not think it human. Her eyes change, clouding and swirling until they are black as night. Her skin pales further, until it is like unto that of a corpse. Her veins slowly darken from their blues and greens even as they seem to grow wider, until they too are black, and her face and hands are webbed with their lines. The pain slowly fades, but that terrible visage remains.
2. No assignment.
3. YOU!
4. No assignment.
5. Kidnapping - So innocent. So pure. This place, those people... corrupting. They'll ruin her, like they ruined me. But I can protect her. I can save her! It's the only chance I'll ever have to make it right...
6. Familiar Ground

OOC: Sorry about not doing that story.. I tried to work through my ideas, but I just wasn't feeling inspired this week. I'll try something different for next turn![/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Assignments due June 9th)
Post by: Xathan on June 08, 2013, 05:32:42 AM
[spoiler]
1) a shared dream (John)
2) snap out of it (Jessica cannot be assigned to any other events)
3) encoded map (Emily) retake the bridge (Oryx, John (using handgun))
4) Retake the Balcony (John (using handgun), Oryx)
7) The Power is Mine (John, Oryx supporting a John victory) = John thinks that, because he had that crazy dream with Jessica and was able to snap her out of Mr. Fang's influence, that CLEARLY means he can handle it himself. Oryx trusts John.
8) The Wooden Workshop (John,Oryx), Investigate the Craft (emily)
[/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Assignments due June 9th)
Post by: HippopotamusDundee on June 09, 2013, 07:05:16 PM
[spoiler=Saitoro's Assignments]
1. Firewood
2. Kixthshish Dreams (Dust; Artifact; Safe)
3. A Meditation on the City
4. More than a Bowl
5. Woodsmoke
6. None[/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Update In Progress)
Post by: Raelifin on June 25, 2013, 03:38:00 PM
TURN 7 - Lost and Found
This turn will take 3 hours of in-game time.
Soundtrack (http://www.listenonrepeat.com/watch/?v=1KtuChfoH88)

[spoiler=Destinies][ic=Hero of the Tribe]You met with the people of the city, and performed a great feat for them. They revere you as their champion, and place their hopes on you.[/ic]
[ic=Murderer]Tensions between you and another chosen kept building. It just wasn't sustainable. They had to die.[/ic]
[ic=Alchemist]You've collected and studied the various substances of the city. Armed with this knowledge you can poison, heal, distract, or strengthen.[/ic]
[ic=Oracle]You've all had visions and perceptions, but this goes beyond that. You've aquired a perception of this place that brushes up against knowing the truth.[/ic]
[ic=True Leader]You've proven yourself time and again as a trustworthy and wise leader. Others recognize you as the clear and permenant leader of a faction of chosen.[/ic]
[ic=Builder]When others were wanting, you provided. Food, beds, spaces. These things you provided. Weapons. Walls. Everyone knows you're the person to see when something needs to be made.[/ic]
[ic=Badass]You've proven, time and again, that you're not one to be messed with. The other chosen fear you, and for good reason. You win fights, and sometimes you pick them. You get what you want, even if you don't have many friends.[/ic]
[ic=Monster]You didn't stay with the others. You dabbled in things you should've avoided. The city's darkness has seeped into you, and you've changed into something less than fully human.[/ic]
[ic=Sage]The places, devices, and occurances in the city are chaotic and strange, but not without laws. You've taken the time to study them, and you understand them and their function more than anyone.[/ic]
[ic=Protector of the Weak]While you may or may not be the best leader, the chosen understand that you are a person of honor and benevolence. You took care of those who needed help the most, and for it you are recognized as a paragon of protection.[/ic]
[ic=Augmented]The artifacts of the city did more than just help you. You became dependent on them, and learned their secrets in the process. You are now not fully human, but none deny your power.[/ic]
[ic=Connected]You met someone special. The bond, platonic or romantic, that you've forged with them will stand the test of time. To return to earth without them would be unacceptable.[/ic][/spoiler]

(http://raelifin.com/files/pics/map4.png)

Publicly Known Locations:
[spoiler=Pod Tower (16 Pods)][ic=Pod Tower]This massive room is circular in shape and around 30 meters in diameter. The floor is made of rounded cobblestones of all kinds of colors, worn smooth over time, and the walls appear to be marble or some other kind of smooth, white stone. Inset in the walls are a multitude of glass beads arranged in strange spiral patterns that draw the eye upward. Each bead emits a soft white-blue glow that together illuminate the room in a way that's reminiscent of starlight. As eyes follow the spirals upward the viewer's neck is forced back and back and back. The room appears to have no ceiling, but to extend forever into the heavens like a great, glowing tunnel. In the room are sixteen pod-shaped objects, like eggs on stands, arranged into an uneven ring. Each of the Chosen had awoken in one such pod. Along one side of the tower there is a notable absence of lights, and instead there is a tall archway of carved white stone that serves as a door.[/ic][/spoiler]
[spoiler=Spiral Hall][ic=Spiral Hall]This hallway is curved to match the wall of the pod tower. One doorway leads into the tower itself, while a doorway opposite it leads to the tower control room. As one follows the hall clockwise around the tower it descends, such that one leaving the tower can go down and to the right, or up and to the left. After a ways down, the hallway leads to a door that opens to the balcony of shards. If one follows the hallway up instead, they arrive at the honeycomb chamber.

The hallway is made of white stone, with colored cobblestone floors and is lit by a dim band of yellow light set into the ceiling.[/ic][/spoiler]
[spoiler=Balcony of Shards (Strange Craft)][ic=Balcony of Shards]Extending from the side of a titanic building is a balcony made of a silver metal. The balcony is shaped in a great half-circle with a radius of about 40 meters. The building it's attached to is covered with the same metal, and in the light of the sun it would surely shine brilliantly. The floor of the balcony is etched with a strange pattern of triangles that all point in to the central doorway that leads to the spiral hall. The triangles each have a smaller triangle inside them, facing the opposite direction, and these smaller triangles have even smaller triangles, on and on, as finely as the eye can perceive. Every other triangle appears to be a gap in the floor, creating the appearance of being less than solid. Apart from a few obvious gaps, however, the surface is sturdy and traversable.

Aside from the primary portal at the center of the balcony (leading to the spiral hall), there are two doors of the same etched white stone on either edge. The building out of which the balcony extends is flat on this side, and the balcony is not adorned with any sort of railing, making both doors dreadfully close to the edge. (One door leads to The Wooden Workshop, while the other leads to Blackslime Bridge.)[/ic]

[ic=Strange Craft]The balcony is not empty. Near the far edge is a great shape, smooth and glossy in the planet-light, either some kind of structure, statue, or craft. Perched on three pillars, the craft is shaped like a great black scarab, though it had no legs and wasn't so obviously jointed. In its side is an opening approximately two meters high. It seemed to be designed to be entered, though who knows what lay within. On either side of the opening are two great protrusions, each with a vaguely cylindrical shape and some sort of mechanism inside. The opposite side of the craft is identical, possessing the same entrance and pair of cylinders.[/ic][/spoiler]
[spoiler=Blackslime Bridge][ic=Blackslime Bridge]Through one of the side doors on the Balcony of Shards is a rectangular room filled with a fog. The fog smells chemical in nature, and seems to glow with a sickly green light. A path, wet from the fog, made from the shiny metal of the balcony carved in intricate designs extends out into the room, but otherwise there is no floor to the left or right. About a meter down is an opaque slime that sloshes around slowly. The goop seems to radiate heat and it makes the whole room uncomfortably hot. The path is a bit over a meter wide. Like the balcony, it has no railing, making the ooze below seem even more dangerous.

The side walls of the chamber are obscured by the fog. At the far end of the bridge, the path splits in two, forming a Y shape. Down one fork is a hallway (Skyward Hub), and down the other is a room (Vision Chamber).[/ic][/spoiler]
[spoiler=Vision Chamber][ic=The Vision Chamber]One of the doors from the Blackslime Bridge leads into a relatively small room with no other exits. The floor is slanted, as is the ceiling. The walls are bowed, too, making the chamber akin to a symmetric, 4-sided polyhedron with curved surfaces. The walls, ceiling, and floor come together to a point on the left and right sides of the room. At its widest, the room is probably four meters across.

Patterns of white light are etched into the far wall, and since the walls, ceiling, and floor of the chamber appear to be made of yellow stone, the chamber has a very warm, bright, feeling to it.

In the exact center of the room is an orb that appears to be made of solid gold, floating in mid-air. About 50cm in diameter, the sphere is perfectly smooth and appears to have no function. As one enters the room, the patterns on the far wall combined with the floating golden sphere and the curvature of the room make the shape and appearance of a great white and gold eye.

Since the room is mostly featureless and has no other exits, most of the Chosen quickly abandon it, and focus attention elsewhere.[/ic][/spoiler]
[spoiler=Skyward Hub][ic=Skyward Hub]In many areas of the building are hallways that appear to run into dead ends. The dead ends lead to the Skyward Hub if one knows how to follow them. Once on the other side of the dead-end one finds a circular room with a ceiling only about three meters high. The room itself is probably 15 meters in diameter, and from it run eight identical hallways that lead to trick-dead-ends. The walls, floor, and ceiling are made of grey stone, and the room is lit by bands of glowing white light that run along the edges of the chamber where the walls, floors, and ceiling meet.[/spoiler]
[spoiler=The Garden][ic=The Garden (Night)]Trees rise up from black soil, their trunks white and ghostly in the dim light. The room, for this place is surely indoors, is deathly silent. No insects, animals, birds, or running water. Every now and again one can feel the slightest breeze, but it is hardly notable. The branches overhead obscure the ceiling, which is undoubtedly many meters above. Pale orbs of light drift through the canopy like miniature moons, throwing shadows every direction and yet making no noise.

The garden appears to be tended; paths of flat stones run throughout in winding patterns, but the land is hardly flat. Little hills are everywhere, and in the valleys are deep pools. Some are water, while others are strange liquids like the hot black goop found elsewhere. The surfaces of the pools are covered with leaves and the water appears to be remarkably clean, despite being stationary.

All around the trees are little bushes or plants, some with flowers and others plain. Small fruits are easy to find on the bushes and trees, but never on the ground. Apples, pears, strawberries, and more can be discovered if one searches, but they seem different in small ways--in their taste, texture, and coloration.[/ic][/spoiler]

Mysterious Locations:
Honeycomb Chamber
Control Room
Wooden Workshop
Dead End
The Æther
Amber Prism
The Library
Hellscape
Elevator
Great Hall
Processing Plant
Mirror Chamber
Pod Tower 2
Spiral Hall 2
Gleaming Factory
Acrid Pit

CharacterLeaderLocationLast Known Status
Layla al-ZakiyyaN/ASkyward HubComatose
SaitoroN/A?Unknown
JulietN/A?Unknown
Riccara VaillancourtBastienSkyward HubHealthy
Bastien McgregorN/ASkyward HubHealthy
Jens Faber-?Unknown
Hong Gyeong-suBastienSkyward HubHealthy
Oryx the ExileJohnAmber PrismHealthy
Mary of the GondBastienSkyward HubHealthy
Vitus the RogueBastienSkyward HubHealthy
John DanteN/AAmber PrismHealthy
Medicine ManBastienSkyward HubHealthy
Olga SurikovBastienSkyward HubHealthy
Jéssica da Flor de SedaJohnSkyward HubPoisoned
Emily WhiteJohnSkyward HubHealthy
Vic FellowesN/APod Tower 2Healthy
Chan Feng-Pod Tower 2Injured
Athena TranscendentVicPod Tower 2Injured
Mark "Thaba" JacobsVicPod Tower 2Sick
Lucie de Toulouse-?Unknown
ALL OTHER NEWCOMERS-Pod Tower 2Healthy
Title: Re: City of the Chosen: Turn 6 Events (Update In Progress)
Post by: Raelifin on June 25, 2013, 03:38:37 PM
[spoiler=Saitoro][ooc=GM Notes]I'm switching to <arrow quotes> for translated text.

If the fluff is too much text, let me know and I'll cut back. I'm having a good time writing it for everyone, though. :)[/ooc]

[spoiler=Fluff][ic=Wood]Saitoro awoke slowly on the floor of the processing plant. He could feel the stiffness in it as a background noise, but it was inconsequential. The dream was what mattered. It was the dream that finally convinced Saitoro that all this was truly real, and not some illusion. Or at least, it was as real as Japan. There were many who claimed that Japan and the rest of the world was an illusion, a veil across the truth of the oneness. Regardless, this place had the kind of lucidity and continuity that meant it was no dream.

Saitoro wandered the plant for a bit, occasionally working through a kata in his transcended body where space permitted. He could still feel the energy of the room, the energy that made him dream; it made him dream about smoke. There was 反語 (irony) there, that smoke could reveal the truth.

Saitoro bent to take the wood-chips from the basin surrounding one of the vats. The chips were smooth like in the dream, and grey. If it was true that all of this was a veil, like Japan before it, then it was at least true that the wood was real. It felt heavy in Saitoro's hands, as if it were anchored to the truth.

The dream from before was one of figments, of illusions, and also of trees. Tall, smooth trees, grey and hard, like towers of stone. But they weren't stone, they were alive, and that life was what mattered. Things could be an illusion, senses could fool us, but life itself could not be false. In the grove of grey trees there was a firepit lined with metal, all prepared with logs and kindling. Upon lighting it Saitoro knew that it was a dream, and he could see that the firepit itself was a metaphor for a 香炉 ("censer" is the closest word). The dream was very clear. The trees themselves were, in fact, real, but they lived far away.

Saitoro wove his way through the maze of pipes, feeling the texture of wood in one hand and his prayer beads in the other. The 香炉 was in this direction, and it would need the wood to function. He had foreseen it.[/ic]

[ic=Light]Saitoro could feel the energy build up within him as he walked. It flowed through this room like an invisible river. The hallucinations began to come once more, so Saitoro began zazen and focused on the pieces of wood that were before him. Even as the world distorted around them as the energy reached its peak, the wood never wavered...

...

Saitoro was dreaming again. Or perhaps vision was the right word. He could still see the wood-chips beside him, a reminder of what was real.

The dreamscape was dark, and suddenly wet. A boat. A small boat. It began to rain lightly and the small craft rocked from the stormy waves. The darkness was frustrating, obfuscating everything but the wood before him. And then there was light. A bright light from the shore meant to grant him safe passage through the storm.

Saitoro felt compelled to row towards it, but he chose to stay still instead. The dream would not be denied, and two faceless figures appeared in the boat, rowing towards the light. Saitoro remained still.

The boat faded, and the sea was gone. Saitoro was in a hut with a great spider made of pure jade. The woodchips were there with him. On a table was a lantern just as it might appear at home.

The spider gestured to it, offering it to him. Saitoro was calm as he picked the small bits of wood from the floor and threw them in a large arc. They pierced the walls of the hut, blasting it into oblivion, the spider flinched back as they struck, reducing it to a humanoid form, and the lantern, too, began to change. It was then that Saitoro woke up.

The wood-chips were scattered in front of him, thrown while he slept.[/ic]

[ic=Rigor]Saitoro spent at least several minutes picking up the wood-chips. They had a property which Saitoro was hesitant to call magic, but it was still akin to a children's story. The wood could not bend, and it was too stiff to be broken by dreams; it was an anchor, a shield, a hand-hold against illusion. The dream energy brought visions, but it cast the visions in metaphor and half-truth. The wood refused anything except reality, and so it cut through the smoke. It was sacred, Saitoro knew, and he would not let a single chip be abandoned on the floor of this place.

Once he was confident all had been found, he arranged the chips into a circle around him. It wasn't perfect, but the energy of the room was unlikely to confuse him now, though he could still feel it seep into him.

He sat, entering meditation once more. And for a while he did nothing at all, not even breathe.

And then he could feel the visions building once more, so he turned his focus to what he knew of this place and set to work carefully putting things together.

The pod tower was where he had awoken, a room with no ceiling. Sixteen pods and fifteen people. Each person seemed an alien to the others, and it seemed reasonable to assume that each had a power that they did not have before. Saitoro could feel the tingling wash over his body once again.

The man named Hong Gyeong-su had been from the past, and the garb of the others was such that it was reasonable to assume some of them were from the future. Fifteen strangers separated by time and space awaken simultaneously inside a room that none of them had been in before. The conclusion is that someone or something brought them there, and that this thing was powerful beyond mortal measure. These powers and abilities could only be gifts, and it was likely, he thought, that they were from the same source.

<Attention! Kixthish buildup in Building 29 is critical! Replica spillover will occur in 148 seconds unless the building is flooded!> The words from the tower came back to him. They were spoken by someone, but in some kind of alien tongue. Visions drifted through the circle of wood and filled Saitoro's mind's eye. He could see a great tower of metal, glass, and stone--Building 29 he knew, somehow. And beside it were other towers of monstrous proportion, though none quite as tall. A city of towers, he could see, and smaller buildings below. The sunrise blinded him and the vision was gone as quickly as it had come.

A city. It could only be a city. One more fantastic than any in Japan. And yet, cities are supposed to have people. Saitoro could feel the emptiness of this place--a shell of what it could be. With the size and scale of the structures who knew how many it could hold?

And then there was the Æther, a place for which Saitoro had no comparison. It seemed linked to the city by the breezes, but separate. A good metaphor might be that of a dream. Sleep is the gateway to the dream realm, but the realm of dreams is not the same as the realm of the waking. Saitoro let the confusion flow past him.

The Æther had led Saitoro to three places: the garden, the triangular room, and this pipe-filled space. The triangular room with amber light was the most interesting, for it was there that he had seen two people. The woman from the pod tower was there, implying that it was close by, for surely she could not have traveled through the Æther unnoticed by Saitoro. The man with the silver eyes had also been there, and he was more of a mystery.

He had clearly known about Saitoro and he knew about the Æther where the others seemed oblivious. <You don't know me yet, having only just arrived...> he had said. <We're all strange to each other. Even those of us from the same time.> It implied that he considered himself a peer, perhaps taken from his home in the same way, but also one who has more experience, a veteran of this place.

And then there was his question: <Do you remember the Tango no Sekku when you had aged only 6 years? Was there anything... strange or unusual about it?>

Saitoro had only been able to answer <No, I don't remember.> The Tango no Sekku at the monastery were rarely even noted; Saitoro was one of the few children that was ever there with any regularity, much less who lived there.

The man with the gleaming eyes had said <Ah, very good. It seems that came later then.>, as if it made all the sense in the world.

The visions whispered the image of the jade spider into Saitoro's mind, but were gone in an instant.

Saitoro stood and calmly collected the wood-chips. Wisdom yet eluded him, but it was growing closer.[/ic]

[ic=Flame]The 香炉 was just where Saitoro had expected it, sitting between two vertical pipes as though it were a mere ornament of the room. It had no handle or chain, clearly being meant to rest on the ground, but it was light enough that Saitoro could pick it up without trouble.

After a short inspection, the monk found the switch that brought the flame to the bowl. It was good that the flame was projected magically from within for he had no materials with which to start a fire.

Carefully and with a prayer he placed the chips of grey wood into the basin of the censer. As the flame shot forth the wood began to catch fire, releasing a soft grey smoke. As soon as the wood touched the flame the 香炉 began to sing like a large bird calling softly for its mate. Saitoro turned the flame off and let the wood smolder and smoke within the chamber. The song became a long cry, beautiful and soft. As the smoke poured out, the monk could see the flow of the mystic energy about the room. Where it touched the smoke it glimmered gold like a kami had stroked the air with a golden ink. Saitoro could see it flowing, too, all through the room. The smoke from the censer protected him from it, as he knew it would.

After a few minutes of carefully following the flows, Saitoro found a pipe along the edge of the room. The song of the censer guided him along and he held it closely.

The room was so large that Saitoro had amusingly forgotten that it had probably had walls until he nearly ran into it, following the energy. The pipe from which the energy gushed was broken as if someone had intentionally smashed it. On the edge of it were runes of white paint reading "The storm comes. Kixthish brings it." or "Beware what lies within. Kixthish enters the soul." or "Eternity waits for none. Kixthish is timeless." The message is clear, even if a bit obscure: this energy is exactly the Kixthish mentioned by the voice in the pod room. With it pouring everywhere it isn't surprising that there was a "buildup" in the building.

Saitoro spent a few minutes there, in the stream of the energy, protected by the smoke of the grey wood, listening to the music.[/ic]
[/spoiler]

[ooc=Truthsong]Medium Size

Truthsong is a decorative metal censer that's meant to sit on the floor. It has a basin about as wide as a dinner-plate and about 20cm deep, and a large amount of decorative metal on the outside of the bowl, preventing it from getting too hot to hold when a fire is within. A tall lid filled with many holes goes over the bowl, topped by a handle shaped like a stylized sun. Four symmetrical legs extend from the base, shaped in winding patterns. The metal is a dark red, resembling copper, and the surface of the object is carved and worked with images of flames.

On the bottom of Truthsong, between the legs, is a switch that when turned causes a small red flame to erupt from a hole in the center of the basin, which can be used to light its contents. The switch is spring-loaded to deactivate the flame the moment that it's released.

When a certain kind of wood is burned in the basin, Truthsong begins to sing, vibrating its entire shape. It sounds something like the howl of a loon or owl, but is fairly soft and unobtrusive. It will sing as long as the wood within is warm, and the pitch and volume of the song varies based on temperature.

Smoke that flows from the bowl dispels all illusions and reveals invisible things, including people and invisible energies like Kixthish. Those around Truthsong while it is active cannot be effected by Kixthish, though some weak visions may seep through, depending on the quantity of woodsmoke and Kixthish involved. Precogs cannot see the future while in the presence of Truthsong (while active).

Truthsong does not reveal telepaths nor does it block any telepathic abilities.[/ooc]

Saitoro now has Truthsong, it will be active only for the beginning of the turn (see events).
Saitoro has the Eternal trait. His Late Bloomer trait will result in one more full trait before you become locked in to developing existing powers.
Saitoro is injured.
Saitoro is suspicious.
Saitoro has 3 Unhappiness Tokens.
Saitoro has 2 Knowledge Tokens.
Saitoro has 1 progress point towards the Oracle destiny.
Hong Gyeong-su's loyalty to you is 2, but he is not your ally.

[spoiler=Events]
1.
Quote from: Simultaneous[ic=A Minor Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

If assigned, Saitoro makes progress understanding how to read the runes that are painted all over the maze of pipes.[/ic]

[ic=To Reach Beyond]Private, Opportunity, Frost
Location: None

Requirement: Only Saitoro may be assigned here.

If assigned, Saitoro gains a glimmer of power beyond his enlightened body. You *may* specify a "goal power" or element to work towards (this does not lock down the power or reduce choice in any way). Saitoro gains one Superhuman development token regardless.[/ic]

[ic=Buddha Nature]Private, Opportunity, Frost
Location: None

Requirement: Only Saitoro may be assigned here.

If assigned, Saitoro takes a few minutes to reflect on his personal journey and to focus on enjoying the moment. He gains one Personal Development token (these tokens are spent on unlocking mundane traits) and removes one Unhappiness token.[/ic]

2.
Quote from: Simultaneous
[ic=Enhanced Meditation]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned here

If assigned, Saitoro uses Truthsong to channel the kixthish into a clear vision that is unobscured by metaphor or illusion. As he meditates he has a half-dream about a subject of your choice and learns some about it. If he selects a specific subject he gains one progress point towards the Oracle destiny. The subject that unlocks this progress is in the following list:
* The history of this building
* The city
* Saitoro (his childhood and how he got here)
* Silver-eyes
* The Jade Spider
* The Screamer
* How seeing the future is possible
* Superhuman Abilities

Note that you can pick subjects that are not on the list, but they're guaranteed not to result in Oracle progress.[/ic]

[ic=The Lamp, The Fountain, and The Spider]Public, Opportunity, Smoke
Location: Fountain Chamber

Requirement: Only Saitoro may be assigned here.

If assigned, Saitoro follows an intuition and discovers a door which leads to a dark chamber lit by a lantern that hangs from the ceiling. Saitoro recognizes it as the lantern from his dream, and knows that it possesses some important properties. The chamber is occupied primarily by a large fountain with stone structures in the middle. Saitoro climbs the structures, obtains the lantern, and receives a vision from it about the jade spider from his dream. If Saitoro is injured when assigned, he slips from the fountain after obtaining the lantern and breaks both his legs, becoming seriously injured (he'll be unable to do much until rescued). If he is uninjured when assigned then he climbs down safely.[/ic]

[ic=Silver-Eyes]Public, Crisis, Frost
Location: Processing Plant

Requirement: Only Saitoro may be assigned here.

If Saitoro is not assigned nothing happens.

If assigned, the man with the silver eyes appears twice more and Saitoro engages him in conversation for a while. You learn the man's name and background, as well as his superhuman ability and about the second batch of Chosen. He also gains one loyalty towards you. Unfortunately, he disappears to do his own thing after the conversation.[/ic]

3.
Quote from: Simultaneous[ic=Stoke The Flames]Public, Opportunity, Dust
Location: Processing Plant

Requirement: Only the bearer of Truthsong may be assigned to this event.

The assigned character refills Truthsong's basin with wood from the basin and re-ignites it, causing the artifact to continue to sing and protect the bearer from illusions for another few hours.

If this event is available at a timeslot it means Truthsong is no longer active.[/ic]

[spoiler=Bind A Wound][ic=Bind A Wound]Public, Opportunity, Frost
Location: None (Same as Previous Character Location)

Requirement: Only injured characters or medics may be assigned here.
Meta-requirement: This event will re-occur in future turns that take between 2 and 6 hours.

If an injured character is assigned, they fashion a makeshift bandage for their wounds (usually by tearing their clothing). At the end of the turn they cease to be injured unless they were involved in a combat.
When a medic is assigned, target an injured character. The target immediately ceases to be injured. If they're assigned to a combat before the end of the turn they re-open their wounds and become injured (if they're not already injured) again.[/ic][/spoiler]

[spoiler=A Minor Breakthrough][ic=A Minor Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

If assigned, Saitoro makes progress understanding how to read the runes that are painted all over the maze of pipes.[/ic][/spoiler]

[ic=A Major Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Saitoro can only be assigned here if he was also assigned to A Minor Breakthrough. Only Saitoro can be assigned to this event.

If assigned, Saitoro becomes able to read the runes and gains a progress point towards the Sage destiny.[/ic]

4.
Quote from: Simultaneous
[ic=Another Dream]Private, Opportunity, Smoke
Location: Processing Plant

Requiremet: Only Saitoro may be assigned here.

If assigned, Saitoro exposes himself to the Kixthish yet again, but decides not to protect himself fully with Truthsong. Just as with a Kixthish Dreams event you must select an element, type of dream, and a danger level for the envisioned thing or event when you assign Saitoro here. Next turn you'll have access to the subject of the dream. The frequent exposure damages Saitoro's sanity, giving him the Schizophrenic trait for the next 12 hours. Further exposure on future turns could result in permanent damage.[/ic]

[ic=Science!]Public, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned here. He may only be assigned if Truthsong is active (i.e. been assigned to Stoke the Flames earlier this turn).

If assigned, Saitoro uses Truthsong to safely investigate the kixthish and learn its properties in more detail. He spends one of his knowledge tokens and you gain a synopsis of the substance similar to the one provided about the Æther.[/ic]

[ic=Repairs]Public, Opportunity, Dust
Location: Processing Plant

Requirement: Only Saitoro may be assigned here. He may only be assigned if Truthsong is active (i.e. been assigned to Stoke the Flames earlier this turn).

If assigned, Saitoro uses Truthsong as a shield and repairs the damage to the pipe that's billowing kixthish. This by itself doesn't do anything, but has broader repercussions.[/ic]

5.
Quote from: Simultaneous
[spoiler=Stoke The Flames][ic=Stoke The Flames]Public, Opportunity, Dust
Location: Processing Plant

Requirement: Only the bearer of Truthsong may be assigned to this event.

The assigned character refills Truthsong's basin with wood from the basin and re-ignites it, causing the artifact to continue to sing and protect the bearer from illusions for another few hours.

If this event is available at a timeslot it means Truthsong is no longer active.[/ic][/spoiler]

[spoiler=Bind A Wound][ic=Bind A Wound]Public, Opportunity, Frost
Location: None (Same as Previous Character Location)

Requirement: Only injured characters or medics may be assigned here.
Meta-requirement: This event will re-occur in future turns that take between 2 and 6 hours.

If an injured character is assigned, they fashion a makeshift bandage for their wounds (usually by tearing their clothing). At the end of the turn they cease to be injured unless they were involved in a combat.
When a medic is assigned, target an injured character. The target immediately ceases to be injured. If they're assigned to a combat before the end of the turn they re-open their wounds and become injured (if they're not already injured) again.[/ic][/spoiler]

[spoiler=A Minor Breakthrough][ic=A Minor Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

If assigned, Saitoro makes progress understanding how to read the runes that are painted all over the maze of pipes.[/ic][/spoiler]

[spoiler=A Major Breakthrough][ic=A Major Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Saitoro can only be assigned here if he was also assigned to A Minor Breakthrough. Only Saitoro can be assigned to this event.

If assigned, Saitoro becomes able to read the runes and gains a progress point towards the Sage destiny.[/ic][/spoiler]

[ic=Whispers of the Mind]Private, Crisis, Dust
Location: None

Requirement: Only Saitoro may be assigned here. Saitoro may only be assigned if Truthsong is active (i.e. he was assigned to Stoke the Flames earlier).

If Saitoro is not assigned, nothing happens.

If assigned, Saitoro hears whispers in his mind. Using Truthsong as an amplifier he mentally opens to the voices of the psychic entities in the immediate vicinity including (but not limited to) beings that understand what is happening. Saitoro gains a knowledge token and locks in his second superhuman ability as Telepathy or Heightened Senses. In addition he learns the fate of John Dante and Layla Al-Zakiyya as well as some background behind the superpowers that everyone seems to have.[/ic]
[/spoiler]

[ooc=Event Summary]This turn is mostly more of the same because Saitoro didn't go exploring, go crazy, or heal enough that he can safely re-enter the AEther. There are opportunities for information gathering and learning in general, but I will caution about continuing to keep Saitoro in the injured state given that he's not exactly in a safe place and he has no allies.

1. Decide whether to make progress towards the Sage destiny/gaining knowledge, OR progress towards the second superhuman ability OR remove an unhappiness token and progress towards a mundane trait.

2. Decide whether to meet Silver-eyes some more (you'll have the opportunity to ask questions of him, if you'd like), OR whether to get the new lantern artifact at great cost to your health and safety, OR whether to learn something of your choice. If you go for the last one, you need to try and figure out which subject is most important or most likely to get you progress towards the Oracle destiny.

3. Decide whether to make progress towards reading/Sage OR heal yourself OR refill Truthsong. Refilling Truthsong at this timeslot will unlock many future events.

4. If you refilled Truthsong at slot 3 you can either learn about the kixthish or seal the pipe. Otherwise your are limited to being able to sacrifice some sanity for another dream or just leave the kixthish alone.

5. Lastly you have another opportunity to learn to read, heal, or refill Truthsong for next turn. Alternatively you can lock in your next power to learn some potentially valuable information from psychic whispers.[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Update In Progress)
Post by: Raelifin on June 25, 2013, 03:39:00 PM
[spoiler=Juliet][ooc]I'm getting into writing detailed fluff for the turns. If you ever want less text, or have an issue with something written, just let me know.[/ooc]

[spoiler=Fluff][ic=Mohandas]"Abraham Lincoln. Now he was an interesting fellow. You know about him. You are from America, yes?" The man stared down at Juliet with cold eyes, gleaming from the blue light of the endless tower.

Juliet struggled once more to force her limbs to move, but even her jaw was clamped tight in blinding agony. The electrodes in her back fed pulses of terrible energy through her body, ensuring that she couldn't recover.

"He once said 'Nearly all men can stand adversity, but if you want to test a man's character, give him power.'" He paused."He was the first president to authorize conscription during wartime. More than a touch of irony there, wouldn't you agree?"

Juliet had been careful. She was always careful. The room was empty. It was identical to where she had woken up. The lights on the walls, the pods on the floor, the arrangement of cobblestone tiles, it was the same. So where had he come from? It wasn't possible. None of this was.

He had appeared from nowhere. Even as slow as he moved he appeared without warning, the rifle in his hands, but not pointed at her. Hubris was her undoing. It would be so trivial to close the gap and snap it out of his hands. But of course... he was a decoy.

"I normally don't take pleasure in the suffering of others." said the Asian man in the business suit. "It just seems so trivial to make things personal. And yet..." Here he reached into his pocket and pulled out a small hoop of metal, brass probably. He set the gun down and stretched the hoop out so that it was probably over one and a half meters in diameter. Who knows how something so small could become so big.

The other man entered her vision then. The one that had shot her in the back with the taser. His eyes shone with silver light. Silver eyes. Silver eyes. Both of them the same. Copies. Twins. He reached down and withdrew the electrodes from her skin as the decoy man lay the hoop around her. Her muscles still twitched with pain from the memory of the shock. Unresponsive.

They both looked down with disdain. The original one continued. "And yet... this is personal. In every slice I visit you're a bitch."

The "hoop" activated then, and it made the taser look like a child's toy. She'd have screamed if she could breathe. She'd have killed herself if her arms could move. She'd have gone insane if...

Well... no.
Juliet did go insane.[/ic]

[ic=Mockingbirds]Her vision was blurred. Her heart was pounding. She lost awareness of the real world for a while, trapped in figments of her own mind. It was like the madness of the berries. It was also different. It was better. She was better. Better than them. Who? Everyone. She always was better, but now it was so clear. And she'd prove it. That bastard would fucking DIE, and when he did he'd see how she was better.

The men with gleaming eyes had gone. She'd been too distracted to see where. She forced her muscles to move and they screamed in protest as they did. Her heart beat like a drum.

The eggs were hatching. Little birdies in this nest. So she hid. The archway would stay open while she was near it. A little peek here and there. She could watch them without being seen. She was fast after all. She was better. Chirp chirp chirp. "We're hungry!" they said. Not in those words, of course. "Hello", "Where is this?", "Who's in charge here?" in their own little pathetic tongues. Hungry for worms.

In the hallway she could see her hands. Black upon white, splashed with red. Not blood. Juice. They didn't seem like her hands, but they felt like her hands. Better than her hands, really. She felt strong. Strong and fast. Nothing could beat her now.

No wait. Hubris. That was how that BASTARD got her. Juliet's heart started pounding and her breath became shallow and intense just from the memory. The ring of brass. Juliet curled up on the floor of the hall, struggling to see blurry truth rather than the crisp demons of her own mind.

"Squawk! Squawk!" the Mockingbirds were at it again, repeating those empty words over and over. Words that meant nothing but they went on talking like they owned them. It made her angry to think about what they'd think of her now. She was better. But she was alone. So alone.

And then she saw him in the crowd. That piece of SHIT. Now was her chance. His silver eyes made her shiver from the memory of the pain. She'd make him pay.[/ic]

[ic=The Serenade of Blood]The knife was in her hands. Trustworthy steel. Not like his eyes at all.

She stalked into the room, fast as the wind. Her vision was blurry. Hard to see anything except him. She came up from behind. A predator. A hawk. Something better.

"My name is Mohandas Sharma. It's a pleasu-" he started to say to some inconsequential black man.

And that's when she struck. Not Juliet. The cyborg.

Athena Transcendent, a woman more machine than flesh, solidified out of nothingness to throw a punch at Juliet. A punch as slow as molasses. The better woman simply spun into the blow and stepped away, barely feeling a thing. It was the second time someone had appeared out of thin air and it was beginning to get annoying.

"YOU!" screamed Athena, her mouth unmoving but somehow the voice still came. "YOU'RE BEHIND THIS!" it echoed in an inhuman chorus. Athena's legs began to extend as she threw out her hands like some kind of bird trying to puff up. One eye was unblinking black glass, but the other was filled with hate.

Juliet's vision was still blurred. The knife was still in her hands. This half-naked machine woman, wreathed in sliver and seeped in fury... she was a distraction. A weakling. Juliet's heart was pounding from the thrill of the hunt; it seemed louder in her ears than Athena's robotic accusations. The man was her prey. The man who did this to her.

She moved like a cobra, ducking under Athena's long black fingers and leaping at the man who called himself "Mohandas". She knocked him to the floor and for a couple seconds she crouched upon his body, blade in hand, for all to see. His eyes. His silver eyes. His iron eyes. They widened. He was afraid.

Good.

She raised the knife.

He was gone. And not just invisible, but physically gone. Juliet dropped the small bit to the floor where she had been on his body, and hissed in frustration.

And that's when Juliet saw the angel. In a room full of demons, judging her, hating her. A little girl looked at Juliet in the center of the crowd with nothing more than confusion. She seemed to be lit from behind and while all the room was blurred and confused to Juliet's mind, the angel was crystal clear.

"What the FUCK did you do?!" shouted the cyborg woman, pulling Juliet's eyes back into the realm of evil and hate. Juliet knew her name somehow. Athena. Her memories felt like they came from a storybook. Unreal. What happened on Earth didn't matter. The stupid Jade Spider didn't matter. All that really mattered was this moment. Right now. Her heart beat like a drum.

"Athena..." Juliet rasped in a voice that was not her own. The black veins along her skin seemed more noticeable then, and for a second Juliet stopped to wonder what had happened to herself.

The taller woman with the machine limbs saw the distraction on Juliet's face and charged her. It was comically stupid. Juliet was fast. The blade of her knife shot up into Athena's tender flesh. As much of her was machine as was human, but the human parts still bled. Juliet's knife carved a beautiful arc of crimson before she nimbly sidestepped the charge, letting the fool crash to the floor. Not juice...

A wave of energy slammed into her like a truck. Juliet was swept into the air by hurricane-force wind and crashed painfully into the wall of the tower. Somehow she could hear a word on the wind. "ZHAN!!" it said, in a deep, booming voice. It meant "stop", she knew. A weaker person would've given up after the impact. A weaker person might've even broken a bone. Juliet was not so weak. And now she angry.

Well.... no.
She was already angry.[/ic]

[ic=Aftermath]Juliet was quickly forced to flee. She was better, and she proved it. Her knife had kissed the neck of that bald Chinese thug. He would survive, but he wouldn't be singing his sonic-boom words for a while.

He had come close to actually hurting her, though. Too close.

His voice had scattered the others, but when they recovered they looked more than a little angry. Mohandas the silver-eyed man was gone. Athena the cyborg lay on the stone floor in a pool of blood. The man with the voice of power had been silenced. And yet there were still others. Eleven-to-one is not good odds, even for one as superior as Juliet.

And so she fled. And they were too slow to catch her.

Juliet went up the hallway, back into the room of mirrors. The glowing orb she had brought up still was the only light in the chamber, but it seemed to fill the space well, as it was reflected along every wall.

But she wasn't alone. The creature was there with her. Eyes big and black like the false people that Juliet had seen before, but these were filled with understanding beyond the feral instincts of the clones. The creature's skin was pure white, laced with thick webs of black, and splashed with red. It smiled at her. It spoke to her. Juliet's vision was so blurry that she could hardly see.

Ages passed in that room. The terrible voice of the monster echoed through the chamber, but the fools never followed. Too afraid. To weak.

Eons passed in that room. Juliet began to think more and more of the perfect little angel she had been lucky enough to find. This place... these rooms... she had woken up in, they were evil. The monster agreed. Even the garden, filled with fruits and pools, had its traps and darkness. This place was some kind of hell, and the people in it were devils. Memories flashed of silver eyes and brass hoops. And yet an angel had stumbled into it.

Juliet whispered in the dark, but no words left her lips.

It was only a matter of time. The angel would fall into the vile claws of this place and these people. She had to be saved before that could happen. Juliet would save her.[/ic]

[ic=Lucie]She was still there. Juliet breathed a sigh of relief. Even with her fuzzy eyes she could see the purity in her face. The devils were still talking amongst themselves. Cheep cheep. Squawk. Pathetic.

Athena was still alive, unfortunately. Apparently some man who was talking right now was a doctor, for his hands were bloody and Athena looked to him with respect. The giant with the booming voice had also been bandaged. He scowled as he held his tender neck. Mohandas was still gone. There were others, too, but they didn't matter.

None had seen the stone door open. None had seen Juliet slip inside. Years of training on a world that seemed so, so far away. Juliet could be quite stealthy when she tried. Athena knew that from when Juliet took her precious spider. That had been a clean get-away. They didn't even know she was there until the damn leak in the cartel spilled the info a week later. It seemed like a story-book. So long ago.

Juliet held herself low and shot from one pod to the next. They were big enough to hide behind, thankfully, and the man was giving some kind of speech. So easily distracted.

At last, Juliet reached the girl. She wasn't listening to the man. She had no use for his lies. She was still pure.

"Hello. What's your name?" Juliet rasped as she snuck forward. Her voice was that of the monster. It was what Mohandas had given her.

The girl was oblivious, though. So sweet. She obviously didn't trust Juliet, but at the same time she wasn't afraid. She hugged her doll tightly and said "Mon nom est Lucie. Qui êtes-vous?"

Juliet didn't have time to answer the question. The others had spotted her and began to cry out.

Lucie was surprisingly heavy, and she began to cry as Juliet ran with her. The sweet thing didn't even understand that this was for her own good. Everything was a blur. Juliet's heart slammed in her chest. Her breath was like a piston. The warmth of the blackslime rolled up through her, filling her with power. She was a human rocket.

One of them pulled out a shotgun, but dared not shoot for fear of hitting Lucie. A man in white mask, dressed in all black leapt at Juliet, but was nimbly avoided. The giant man with the bandage on his neck tried some kind of fancy move, but Juliet glided past on feet that Mercury would be jealous of.

Lucie wailed in fear, but clutched Juliet with all her might as the two fled through the archway. Juliet converted her momentum to the side by running up and along the wall of the hallway to the left, back to the garden. They'd be safe there. In the trees and hills Juliet knew she could hide the girl from their evil ways.

As she ran through the mirror room, Juliet took a moment to spin and kick the orb of light back through the doorway and down the hall. In the lightless void she continued on, finding the door on the far side of the room from memory alone.

The spring-loaded mannequins stood as silent sentries to the garden. Past them she ran until she was deep in the garden by a pool. The blackslime in the pool radiated heat but was as still as a piece of solid plastic.

Lucie continued to cry.

The lights in the room began to grow in brightness. Slowly they became like small floating suns, basking the room in awash of bright green. The day had begun.[/ic][/spoiler]

The Garden is Juliet's Territory.
At the start of the turn there are no other characters in the garden besides Juliet and Lucie.
There are 6 units of food in the garden (enough to feed two people for at least a couple days).

The garden has 5 apparent exits and at least one hidden entrance at the bottom of one of the pools. As a room it is curved and oblong, but so large and filled with hills/vegetation that it's pretty much impossible to see from one wall to the opposite one, even across the narrow part.
The exits are:
* The door to the mirror chamber
* Two doors to hallways
* Two "shimmerwalls", areas of glowing distortions that are tucked away at opposite ends of the garden. Juliet sees that there's more garden behind them, but doesn't understand what they're made of.

Juliet's power is Accelerated Timeframe.
Juliet has 3 progress points toward the Monster destiny!
Juliet has 1 progress point towards the Badass destiny.
Juliet has 3 Unhappiness tokens.
Juliet is suspicious to the original chosen.
The second batch of chosen are hostile towards Juliet.
Juliet is monstrous for the next 22 hours (+2 Blood in Combat/Pol, -4 Frost&Iron in Soc/Pol, -1 Dust in all).
Juliet's face and hands are stained red (-1 to Frost in Social/Political)
Juliet has absorbed 8 units of blackslime (14 maximum).
Juliet still has a Crimson Disk (5 charges).

Loyalty (no allies):
Lucie: -2
All Other 2nd Batch NPCs: -4
Olga Surikov: 1
Hong Gyeong-su: 2
Oryx: 2
Riccara Vaillancourt: 2
All Other Original NPCs: 1

[spoiler=Events]
1.
[ic=Do What I Say]Public, Crisis, Blood
Location: The Garden

Requirement: Only Juliet may be assigned to this event.

If assigned, Juliet threatens Lucie and makes it clear to her that Juliet will hurt her if she leaves the garden. Lucie gains three unhappiness tokens, but will be safe within the garden this turn and does not need to be supervised.

If Juliet is not assigned then she is forced to watch the little girl to make sure she doesn't try and escape.[/ic]

2.
Quote from: Simultaneous
[ic=Reset]Public, Opportunity, Dust
Location: The Garden (Doorway to the Mirror Chamber)

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet attempts to reset the trap of the faceless robot-assassins. There is a 50% chance of failure (because Juliet is ignorant of the mechanism), but if successful then the first character to travel from the mirror chamber to the garden other than Juliet will spring the trap.

Triggering characters will die if their elements in the skill domain are tied, will become seriously injured if it's blood or frost, and will have a 60% of dying under a smoke or iron outcome -15% for each point in smoke or iron that they have. (Characters with heightened senses add their dust elements to their smoke score here. Characters with lightning reflexes count their smoke as double for the purposes of not dying. Impervious characters reduce all damage by one step.)

Juliet knows about the trap, and thus can move freely without triggering it.[/ic]

[ic=Berries]Public, Opportunity, Dust
Location: The Garden

Restriction: Only Juliet may be assigned to this event.

Characters that are assigned pick one unit of poisonous berries from the garden. These berries can be offered to NPCs that trust the owner and they will become stunned for one hour as the berries send them into delusion and pain.[/ic]

[ic=Send a Message]Public, Opportunity, Blood
Location: The Mirror Chamber

Restriction: Only Juliet may be assigned to this event.

If assigned, choose a short message. Juliet writes that message in blood on the floor near the door to the garden. (If Juliet's blood is black, and stays black, please specify. You may substitute juice for blood if she owns a unit of berries (it does not consume the berries to do so).)

Characters traveling from the Mirror Chamber to the Garden will become unnerved by her message and will turn back (disrupting all garden events for them) unless they or someone in their group has at least one point of Frost in the skill or one of the combat domains. If they press on, characters without that point in Frost lose one loyalty to their leader.[/ic]

[ic=Learn the Land]Private, Opportunity, Dust
Location: Varies

Restriction: Only characters who are able to access a territory they control may be assigned here.

When a character is assigned, choose a controlled territory that the character has not already targeted with Lay of the Land. The assigned character commits the territory to memory and permanently gains a +1 Iron and Dust in the combat domain when fighting there.[/ic]

[ic=Explore the Shimmerwalls]Private, Opportunity, Smoke
Location: The Garden

Restriction: Only Juliet may be assigned here.

If assigned, Juliet investigates the "shimmerwalls", the glowing distortions that partition areas of the garden. She learns the mechanism and some of the nature of them, allowing her access to other garden areas.[/ic]

[ic=Refill]Private, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Assigned characters absorb blackslime from one of the pools, filling up to maximum.[/ic]

[ic=It's Good For You]Public, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet forces Lucie to absorb blackslime from the pool, despite the protests of the little girl. Lucie gains 20 units and one unhappiness token.[/ic]

[ic=You're Hungry Aren't You]Public, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet picks some fruit and offers it to Lucie. The garden loses one unit of food, Lucie removes one unhappiness token, and her loyalty to you improves by one.[/ic]

[ic=What's Your Doll's Name?]Public, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet spends a while being friendly and playing with Lucie. Juliet and Lucie both lose an Unhappiness token, and if Juliet was not previously assigned to Do What I Say then Lucie's loyalty to you improves by one.[/ic]

[ic=A Hiding Place]Private, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet locates a hiding place within the garden that she and Lucie can fall back to if threatened. If Juliet loses a combat event in the garden and is forced to flee, she will fall back to the hiding place and will *not* lose control of Lucie. Hostile characters will be forced to wait until the following turn to locate her, giving her increased opportunities to counterattack or flee intelligently.[/ic]

[ic=Paranoia]Public, Crisis, Blood, Attack
Location: None

Restriction: Only Juliet may be assigned here.

Unlike other events, Juliet may be assigned to this event multiple times in one turn.

Juliet knows that some of the chosen have appeared and disappeared from no-where, and she suspects that Athena has the ability to turn invisible. If assigned, Juliet thinks she hears something and lashes out violently attempting to strike the air. If an invisible character was watching her at this timeslot, Juliet has a 50% chance of seriously injuring the character, deactivating their invisibility, and making them a prisoner.[/ic]

[ic=One By One]Public, Opportunity, Blood, Compeditive, Attack, Combat
Location: None

Restriction: Only Juliet may be assigned here. Juliet must have been assigned to Do What I Say previously this turn.

If assigned, Juliet travels back through the mirror chamber, down the hall, and even to the pod tower if necessary (without Lucie). She encounters between one and three Chosen from the second batch and attempts to assassinate one and then flee back to the garden. If present, Juliet will prioritize Athena and then Feng. You may specify additional priority targets during assignment. This event consists of two attacks, the first being about sneaking up on the others, and the second being the actual combat. All attacked characters lose 3 loyalty to the attacking group. Burnt blackslime enhances elements for both challenges.

Stealth Challenge Domains: Skill relevant to criminals

Attacker Smoke Outcome: The winner successfully sneaks up on the loser and "ambushes" the victim for the purposes of the second challenge.

Defender Dust Outcome: The attacker is spotted and is not counted as ambushing.

Tie Outcome: Select randomly from the two above.

Combat Challenge Domains: Melee Combat, Combat

Attacker Blood Outcome: If ambushing the winner kills the target. If not ambushing the winner deals damage to the target and is dealt damage by a random loser.

Attacker Smoke Outcome: If ambushing the winner kills the target. If not ambushing the winner injures the target (unless impervious) and escapes unharmed.

Attacker Frost Outcome: If ambushing the winner kills the target. If not ambushing the winner escapes without success or injury.

Defender Blood Outcome: If the attacker is ambushing the attacker deals damage to the target at +1 deadliness and then is dealt damage by a random defender. If not ambushing the attacker damages the target and is damaged by *each* defending character.

Defender Iron Outcome: If the attacker is ambushing nothing occurs. If the attacker is not ambushing the attacker takes damage from a random defender.

Defender Smoke and Frost Outcome: If the attacker is ambushing then the target becomes injured. If the attacker is not ambushing then the attacker is taken prisoner, disrupting all events for the attacker for the rest of the turn.

Tie Outcome: If the attacker is ambushing they deal damage to the target and become injured. If the attacker is not ambushing they retreat without effect.

To deal damage in this event roll 1d4 and add the deadliness of the weapon of the character dealing damage. On a 1 or 2 the victim is injured, on a 3 or 4 the victim is seriously injured, on a 5+ the victim is killed.[/ic]

3.
Quote from: Simultaneous
[spoiler=Reset][ic=Reset]Public, Opportunity, Dust
Location: The Garden (Doorway to the Mirror Chamber)

Restriction: Only Juliet may be assigned to this event.

If assigned, Juliet attempts to reset the trap of the faceless robot-assassins. There is a 50% chance of failure (because Juliet is ignorant of the mechanism), but if successful then the first character to travel from the mirror chamber to the garden other than Juliet will spring the trap.

Triggering characters will die if their elements in the skill domain are tied, will become seriously injured if it's blood or frost, and will have a 60% of dying under a smoke or iron outcome -15% for each point in smoke or iron that they have. (Characters with heightened senses add their dust elements to their smoke score here. Characters with lightning reflexes count their smoke as double for the purposes of not dying. Impervious characters reduce all damage by one step.)

Juliet knows about the trap, and thus can move freely without triggering it.[/ic][/spoiler]

[spoiler=Berries][ic=Berries]Public, Opportunity, Dust
Location: The Garden

Restriction: Only Juliet may be assigned to this event.

Characters that are assigned pick one unit of poisonous berries from the garden. These berries can be offered to NPCs that trust the owner and they will become stunned for one hour as the berries send them into delusion and pain.[/ic][/spoiler]

[spoiler=Send a Message][ic=Send a Message]Public, Opportunity, Blood
Location: The Mirror Chamber

Restriction: Only Juliet may be assigned to this event.

If assigned, choose a short message. Juliet writes that message in blood on the floor near the door to the garden. (If Juliet's blood is black, and stays black, please specify. You may substitute juice for blood if she owns a unit of berries (it does not consume the berries to do so).)

Characters traveling from the Mirror Chamber to the Garden will become unnerved by her message and will turn back (disrupting all garden events for them) unless they or someone in their group has at least one point of Frost in the skill or one of the combat domains. If they press on, characters without that point in Frost lose one loyalty to their leader.[/ic][/spoiler]

[spoiler=Learn the Land][ic=Learn the Land]Private, Opportunity, Dust
Location: Varies

Restriction: Only characters who are able to access a territory they control may be assigned here.

When a character is assigned, choose a controlled territory that the character has not already targeted with Lay of the Land. The assigned character commits the territory to memory and permanently gains a +1 Iron and Dust in the combat domain when fighting there.[/ic][/spoiler]

[spoiler=Explore the Shimmerwalls][ic=Explore the Shimmerwalls]Private, Opportunity, Smoke
Location: The Garden

Restriction: Only Juliet may be assigned here.

If assigned, Juliet investigates the "shimmerwalls", the glowing distortions that partition areas of the garden. She learns the mechanism and some of the nature of them, allowing her access to other garden areas.[/ic][/spoiler]

[spoiler=Refill][ic=Refill]Private, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Assigned characters absorb blackslime from one of the pools, filling up to maximum.[/ic][/spoiler]

[spoiler=It's Good For You][ic=It's Good For You]Public, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet forces Lucie to absorb blackslime from the pool, despite the protests of the little girl. Lucie gains 20 units and one unhappiness token.[/ic][/spoiler]

[spoiler=You're Hungry Aren't You][ic=You're Hungry Aren't You]Public, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet picks some fruit and offers it to Lucie. The garden loses one unit of food, Lucie removes one unhappiness token, and her loyalty to you improves by one.[/ic][/spoiler]

[spoiler=What's Your Doll's Name?][ic=What's Your Doll's Name?]Public, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet spends a while being friendly and playing with Lucie. Juliet and Lucie both lose an Unhappiness token, and if Juliet was not previously assigned to Do What I Say then Lucie's loyalty to you improves by one.[/ic][/spoiler]

[spoiler=A Hiding Place][ic=A Hiding Place]Private, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet locates a hiding place within the garden that she and Lucie can fall back to if threatened. If Juliet loses a combat event in the garden and is forced to flee, she will fall back to the hiding place and will *not* lose control of Lucie. Hostile characters will be forced to wait until the following turn to locate her, giving her increased opportunities to counterattack or flee intelligently.[/ic][/spoiler]

[spoiler=Paranoia][ic=Paranoia]Public, Crisis, Blood, Attack
Location: None

Restriction: Only Juliet may be assigned here.

Unlike other events, Juliet may be assigned to this event multiple times in one turn.

Juliet knows that some of the chosen have appeared and disappeared from no-where, and she suspects that Athena has the ability to turn invisible. If assigned, Juliet thinks she hears something and lashes out violently attempting to strike the air. If an invisible character was watching her at this timeslot, Juliet has a 50% chance of seriously injuring the character, deactivating their invisibility, and making them a prisoner.[/ic][/spoiler]

[ic=The Room of Shadow]Public, Crisis, Blood, Competitive, Combat
Location: The Lightless Room

Restriction: Only Juliet or the Chosen of Pod Tower 2 may be assigned here.

Assigned characters compete over control for the lightless room. If only one group is assigned then they gain control of the room. (It does not become a territory; control only determines which events are available for whom next turn.) If hostile characters are both assigned here there is a battle. Characters from Pod Tower 2 are assumed to have brought a light-source to the room.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: Two random winners deal damage to two random losers. Winners and losers can be selected twice, so in the case of a 1v1 the winner would deal damage to the loser twice. The winners gain control of the room.

Iron and Frost Outcome: Up to two random losers become injured (or are killed, if previously injured). The winners gain control of the room.

Smoke Outcome: Four random characters deal damage to four opposing targets. Targets cannot be selected more than once. The winners gain control of the room.

Tie Outcome: Two random characters deal damage to two opposing targets. Targets cannot be selected more than once. Control of the room goes to a random side.

To deal damage in this event roll 1d4 and add the deadliness of the weapon of the character dealing damage. On a 1 or 2 the victim is injured. A 3 or 4 means they're seriously injured. A 5+ means they die.

[spoiler=Juliet Only]This event takes place in the mirror chamber, but the other Chosen don't realize its significance yet. If Juliet is assigned to defend she activates the Echoshade mirror when they enter. If she is assigned and loses control of the room then she is occupied for timeslot 4, disrupting any assignment there.

Juliet may *not* be assigned to The Room of Shadow without also having been assigned to Do What I Say. Lucie is left to herself in the garden for this event.[/spoiler][/ic]

4.
Quote from: Simultaneous
[spoiler=Berries][ic=Berries]Public, Opportunity, Dust
Location: The Garden

Restriction: Only Juliet may be assigned to this event.

Characters that are assigned pick one unit of poisonous berries from the garden. These berries can be offered to NPCs that trust the owner and they will become stunned for one hour as the berries send them into delusion and pain.[/ic][/spoiler]

[spoiler=Learn the Land][ic=Learn the Land]Private, Opportunity, Dust
Location: Varies

Restriction: Only characters who are able to access a territory they control may be assigned here.

When a character is assigned, choose a controlled territory that the character has not already targeted with Lay of the Land. The assigned character commits the territory to memory and permanently gains a +1 Iron and Dust in the combat domain when fighting there.[/ic][/spoiler]

[spoiler=Explore the Shimmerwalls][ic=Explore the Shimmerwalls]Private, Opportunity, Smoke
Location: The Garden

Restriction: Only Juliet may be assigned here.

If assigned, Juliet investigates the "shimmerwalls", the glowing distortions that partition areas of the garden. She learns the mechanism and some of the nature of them, allowing her access to other garden areas.[/ic][/spoiler]

[spoiler=Refill][ic=Refill]Private, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Assigned characters absorb blackslime from one of the pools, filling up to maximum.[/ic][/spoiler]

[spoiler=It's Good For You][ic=It's Good For You]Public, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet forces Lucie to absorb blackslime from the pool, despite the protests of the little girl. Lucie gains 20 units and one unhappiness token.[/ic][/spoiler]

[spoiler=You're Hungry Aren't You][ic=You're Hungry Aren't You]Public, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet picks some fruit and offers it to Lucie. The garden loses one unit of food, Lucie removes one unhappiness token, and her loyalty to you improves by one.[/ic][/spoiler]

[spoiler=What's Your Doll's Name?][ic=What's Your Doll's Name?]Public, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet spends a while being friendly and playing with Lucie. Juliet and Lucie both lose an Unhappiness token, and if Juliet was not previously assigned to Do What I Say then Lucie's loyalty to you improves by one.[/ic][/spoiler]

[spoiler=A Hiding Place][ic=A Hiding Place]Private, Opportunity, Frost
Location: The Garden

Restriction: Only Juliet may be assigned here.

Juliet locates a hiding place within the garden that she and Lucie can fall back to if threatened. If Juliet loses a combat event in the garden and is forced to flee, she will fall back to the hiding place and will *not* lose control of Lucie. Hostile characters will be forced to wait until the following turn to locate her, giving her increased opportunities to counterattack or flee intelligently.[/ic][/spoiler]

[spoiler=Paranoia][ic=Paranoia]Public, Crisis, Blood, Attack
Location: None

Restriction: Only Juliet may be assigned here.

Unlike other events, Juliet may be assigned to this event multiple times in one turn.

Juliet knows that some of the chosen have appeared and disappeared from no-where, and she suspects that Athena has the ability to turn invisible. If assigned, Juliet thinks she hears something and lashes out violently attempting to strike the air. If an invisible character was watching her at this timeslot, Juliet has a 50% chance of seriously injuring the character, deactivating their invisibility, and making them a prisoner.[/ic][/spoiler]
[/spoiler]

[ooc=Event Summary]Exciting! You've kidnapped the girl, but what will it bring? Juliet can't unlock the Monster destiny this turn, but it's coming up...

This turn you have three primary timeslots with very similar selections of events for each one. For the most part you can think of this turn as "here are a bunch of options: select 3"

The two major exceptions to this are One By One, an assassination event only available at timeslot 2 and The Room of Shadow, a battle event only available at timeslot 3. Both of these events let you potentially do lots of damage to your new enemies, and both require you to threaten Lucie at timeslot 1 to keep her in line while you leave to wreak havoc.[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Update In Progress)
Post by: Raelifin on June 25, 2013, 03:39:22 PM
[spoiler=Bastien Mcgregor][ooc]I'll be using <angle brackets> to indicate translated text.

Let me know if this is too much fluff. I can easily write more summary-like descriptions of events.[/ooc]

[spoiler=Fluff][ic=Bastien's Journal]Bastien Mcgregor,
45 Days Since Arrival

The expedition went about as well as could be expected. But it was not without unpleasantness. The bizarre memory palace that the monk is constructing... It's painful to remember, sometimes. Now that Layla's gone he knows more than anyone any of our group about the city. I had to do it, even if it meant seeing Marianne die again.

I don't know what to do with the seer's enigmatic words. I asked him about the amulet, and he confirmed it's not from Earth. The implication is that artifacts from the city can and do find their way back home... But can people go back? Did Marianne know about Virixashi? He would only answer in his Japanese riddles. Whether she was a renegade or not... Whether she knew I'd become Chosen... I can at least now say with certainty that she was deeply connected to this place.[/ic]

[ic=Just Curious]<And what of the Ireland? In my time it was neutral in the war. They were not the best of friends with your country, yah?> Olga continued to casually pick strangely purple strawberries from the bushes and add them to the crude basket she had woven.

Bastien leaned against a tree and looked around the shadowy garden with mild disinterest. "They formed their own country. The northern part of the island is still under the crown-"

<Was.> she interrupted. <How many times do I have to say this? If I am being brought forward in time to this place then you are likely being brought forward as well. It is not fair to say I am from the past and you are from the present.>

"Right. Sorry." replied Bastien, idly. Despite Olga's logic it didn't feel to him like he was in the future. It's not like there were laser guns everywhere. "So anyway, Northern Ireland was trying to gain independence for a while, and there was even some blood shed. There was a treaty signed just before... Before whatever happened to me. Things were looking good."

<I am glad.> said the Russian woman, standing up and brushing the dirt from her knees. Bastien picked his book up as the two walked to collect something different. <It is good that peoples should govern themselves, and not be crushed by tyrants.>

Bastien thought about making a comment about Stalin, but decided against it. For a while the two of them worked in silence. Bastien wasn't sure what was wrong, but it was clear that Olga was lost in an unpleasant memory. She wore a frown and seemed distracted as she got to work picking some strange walnuts from inside their ripe fruits.

<Bastien, do you know if there was a country called 'Cossackia' or something like it?> The words had a forced kind of casualness to them, as though Olga wanted to make it seem like she was asking about some random place like Ireland.

"I may have. Do you know where it would be?" Bastien actually wasn't familiar with the name, but he had a hunch, and the amulet seemed to tingle in agreement.

Olga stopped what she was doing as she heard the words, and then started picking walnuts again, still too casual. <It would be... ah... in eastern Europe, maybe. I remember you said there were many 'post-USSR countries' (here she uses English in a mimic of Bastien's earlier words).>

"Actually, I think it was in a history book that I read it."

Olga's face became too-calm and she began picking walnuts with surprising ferocity. "Ah." was all she said.

Bastien waited a moment and then spoke. "Why do you ask?"

<No reason.> she answered quickly. <I was just curious.>[/ic]

[ic=Vitus]The Chosen sat around the hub room, confident that they were safe for the moment at least. Mary sat near Layla, and if one were observant enough they'd see grains of sand or dust drifting from Mary's fingers. Small patterns and formations would emerge in her palm only to fade away to nothingness again a few moments later.

Gyeong-su, now aware that his new-found invincibility was not total, was talking with the girl who could fly. If he could not openly win the loyalty of the group in one step then he'd do it person-by-person.

The Medicine Man was his accomplice in this. The old native american man kept his reasons to himself, but he was an effective ally never-the-less.

<You look like Owl did when he lost the great race...> said the Medicine Man with a rattle of his beads, sneaking up on the most quiet member of the group.

Only Layla had bothered to talk with the small, dirty man, and he hadn't bothered to talk with her. He didn't bother to talk with Medicine Man either, answering only with a grunt and a thin-eyed stare.

<What's your name, stranger?> prompted Medicine Man again.

"Vitus." croaked the rogue as he reached into his rags for something.

<You seem like a man who likes his privacy. I can respect that.> said the American Indian with a smile. "There's no need for a blade against the likes of me."

The dirty man's eyes widened in comprehension. "Ut did vos teneo?" (<How did you know?>)

Medicine Man shook his beads and backed away saying <All men without friends are married to their knives.>[/ic]

[ic=The Descent]Bastien and Olga stepped lightly down the hallway that led from the garden. Both of them knew that this place could be dangerous and neither had managed to find any weapons. The hallway was dim, as most of the rooms were. Olga began to nervously hum the national anthem of the USSR.

On their left the two found a few doors which led into small square rooms with spiral patterns of stone bricks set into the floor. They were otherwise empty.

After about a hundred meters, the hallway split. On impulse Bastien went right and Olga followed. He knew that if they stayed in one place for too long they risked permanently losing the others, and the garden couldn't sustain them forever.

The hallway grew darker as they went down it, the band of light in the ceiling slowly losing light. A stone arch-door separated the normally stone hall from a metallic hall that sloped downward. As the door peeled back the two of them could feel a hot breeze blow past them. Large crystals that glowed with blue light could be seen apparently growing from seams in the metal where one sheet met another.

The crystals were jagged and sharp, but Bastien and Olga continued down the hallway into the metal corridor of blue light. It continued to slope downward at an increasingly steep grade. <This is the wrong way. The pipe with the goop took us down, so we need to be going up to find->

Olga's concerns were cut off as all the crystals suddenly stopped glowing, as though they were light-bulbs and someone had flicked a switch. Bastien could feel a strange sort of weight pulling him down, as though his clothes had suddenly become very heavy. In the darkness he moved to cradling the journal with his arm and hold the amulet to his left hand. As the amulet touched his skin he felt the flow of power and confidence that it brought.

<B-Bastien! What happened?!> cried the woman, suddenly seeming much younger than she had moments earlier.

"It's okay. Take my hand." he said, reaching out to her blindly. She fumbled and eventually held his right hand and the two of them considered what to do next.

<Do you see that? There's light down there!> said the Russian, pointing down the slope. It was true. A red glimmer could be seen occasionally reflecting off the metal.

Bastien's amulet breathed courage into his soul. "There's always the option to go back. Let's see what's up ahead and then return to the fork in the hall if there's nothing down there. But maybe there's a way to get the crystals glowing again."

Despite Olga's hesitance the two slowly crept down the hall feeling the unseen weight on their bones. They could feel the heat now, as they descended, and the scent of sulphur was in the air. As the hall sloped lower and they dodged crystals they could see that the glow had come from a fire, but not a continuous one.

The hallway expanded into a great metal room of mismatched steel plates welded onto each-other at odd angles such that every surface was rough and uneven. Huge crystalline formations grew out of the cracks like translucent trees. Jets of red flame shot out of the walls, ceiling, and floor, throwing shadows everywhere before letting the chamber fade into darkness again.

<Bastien, I have a bad feeling. I am thinking we should go back...> A jet of fire shot up in front of them, bathing them in unbearable heat and bringing the sulfurous stench with with it.

"Hold on. I remember reading about this in the book!"

The two of them scrambled back towards the hallway and in the light of the fires Bastien began to pour through the pages looking for the one he had seen. "Augh! This thing makes no sense! The pages never say what they did when I last read them... I think I remember reading that the bridge with the green fog connected to here somehow... I think we have to keep going." Bastien closed the tome and secured it with the buckle.

The weight, heat, smell, and darkness made navigating the hellscape an unpleasant experience. The floor wasn't ever flat, and the crystals were sharp enough that Olga cut herself a couple times by simply touching them on accident. Given that they had to wait for the flames before they could see, progress was very slow, and the added weight made it exhausting.

<Let us be pausing for a minute.> suggested the blond woman, sitting on a ridge between two plates. She adjusted the fruit in her makeshift basket to make sure it wasn't going to fall out again. It already had twice and each time took several minutes to clean up and fix. The fruit was the only food they knew about, and so it seemed worth protecting, especially if the others hadn't eaten.

"Alright. We can rest." said Bastien, taking a moment to set down the tome and give his arms a rest.

Without warning a great hissing voice called out from the darkness. "Traxissssramax yovikalissssssixisssss kochatlach urithashiksssss..." <My painting, in its madness, shows people, once more.>

<Who's there?!> yelled Olga, standing up and nearly knocking over the basket in the process. Bastien could hear the fear in her voice.

The only response was a harsh, grating laughter. The words were comprehensible, but the voice did not sound human. Flames danced wildly throughout the room, but they couldn't see anything.

"Show yourself!" commanded Bastien, still holding the amulet in his hand.

The laughter continued, seeming to come from all directions. <Are little flies afraid of the spider's web? All skin dies. The question is how long it lasts and how sweet it tastesssss...>

Bastien could see Olga start to panic. Her arms kept reaching for a gun that wasn't there. <What do you want?!> she screamed. Fire shot up in front of her in a scarlet fountain and she stumbled backwards, falling to the floor under the terrible weight. <Please don't hurt us!!> she screamed again as the laughter continued.

Bastien kneeled down to her and held out his hand to help her stand up. She took it, and held it for comfort but did not stand. He could feel her squeeze tightly and mutter Christian prayers to herself.

<The time of the chosen has come! The lanterns of eternity were right! Why aren't the worms happy!? Do they not taste their own skinssss!?> it asked with glee. As fire arced from the ceiling Bastien at last caught a glimpse of the speaker, a silhouette perched upon a towering crystal. It had arms and legs, though the arms were gigantic in comparison. Spines lanced out from its back and it had a small head. It seemed perhaps like a bizarre mix between a gorilla and a porcupine, but Bastien couldn't see any more than that.

<Children weep in the night as they gather up their things. Their salvation appears on the edge of the canvas...> it crowed. Suddenly a mass of crystals only a couple dozen meters away started glowing their bright blue. <Hope makes despair all the sweeter. RUN. RUN NOW.>

Olga bolted from her spot on the floor, practically pushing Bastien down as she scrambled for the lit area. He could see a hallway leading up from there. "Wait!" Bastien called, but the woman had no intention of slowing down. The spiny beast leapt from its crystal spire and disappeared into the metal and shadow. Bastien picked up the tome and the basket of food and dashed after Olga, somehow still enjoying the rush more than fearing the monster. The amulet sent shivers down his arm as he ran...[/ic]

[ic=Battle]"Hey Hong, you ever see a Colt .45?" called John Dante, cradling his pistol with the ease of a practiced gunman.

<A what?> replied the soldier, drawing his two-handed sword.

"A gun. You ever see a gun?"

<I don't think I have. What is a 'gan'?>

The three of them stepped from the hallway into the room with the bridge. The glowing green fog made it impossible to see details, but three figures were prowling the bridge.

"You might want to plug your ears for the first shot, then. You too, Oryx."

Two seconds later the room erupted with the sounds of the explosions within the pistol. Tunnels of clear air were blown through the fog and two of the figures on the bridge seemed to explode as the bullets hit them. After all that had happened, Oryx and Gyeong-su were a bit underwhelmed.

The third figure had disappeared as well, but it wasn't clear that it had been hit. The three men cautiously walked out onto the bridge.

<Is that part of your powers of thunder and lightning?> asked Gyeong-su.

John couldn't help but smile. "No, it's just a weapon, like a bow and arr-"

The last replica, a copy of Bastien, had been clinging to the edge of the bridge, and as they passed he pulled himself up and grabbed at John's ankle. Bullets ricocheted off the metal harmlessly as the American was pulled towards the edge.

Oryx reached to grab John, and Gyeong-su moved to strike at the clone, but a bolt of blue electricity arced down the foul thing's arm and it exploded before John was truly in danger.

The three were quiet for a moment as John stood up and brushed himself off. Seconds passed before he finally broke the silence. "Why is it that the moment you need to think of something witty, your wits seem to leave you? All I can think of was 'That was shocking'."

The other men seemed oblivious to the pun.

The balcony was mostly empty. Only eight replicas remained from the initial swarm. A couple were working on the door on the far side, but most turned to fight when the three warriors emerged from the hot blackslime chamber. The wind on the balcony was chilly by comparison, and under the light of the planets they did battle.

Bullets cut down several before they had a chance, but John's gun soon clicked futilely with the sound of an empty clip. He quickly stowed the Colt and switched to projecting thunderbolts.

Gyeong-su's tiger sword cut through a fake Juliet as Oryx hurled a clone of himself off the balcony. It laughed as it fell.

As the feral things boiled into smoke and drifted away, Gyeong-su took a moment to secure the doorway to the spiral hall while John instructed Oryx to smash through a barricade that had been set to block the other doorway.[/ic]

[ic=Return]Bastien collapsed as he slipped through the trick hallway into the hub room. Medicine Man and Gyeong-su were elsewhere, but the women rushed over to him with concern.

"Jeesus Christ! What happened?!" exclaimed Riccara, seeing the Englishman lying, drenched in sweat, on the floor with a basket of fruit, an old book, and a stink of sulfur.

For a couple minutes all he could do was lie there and catch his breath. The hellish chamber and the beast within were impossible to shake from his mind. Olga had been so far ahead of him... had left him... He'd been weighed down by the items in his arms and by the weird gravity. The room sloped upward and had proved much harder to leave than to enter. She'd been ahead of him, and then... The thing had gone for her. An animal would've struck the easiest prey. Bastien had been the obvious choice. Why did it have to go for her? It was no animal.

Her screams were etched in his mind. Why hadn't he gone back for her?! As he lay there clutching Marianne's amulet he ran through it again and again. He was the strong one. He could feel the courage flowing through him--the sense of invincibility. Had it been fear? Or was it payback? She had left him behind, so he left her behind? No! Bastien didn't want to believe he'd do something like that. It must've been something else. A trick of the room, or of the monster. He'd never do that... He didn't want to believe he'd ever do that. Her screams rolled through his mind again.

"Bastien! Say something! Are you okay?" insisted Riccara, shaking him from his thoughts.

He looked up to see Emily, Mary, and Riccara looking down at him with concerned eyes. "I will be." is all he could manage.

"We saw you and tha blond women fall into tha slime, but John said you survived... Are tha women with ya?" asked Emily, the Chinese woman, in her Aussie accent.

Bastien grimaced reflexively. "Not any more. Olga was with me for a while... We got separated back there."[/ic]

[ic=Rikki]Riccara insisted that Bastien call her "Rikki". She was deeply glad that he had been back, as Gyeong-su had apparently been spinning him into some kind of great leader in his absence. As the two of them talked, and Bastien told her of all he'd been going through, including the man with steel eyes and the strange book, Bastien came to realize just how remarkable Rikki was. She's a bit older than Bastien, but she lacked the sense of worldliness and somehow kept the vibrant enthusiasm of a teenager. Despite this sense of youth she's very smart and proposed several interesting theories about what had been happening.

"The size of the rooms you're describing... have you noticed that yet? That the rooms are all spread out without rhyme or reason?" she said. "Given how I can fly and everyone else seems to have super powers too, I wouldn't be surprised if there's some sort of weird TARDIS stuff going on. You ever see Dr. Who?"

(You're free to follow this conversation up in the RP thread if you'd like; I can write lines for Rikki or not, at your preference.)[/ic]

[ic=Resurection]Bastien was recovering and deciding what to do with the fruit when a familiar form manifested in the hallway that led to the hellscape.

"Olga!" he yelled, spinning to greet the Russian.

She was battered and bruised. The cuts on her hands and leg from brushing against the crystals had been joined by a nasty set of gashes across her face that looked like claw-marks. The gashes ran over one eye, but appeared to have left it undamaged. On her chest she wore some kind of bright blue jewel, triangular in form (perhaps a topaz). It was set into gold that stretched in long metal bands (stick-like almost) in four directions over her shoulders and behind her back to hold the jewel in place. She did not look happy.

<You. Left. Me.> she growled, her voice hoarse from overuse.

Bastien felt the amulet guide his words as it hung from his chest. "We were separated. I tried to stay together." Both were true, for the most part. "I thought you'd died..." Another truth.

The jewel shimmered unnaturally as she stepped down the hall into the hub. Layla and Jéssica lay unconscious, tended by the Indian woman. Vitus prowled on the edges where there were fewest people."Ya vyzhil. Eto to, chto ya delayu." (<I survived. It's what I do.>) was all she said before she sat down against the wall to rest.[/ic]
[ooc=Olga]Despite the incident, Olga is still healthy. Her cuts are all superficial and will heal without extra effort.

She has gained an artifact that she is unwilling to part with at this time. The artifact lets her fly, effectively granting her the Flight trait, but without the happiness benefit. There may be other effects of the artifact, but they will have to be discovered later.

Olga is temporarily angry at Bastien, but this is only for roleplaying purposes. Her loyalty is unaffected by the events and she still treats Bastien as more trustworthy than anyone else.[/ooc][/spoiler]

[spoiler=Odds And Ends]
[ic=What The Indian Found]Medicine Man returned to find Bastien and Olga. He seems to follow Gyeong-su, and since the Korean trusts Bastien he shares what he learned from scouting.

Down one of the corridors is a room made of wood that's been burnt to a husk and is otherwise empty and a dead-end.

Another hallway leads to a ladder which ascends a long way. At the top is a catwalk that surrounds a massive chamber lit by swaths of moving lights that coat the floor. The catwalk is elevated above the chamber, but on the floor below the Medicine Man could see a horde of shadowy creatures that seemed half-formed and animal-like. They were emerging from a great structure in the center of the room. Stairs lead from the catwalk to the floor. The apparently was also a small room worked into the ceiling that the catwalks led to. In the small room were some devices and a man, but the Native American didn't want to risk being seen, so he came back.[/ic]

[ic=A Craft of Some Sort]Gyeong-su, after checking to make sure no replicas were headed down the spiral hall to the balcony, turned his attention to the beetle-like structure. The woman named Emily soon appeared to search alongside him.

The black craft is about seven meters long and about half as wide. Gyeong-su can't identify the substance that it's made from, but it's a bit like a mix of metal and wood. It's only two meters high, but it's raised about a half-meter from the balcony by a set of three pillars arranged in a triangle to support the weight of the thing. Upon closer inspection the pillars are like thick legs that appear to be attached to the craft rather than the balcony.

Four cylindrical protrusions, roughly barrel-like in shape and size, jut out from the sides of the craft, two on the left and two on the right. The bottoms of the cylinders are open, and there's some metal inside with a kind of funnel shape. The cylinders appear jointed to the body of the thing so they can pivot and theoretically point the open end forward, backward, up, or down.

Between the protrusions are openings in the side of the craft. Inside are a collection of chairs and belts and metal clips that are all worked into the structure. Gyeong su finds some compartments inside which are empty, as well as some dials and gauges which are made of wood and glass. Towards the "front" of the thing (what would be the head if it were a beetle) is a pod, similar to the ones in the tower, but longer and lower. Inside the pod are cushions and pads that would comfortably fit a human lying on their stomach within. Unlike the pods from the tower, the ceramic surface of this pod has been painted black and is featureless.

Emily mutters something about the lack of a control mechanism, viewscreen, or windshield, but only says "Nevermind." when asked to clarify.[/ic]

[ic=Jéssica]As Emily and Gyeong-su return to the hub from investigating the craft, Jéssica awakens. She rubs her arm appreciatively and is clearly not yet recovered from the poison, but a smile slowly returns to her lips.

Emily sits with her and they whisper back and forth, not trusting the others to speak openly as they fill each-other in on recent events.[/ic]

[ic=The Right Hand]Gyeong-su bestows a rare smile as he sees Bastien safe in the hub room.

Over the next few minutes he reports the activities and findings of the group to the Englishman. It's clear that, in his own mind, he's nominated Bastien as the leader of the group, and he sees himself as the dutiful right-hand.[/ic]

[ic=Dawn]With the bridge and balcony cleared of replicas, the chosen are free to wander without too much fear of attack. Those who do are gifted with a beautiful sight. The soft glow of the planets in the sky is drowned out by and orange-red glow as the sun rises above the many buildings, banishing the darkness.

For some reason the sun appears a little larger and a bit more red than they remember.[/ic]
[/spoiler]

Olga gained a Loose Food item (in her basket).
The food and basket are now in Bastien's possession.
Bastien is carrying the journal.

Bastien's tokens: Unhappiness x1

[spoiler=Gyeong-su (Ally)]Loyalty: 8

Tokens:
* Superhuman Development x1
* Unhappiness x2

Mundane Traits:
* Melee Weapon Training
* Good Judge of Character
* Focused
* Loyal

Superhuman Trait: Impervious

Items:
* Armor
* Tiger Sword (long blade)[/spoiler]

[spoiler=Olga Surikov (Ally)]Loyalty: 5

Olga has absorbed 14 units of blackslime (she cannot currently absorb more).

Tokens:
* Superhuman Development x1
* Corruption x1
* Unhappiness x3

Mundane Traits:
* Firearm Training
* Idealist
* Physically Fit
* Blundering

Supernatural Trait: Power Vampire

Items:
* Flight Jewel[/spoiler]

[spoiler=Riccara Vaillancourt (Ally)]Loyalty: 5

Tokens: None

Mundane Traits:
* Attractive
* Young
* Intelligent
* Naive

Supernatural Trait: Flight

Items:
* Smartphone

Rikki is bisexual.[/spoiler]

[spoiler=Mary of the Gond (Ally)]Loyalty: 3
Tokens:
* Superhuman Development x1
* Unhappiness x6

Mundane Traits:
* Good Judge of Character
* Supportive
* Watchful
* Depressed

Supernatural Trait: Conjuration

Items:
* Small silver statue of Ganesh
* Pocketwatch[/spoiler]

[spoiler=Medicine Man (Ally)]Loyalty: 2
Tokens:
* Unhappiness x3

Mundane Traits:
* Focused
* Secretive
* Friendly
* ???

Supernatural Trait: Basic Shapeshifting

Items:
* Waterskin (Empty)
* ???[/spoiler]

[spoiler=Vitus (Ally)]Loyalty: 2

Tokens: Unhappiness x4

Mundane Traits:
* Secretive
* Watchful
* Paranoid
* ???

Supernatural Trait: ???

Items:
* Dagger
* ???[/spoiler]

Other Loyalties:
Jéssica: 2
Emily: 2
Oryx: 1

Mary, Rikki, and Vitus will gain an unhappiness token this turn unless they personally get food or water.

[spoiler=Events]
1.
Quote from: Simultaneous
[ic=Soviet Loyalty]Private, Opportunity, Frost
Location: Pod Tower

Requirement: Only Bastien and Rikki may be assigned here. Bastien must be assigned with the Controlled facet.

If assigned, Bastien asks Riccara about what Olga said and the two of them end up confronting Olga. When Bastien is assigned you may decide whether to trust Olga or not. If you trust her, her loyalty to you goes up by one and you gain a progress point towards the Connected (Olga) destiny. If you do not trust her, her loyalty drops by one unless she's hiding something, in which case you learn what it is and gain a progress point towards the Connected (Olga) destiny.[/ic]

[ic=A Beauty In Need]Private, Opportunity, Frost
Location: Pod Tower

Requirement: Only Bastien may be assigned here.

If assigned, Bastien comes to the side of Jéssica the whore who recently woke up and is still poisoned from previous adventures. He shows her caring and support and will even attempt to seduce her if given the opportunity. Jéssica's loyalty to you improves by one. If Bastien has more frost in the Social domain than Jéssica has Smoke+Frost in the social domain you also learn all of what she's been up to recently. There is a 50% chance that Olga's loyalty to you drops by 1 if you assign Bastien to this event.[/ic]

[ic=Make Me A...]Private, Opportunity, Dust
Location: None

Requirement: Only Mary of the Gond can be assigned to this event.

When Mary is assigned, choose an object of small or medium size. Mary spends the next hour conjuring it. (This does not disrupt any events.)[/ic]

4.
Quote from: Simultaneous
[spoiler=Elevator Repairs][ic=Elevator Repairs]Private, Opportunity, Dust, Cooperative
Location: None

Requirement: Only characters located at most one step from the Skyward Hub at the start of the turn (this excludes John and Oryx) may be assigned here.

Assigned characters may burn knowledge tokens to get an equal amount of Iron for this event.

Challenge Domain: Machines

Iron Outcome: Roll 1d10. If it is lower than the total Iron minus total Smoke, the elevator is repaired successfully, giving all winners a knowledge token, and granting access to native tribes next turn. If the roll is equal or higher, the elevator stays jammed, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Blood Outcome: The elevator is completely trashed, and will take at least 24 hours of work and study to repair.

Tie & Neglect Outcome: No Progress[/ic][/spoiler]

[ic=A Ship]Private, Opportunity, Dust, Cooperative
Location: Balcony of Shards

Requirement: Only characters controlled by either Xathan or Basnet1 may be assigned here (this turn).

Assigned characters may burn knowledge tokens to get an equal amount of Dust for this event.

Challenge Domain: Skill relevant to Engineers, Machines

Iron and Dust Outcome: Roll 1d10. If it is lower than the total Dust and Iron for this challenge then the chosen learn how to operate the craft on the balcony, unlocking many events for its controller next turn. The assigned character with the highest blood (ties broken randomly) gains control of the craft. If the roll is equal or higher the chosen cannot understand the mechanism, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Frost Outcome: The chosen learn to operate the craft, but there's an accident that damages it and injures a random character who was assigned (unless they were impervious; characters that were already injured become seriously injured).

Tie & Neglect Outcome: No Progress[/ic]

[ic=Explore the Factory]Public, Opportunity, Smoke
Location: Gleaming Factory

Requirement: Only characters controlled by Basnet1 may be assigned here.

Assigned characters investigate the factory. This does nothing other than provide knowledge of the area for future turns.[/ic]

[ic=Explore the Workshop]Public, Opportunity, Smoke
Location: Wooden Workshop

Requirement: Only characters controlled by Basnet1 may be assigned here.

Assigned characters investigate the Wooden Workshop and Amber Prism. This may or may not provide resources, depending on the actions of John and Oryx. Regardless, it will open up opportunities for future turns.[/ic]

[ic=Explore the Husk]Public, Opportunity, Smoke
Location: Burnt Husk

Requirement: Only characters controlled by Basnet1 or Xathan may be assigned here.

Assigned characters investigate the burnt husk of a room that Medicine Man located. This does nothing other than provide knowledge of the area for future turns.[/ic]

[ic=Explore the Last Hall]Public, Opportunity, Smoke
Location: Unknown

Requirement: Only characters controlled by Basnet1 or Xathan may be assigned here.

Assigned characters investigate the last hallway the leaves the skyward hub. Unknown effect, but guaranteed not to be dangerous.[/ic]

5.
Quote from: Simultaneous
[spoiler=Elevator Repairs][ic=Elevator Repairs]Private, Opportunity, Dust, Cooperative
Location: None

Requirement: Only characters located at most one step from the Skyward Hub at the start of the turn (this excludes John and Oryx) may be assigned here.

Assigned characters may burn knowledge tokens to get an equal amount of Iron for this event.

Challenge Domain: Machines

Iron Outcome: Roll 1d10. If it is lower than the total Iron minus total Smoke, the elevator is repaired successfully, giving all winners a knowledge token, and granting access to native tribes next turn. If the roll is equal or higher, the elevator stays jammed, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Blood Outcome: The elevator is completely trashed, and will take at least 24 hours of work and study to repair.

Tie & Neglect Outcome: No Progress[/ic][/spoiler]

[spoiler=A Ship][ic=A Ship]Private, Opportunity, Dust, Cooperative
Location: Balcony of Shards

Requirement: Only characters controlled by either Xathan or Basnet1 may be assigned here (this turn). If the chosen successfully learn to operate the craft at a previous timeslot this event is disrupted.

Assigned characters may burn knowledge tokens to get an equal amount of Dust for this event.

Challenge Domain: Skill relevant to Engineers, Machines

Iron and Dust Outcome: Roll 1d10. If it is lower than the total Dust and Iron for this challenge then the chosen learn how to operate the craft on the balcony, unlocking many events for its controller next turn. The assigned character with the highest blood (ties broken randomly) gains control of the craft. If the roll is equal or higher the chosen cannot understand the mechanism, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Frost Outcome: The chosen learn to operate the craft, but there's an accident that damages it and injures a random character who was assigned (unless they were impervious; characters that were already injured become seriously injured).

Tie & Neglect Outcome: No Progress[/ic][/spoiler]

[ic=Retake the Tower]Public, Opportunity, Dust, Combat, Cooperative
Location: Pod Tower

Requirement: Only characters controlled by either Xathan or Basnet1 may be assigned here (this turn).

Assigned characters decide to launch an attack to re-take the spiral hall and the pod tower. This event is considered to be an attack on 2d8 replicas, and they are automatically assigned as an opposing group.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: Two random winners deals damage to two random losers. For every two points that this outcome exceeds the next-highest outcome (in any group) another random winner deals damage to a random loser. The winning group gains control of the rooms.

Iron Outcome: Two random losers become injured (injured replicas are destroyed). The winning group gains control of the rooms.

Smoke Outcome: Three random characters take damage from three random opponents. Control of the balcony goes to a random group. Characters that contribute smoke to this outcome cannot be injured unless there are no other valid targets.

Tie Outcome: One character from each group deals damage to a random foe. Control of the rooms does not change.

Damage is handled like in previous fights with the replicas.[/ic]

[ic=A Deadly Confrontation]Public, Opportunity, Dust, Combat, Cooperative
Location: Blasted Hellscape

Requirement: Only characters from the original batch of Chosen may be assigned here. Saitoro may not be assigned here.

Assigned characters enter the hellscape and challenge the beast that lives within. Regardless of outcome, all assigned characters gain an unhappiness token.

Challenge Domains: Combat, Ranged Combat, Melee Combat, Skill relevant to detectives and criminals

Blood Outcome: The beast is seriously injured, but kills a random character assigned to this event (even if they're impervious). If anyone remains then the beast is captured as well.

Iron Outcome: The beast runs and hides, temporarily allowing passage through its domain.

Smoke Outcome: A random assigned character becomes corrupted and join's the beast's side, immediately entering a separate 1-on-1 combat with all elements favoring a single outcome of seriously injuring the other character and a tie resulting in both characters being injured. If the character is an NPC they cease to be anyone's ally, if they're a PC they gain progress towards the Monster destiny and all NPCs lose 3 loyalty to them.

Frost Outcome: The beast as well as up to three assigned characters become injured (even if impervious). The chosen are forced to retreat.

Tie Outcome: One random character becomes seriously injured (even if impervious). The chosen are forced to retreat.[/ic]

[ic=Catwalk]Public, Opportunity, Smoke
Location: The Catwalk

Requirement:  Only characters located at most one step from the Skyward Hub at the start of the turn (this excludes John and Oryx) may be assigned here.

Assigned characters investigate the catwalk that Medicine Man discovered. These characters learn of a path to the roof and gain access to it on the following turn. They also encounter the man at the controls and learn something about the room and the machines, increasing their opportunities and gaining a knowledge token.[/ic]

6.
Quote from: Simultaneous
[ic=We Have to Press On]Public, Opportunity, Frost
Location: Skyward Hub

Requirement: Only Bastien may be assigned here.

If assigned, Bastien makes a speech about how dangerous it is to stay here and how the chosen need to keep moving and find a safe place to use as a base of operations. He gains one progress point towards the True Leader destiny and next turn you'll have at least one opportunity to obtain a territory.[/ic]

[ic=Echoes of the Past]Private, Opportunity, Blood
Location: None

Requirement: Only Bastien may be assigned here.

If assigned, Bastien starts hearing whispers in his mind and the whispers call back memories that he had forgotten... When you assign Bastien you may decide if Marianne Mcgregor was a chosen with a power like the rest, or if she'd never been to the city but knew some about how the powers work. Bastien also gains a Personal Development token (similar to Superhuman Development, but useful for purchasing mundane traits).[/ic]
[/spoiler]

[ooc=Event Summary]As usual, you need to pick a subject to read about and decide whether you're interested in long-term or short-term information. The fruit in the basket may be assigned to one character without needing an event. Starvation is a danger, so if you're not returning to the garden soon you should keep that in mind. From a roleplaying perspective the characters might share some of the food, but only one can get the benefit.

1. Decide what to have Mary conjure (there's very little reason not to have her make something this turn). Decide whether to approach Jéssica or Olga. If you try and win Jéssica over, you may want to consider burning blackslime to boost Bastien's frost. If you confront Olga you need to decide whether to trust her. Trusting Olga is safe and a good way to earn her loyalty, but if she is hiding something it's almost certainly better to know it.

4. In this timeslot you have two machine challenges and four exploration events. The ship on the balcony could probably use Gyeong-su or Medicine Man's focus and attention to detail, or Bastien and Rikki's intelligence. Rikki, being Young, is in a good spot to try and gain control of the ship. There's very little chance of getting the Elevator working, but you might want to assign a character there just to get the +1 stacking bonus. The other locations await exploration. You have enough characters that you could probably explore each of them, but keep in mind that which characters are assigned sometimes makes a difference regarding what is discovered and what opportunities present themselves.

5. This timeslot has the machine challenges of 4 as well as a new exploration opportunity and a couple of combat events. The exploration opportunity involves seeking the catwalk that Medicine Man found, which has more known value than the other areas. Attacking the beast in the hellscape is almost certainly a bad idea unless you really want to be able to bring the rest of the group back to the garden, in which case you should aim for an Iron outcome. Clearing the Pod Tower of replicas is generally useful, and just like previous turns you may want to coordinate with John about doing so.

6. Decide whether to have Bastien remember Marianne or make a speech to the group. The speech will push you towards the leader destiny, while the memory will let you uncover more about your past and develop Bastien as a character.

As always, let me know if you need anything.[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Update In Progress)
Post by: Raelifin on June 25, 2013, 03:40:03 PM
[spoiler=John Dante][ooc]Gonna switch to using <angle brackets> to denote translated text, and quotes for literal words. Also switching to past-tense for all the fluff.

I'm having a blast writing all of this, but I don't want to be subjecting people to too much. Let me know if you want me to tone down the fluff to more of a summary, rather than a novel. ;)[/ooc]

[spoiler=Fluff]
[ic=An Introduction]John was dreaming, he knew. The world he walked was full of mist and shadow. Somehow he knew then, that the City that he had awoken in was not a dream. This was a dream of the City, but it was not a dream of a dream. The word "dreams" seemed to echo as a whisper in his ears until it became the word "kixthish". An alien word in an alien tongue.

The shadowscape disappeared in a flash and John found himself in a sea of noise and people. It was a great room full of chairs and oil lamps and carpets. Girls were everywhere, almost all of which were undressed to some degree. A whorehouse. A brothel. Pretty cozy, actually. Someone was playing a piano. Stairs led up the sides of the room. A familiar woman was half way up one flight of them.

<Xangô! I'm so glad you could make it!> she said, voice carrying over the ruckus. Strangely enough, Jéssica was still wearing his duster, clutching it about her like armor. Down she strode, grinning and radiant, perfectly at home. "Bem-vindo ao Flor de Seda--minha casa." (<Welcome to the Silken Flower--my home.>)

John met her at the base of the stairs. A pair of topless girls settled in beside John, distractingly. Jéssica stayed one step up so as to be more at John's eye-level. At her side was a man whom John just now managed to notice. He was tall and white, dressed in a vest and slacks with a white dress shirt underneath, remarkably close to John's clothing, in fact. He had an unusually small nose, and a deep brown beard, but wasn't by any means unattractive. Well, except for his eyes, which were solid white and cold as ice. "Este é o Sr. Presas, um visitante, como você." (<This is Mr. Fangs, a visitor, like you.>)

Mr. Fangs gave a short bow of introduction and then spoke. As his mouth opened John could see that it was filled with row upon row of needle-thin white teeth. Not a patch of red could be seen, as if teeth was all there was. On one level it was the most horrifying mouth John had ever seen, and on another it was completely normal. It seemed rude of John to bring it up, or his eyes. His words were something strange and inhuman, and yet they both understood just fine. Who knows how he spoke them without a tongue.

"Exaklatix moikozshachalix eigouxlothimi roichauku. Yindrithishik Jéssica, paithchikalax urouthui ki." (<That's not my real name, of course. Jéssica here seems to abhor proper forms of address.>) <You must be John.>

"This is a dream. You're not real." was all he could say.

<You're only right about the first part. The Kixthish seems to have brought us together, but I assure you that I am just as real as Jéssica here.>

John looked into those empty white eyes, seemingly opposite in form to those of the doppelgangers. "Who... What are you?"

Jéssica's smile faded in an instant. <Xangô! That's very rude! He's a friend. He's going to make me better.>

The man called Mr. Fangs smiled. <Indeed. I've been waiting a long time for all of you to awaken. The binding will no-doubt be as glorious as the creator intended.>

John shook the creeping hands of the whores off his shoulders, frustrated by all the weird foreign speak. "Creator? Binding? Even a dick needs a break now and then. How bout you lay off the bullshit and deal me in? Who in the name of God are you and what's going on here?"

The lights went out. The brothel disappeared into blackness. Only John, the tall stranger, and Jéssica remained lit by some unseen lamp. Mr. Fangs began to grow, his skin falling off in flakes to reveal bone plates underneath. His hair and beard turned gray and fell out. Jéssica doubled over in pain, collapsing to the floor. As John moved to catch her the distance between them distorted terribly.

The creature that was once a man spoke again in the terrible rasping-clicking language, his many fangs bared into an unholy maw, but this time the noise boomed in John's head, dominating his senses. <I AM AN UNBORN WORLD-WALKER. EXILED BY MY PEOPLE AND MADE TO SERVE THE CHOSEN. I AM THE STRENGTH OF THE RACHIAUNU BOUND INTO THE WORLD OF FLESH.>

<THE CREATOR SWORE THAT I WOULD BE BORN UNTO THE CHOSEN, AND SO SHALL IT BE. MY SIBLINGS AND I WILL BRING YOU POWER IN RETURN FOR YOUR SKIN-HOMES. FOR EONS UNSPOKEN WE HAVE HUNGERED. AND UPON THIS DAY OF AWAKENING I, AT LEAST, WILL NOT BE DENIED.>

The creature continued to shift and distort, looming over Jéssica and whispering to her in his foul language. John ran to her aid, but the distance kept growing and growing until he was alone in the darkness. For a while he wandered there, until he awoke to the screaming of the real Jéssica, the one in the factory.[/ic]

[ic=Uma Deusa]"Eu sou uma deusa! Eu sou uma DEUSA!" screamed Jéssica, her eyes wild and her arm thrashing like a caged animal.

John held it as firmly as he could and put his other hand on the dame's face. "Wake up, damnit! Jéssica! Don't listen to him! Just let go!"

Emily watched, brow furrowed, as the two of them struggled beneath the metal scaffolding.

<I need his medicine. I want it. He doesn't think I'm ugly. Let. Me. Go!> Jéssica began to kick at John feebly, increasingly focused on him rather than Mr. Fangs.

"You want to talk about ugly, you dumb Dora?" he said, baiting her into looking at him with her big dark eyes. For the first time since waking up John thought she could actually see him. "Think about what you'll look like after that thing has his way with you! You think 'binding to your skin-home' is gonna make you some kind of ritzy flapper? And, doll, where'd you get the damn impression that you're ugly?!" John put a hand on her neck, being careful not to disturb the bandage. "You're a bombshell."

His lips touched hers, but she had already fallen asleep. For the first time in a while, her arm seemed relaxed.

John climbed out from under the scaffold, the dusky woman held carefully in his arms, wrapped in his coat. His own wounds ached, but he ignored them. Emily stood nearby, smiling warmly. She carefully pushed her glasses back up her nose but didn't say anything. The two of them walked slowly out of the noisy, bright, awful room and back up the stairs.[/ic]

[ic=A Job for Men]Upon returning to the hub, John was greeted by Oryx and the women. Oryx told John how he and Gyeong-su were about to try and retake the balcony from the terrible clone-people, and asked about Jéssica, clearly concerned about her unconsciousness.

John carefully placed Jéssica by Layla and told Emily to watch over them for a while. He gave Emily the map for safe keeping and enigmatically told Oryx to get ready to fight, because there was someone they needed to meet face-to-face. He took his pistol from the holster as the three of them went down the hallway towards the bridge.[/ic]

[ic=Battle]"Hey Hong, you ever see a Colt .45?" called John Dante, cradling his pistol with the ease of a practiced gunman.

<A what?> replied the soldier, drawing his two-handed sword.

"A gun. You ever see a gun?"

<I don't think I have. What is a 'gan'?>

The three of them stepped from the hallway into the room with the bridge. The glowing green fog made it impossible to see details, but three figures were prowling the bridge.

"You might want to plug your ears for the first shot, then. You too, Oryx."

Two seconds later the room erupted with the sounds of the explosions within the pistol. Tunnels of clear air were blown through the fog and two of the figures on the bridge seemed to explode as the bullets hit them. After all that had happened, Oryx and Gyeong-su were a bit underwhelmed.

The third figure had disappeared as well, but it wasn't clear that it had been hit. The three men cautiously walked out onto the bridge.

<Is that part of your powers of thunder and lightning?> asked Gyeong-su.

John couldn't help but smile. "No, it's just a weapon, like a bow and arr-"

The last replica, a copy of Bastien, had been clinging to the edge of the bridge, and as they passed he pulled himself up and grabbed at John's ankle. Bullets ricocheted off the metal harmlessly as the American was pulled towards the edge.

Oryx reached to grab John, and Gyeong-su moved to strike at the clone, but a bolt of blue electricity arced down the foul thing's arm and it exploded before John was truly in danger.

The three were quiet for a moment as John stood up and brushed himself off. Seconds passed before he finally broke the silence. "Why is it that the moment you need to think of something witty, your wits seem to leave you? All I can think of was 'That was shocking'."

The other men seemed oblivious to the pun.

The balcony was mostly empty. Only eight replicas remained from the initial swarm. A couple were working on the door on the far side, but most turned to fight when the three warriors emerged from the hot blackslime chamber. The wind on the balcony was chilly by comparison, and under the light of the planets they did battle.

Bullets cut down several before they had a chance, but John's gun soon clicked futilely with the sound of an empty clip. He quickly stowed the Colt and switched to projecting thunderbolts.

Gyeong-su's tiger sword cut through a fake Juliet as Oryx hurled a clone of himself off the balcony. It laughed as it fell.

As the feral things boiled into smoke and drifted away, Gyeong-su took a moment to secure the doorway to the spiral hall while John instructed Oryx to smash through a table which had been set as a barricade to the other doorway...[/ic]

[ic=Mr. Fangs]John could hear the whispers as he walked through the workshop, seeking the serpent. <I knew you'd come...>

Oryx looked afraid. He could hear them too, though John didn't know whether the boy heard the same strange words.

<He promised me a home...>

The door at the far end of the room peeled back as John approached, revealing the triangular room where Jéssica had been. The sword that she mentioned lay in the center of the room between the silver structures. Its cold, black blade seemed to disappear into the polished black floor and dim orange lights, but something about it made it stand out.

<The woman was weak...>

The structure nearest to the sword was shaped to hold a large glass sphere, like a bubble. The way it was shaped made the inside shadowed and hard to see. John walked over to it, feeling the pull of the thing that lurked within.

<But you will be strong...>

John could see it moving inside the tank. It was a little over half a meter long and was either white or orange, impossible to tell in the amber light. Thin and supple, it was shaped like an eel. Bony plates appeared to cover its surface, and long spines seemed to replace any fins.

"Mr. Fangs?" said John to the tank, feeling strangely foolish for using the name in front of Oryx. The African boy just seemed confused, though.

"Thrishk makaxlakach. Thrishk aluch Taxilixl ravizmuxalal wachithix." came the response from the tank, a whisper spoken directly into the mind. (<My true name is Thrishk, or Thrishk of the Taxilixl, if you prefer.>) The creature swam close to the edge of the glass, then, and both Oryx and John stepped back involuntarily. The creature's head was made of the same white bone, but calling it a "head" was an injustice. The thing was nearly all mouth, and it was circular in shape without any clear jaw structure. "Thrishk" appeared to have no eyes, no lips, no flesh of any kind; he was nothing but bones and teeth and spines.

<What are you?> asked Oryx with wide eyes.

The whispers of Thrishk wound their way into the human minds. <I am a world-walker. The crude description would be that of symbiote, though some would call us parasites. If you will have me I can bring you the power and knowledge to survive this place.>

"What do I have to do?"

Oryx stared at John incredulously. <Are you serious?! Look at that thing! I know I'm not the smartest guy around, but...>

"Listen kid, two dames are out cold back there, more of us have been separated or just straight up vanished, and I haven't seen nothin' particularly welcoming about this circus. I'm talking to a fish-snake made of bones that talks inside my head and I can shoot lightning out of my hands. Thrishk is the first God-damned thing I've seen that looks like it might make me less confused than I am, might give us a fightin' chance here, and at this point that's good enough for me."

Oryx seemed a bit overwhelmed by the speech, as though he was doing his best not to think about any of that stuff and John went and ruined it. <I... didn't mean to challenge your decision. You have my trust, John of the tomorrow-land.>

Thrishk informed John of a lever on the side of the structure holding the tank. Upon pulling the lever the tank cracked and burst, spilling water and glass everywhere. John reached down into the basin and withdrew the symbiote, guided by telepathic urging. As John lifted it towards him he could feel the longing, the desire, the hunger of the thing. Thrishk himself was hard as a stone and not warm at all, moving almost mechanically in John's hands.

Alien bone touched John's neck and the spines shot forward to find purchase. The teeth bored into the space between his adam's apple and his collar, sending a fountain of blood outward. Were it not for John's placid expression Oryx would've surely tried to stop the thing. John couldn't breathe, couldn't think, the pain was surely dulled, but it still felt like getting stabbed. Worse, his body would not respond. He was chained in his own mind, a helpless observer to being eaten alive. Oryx looked away, unable to stomach the binding.

As Thrishk ate he burrowed deeper into John's neck and chest, using the spines to pull himself in.  The sensation of blood pouring out of his neck sent John over the edge, throwing all his energy into overcoming the paralysis of the bone monster.

<IT'S TOO LATE TO CHANGE YOUR MIND, JOHN.> came the voice, but it was now a thunder instead of a whisper. <THIS IS OUR BODY NOW. I HAVE AT LAST BECOME BORN IN FLESH.>

The last of Thrishk's tail slipped through the hole, and with it came a foaming of red and white that bubbled up and poured from the wound. John inhaled sharply as he could once again breathe. He choked and sputtered, coughing up the same white foam. He could move again, and as he reached for his neck he found that beneath the foam was merely a mass of scar tissue. It was as though he had healed from the injury in seconds.

For several minutes John could do nothing but silently recover and feel the symbiote crawl slowly through him. Despite the hunger, Thrishk didn't seem to be hurting him, in fact, John could feel strength flowing from the parasite, running down his arms and legs, filling him up.

<YOU ARE SURPRISED. DID YOU THINK THAT I WOULD HARM MY NEW BODY?> John laughed with a dark comedy that did not come from his mind. As he did he found that his voice had changed. It was deeper and rough like the voice of an old man who had smoked his whole life.

"Kita! Kita! Loxahimalathu korichath." rasped the words from John's throat. (<Oh, indeed, this is true glory.>)[/ic]
[/spoiler]

[spoiler=Odds And Ends]
[ic=The Map]Emily White worked on figuring out how to read the map while she watched over the sleeping Brazilian. Unlike the factory, the map does not have any runes or strange writing, but instead seems to be purely geometric in nature, consisting of smooth curves and intersecting lines.

After puzzling things out for a while, Emily makes a breakthrough when she interprets a semi-circle with a triangle and three outward lines as being the balcony of shards. From there she traces the winding lines to find the pod tower (a right angle with an arrow indicating "up"), bridge (straight line over wavy line), and hub (eight-direction crossroads). The map appears to be very abstract, and it will doubtless leave out many important details, but it at least serves as a rough guide.

Interestingly, the doors of the city seem more prominent on the map than the rooms. While rooms are more or less simple lines or shapes, the doors all have a tiny circle with an intricate design drawn in. Some of the symbols are the same, but it's not clear what relevance they have.

The building has a roughly spiral-shaped structure and seems to have at least eighty of these big rooms. It's clear from the map (and from the view from the balcony) that the group is fairly high up in the sky-scraper. The roof is easily accessible from the hub by taking a zig-zag path straight up (whatever that means) and going through a room that seems to be two layered squares. Another room is just off of the hub that appears to have water of some sort. Bypassing some spikes on one of the hub's spokes leads to a crossroads from which one can reach what appears to be a ring of what Emily guesses are trees.

The pod tower is an interesting thing. The line that goes "up" along the arrow (probably signifying flying up the height of the tower) leads to a circle that appears similar on the map to a large door, but the symbol within it is a simple X. Another portion of the map has an identical structure, implying that there is perhaps another tower. The second tower is accessible through the door that is opposite the first one, up the spiral hall.

The quickest way out of the building is certainly the elevator from the hub.[/ic]

[ic=Wooden Workshop]After John's binding, he and Oryx explore the workshop room in between the balcony and the triangular room with the amber light.

The workshop is cluttered with all sorts of building material and odds and ends. Tools can be found, including hammers, lathes, clamps, levels, planes, and saws, though nothing appears particularly useful as a hand-to-hand combat. (There are three "Construction Tools" and one "Building Materials". Any character with reasonable access to them can collect any/all of them at your convenience. Characters without enough space to carry them in their inventory will drop them at the location of the next event they become assigned to, and will only continue to drag them along if you specify that they do so.)

In addition to the tools there are many rifle-like objects that appear to be in various stages of disrepair. Some of them appear fully functional, and John tries one on for size. It appears to be made of wood and bone, and doesn't have a traditional trigger. When John unclasps a switch it begins to blast out a barrage of bullets in machine-gun fashion. Thankfully nothing and no-one was really hurt, and John manages to return the switch to its clasped position. The bullets that it fires appear closer to teeth than anything else, and will not work in a normal weapons.

There are five working toothspitters in the workshop and six units of tooth ammunition. Toothspitters are identical to rifles, but can only fire teeth. Just like the tools, the rifles can be moved and picked up by any character with reasonable access to the workshop.

In addition to the rifles, John finds a collection of eight apple-sized objects that are marked with runes that seem to indicate danger. He suspects they're hand-grenades of some sort, but doesn't know for sure what they do.[/ic]

[ic=Bastien]Emily heard a gasp and a thud down one of the halls. She and the other women turned to see what had happened, and were greeted with the familiar face of Bastien the Englishman. He seemed unhurt, but exhausted, and in addition to his strange amulet he carried a massive book, and a basket of fruit.

"Jeesus Christ! What happened?!" exclaimed Riccara, as the three of them ran over. As they did Emily could smell the stink of sulfur on the strange man. He appeared lost in thought. "Bastien! Say something! Are you okay?" continued American woman after a long pause.

He looked up with tormented eyes and simply said "I will be."

Emily thought about the last time she had seen him, fighting bravely on the bridge, standing toe-to-toe with an evil doppelganger. "We saw you and tha blond women fall into tha slime, but John said you survived... Are tha women with ya?" she asked.

Bastien grimaced. "Not any more. Olga was with me for a while... We got separated back there." Without further explanation he made his way back to where the two unconscious women lay and took a few minutes to recover from whatever had shaken him.

Emily had just begun to study the map again when she was interrupted by the Englishman's voice. "Olga!" he yelled.

She was battered and bruised, with cuts on her hands and one leg and a nasty set of gashes across her face that looked like they came from claws. The gashes ran over one eye, but appeared to have left it undamaged. She wasn't carrying anything (Bastien, too, seemed to have lost his weapon) but on her chest she wore some kind of bright blue jewel, triangular in form (perhaps a topaz). It was set into gold that stretched in long metal bands (stick-like almost) in four directions over her shoulders and behind her back to hold the jewel in place. She did not look happy.

<You. Left. Me.> she growled in Russian.

"We were separated. I tried to stay together. I thought you'd died..."

The jewel shimmered unnaturally as she stepped down the hall into the hub. "Ya vyzhil. Eto to, chto ya delayu." (<I survived. It's what I do.>) was all she said before she sat down against the wall to rest.[/ic]

[ic=The Aircraft]Emily was tasked with watching over Jéssica, but the black woman was now clearly protected by Bastien and the others. Curiosity getting the better of her, she walked back to the balcony, always on the lookout for replicas. There she found only Gyeong-su, who had begun to investigate what she had come to check on.

The black craft is about seven meters long and about half as wide. When she first saw it, Emily was convinced that it was some kind of vehicle, and seeing it again only confirmed her suspicion. The craft is probably made of some kind of advanced polymer, probably reinforced with carbon fiber. It's only two meters high, but it's raised about a half-meter from the balcony by a set of three thick legs that extend from the base of the thing.

Four jets appear to be mounted to the sides of the ship, two on each side. The jets are designed to pivot, allowing the force to be projected radially along the forward-back and up-down axes. Upon closer inspection the jets do not appear to be mechanical, but are closer to what one would find on a rocket. With no wings and four pivoting rockets the craft could probably take-off vertically and move with blinding speed and agility if the fuel tank was large enough and the pilot was trained well enough not to fly into the ground. The size of the craft meant that there's no way it could fly for more than a dozen miles, though; the fuel tank was undoubtedly too small.

Between the rocket-jets on the sides of the craft are openings. Inside it are a host of seats and safety harnesses. The harnesses confirm the suspicion that the thing is designed for quick accelerations. There are some instruments towards the front, but nothing resembling a viewscreen or windshield. Emily wonders how the pilot could ever hope to see where they were going. The instruments all appear to be gauges, as well. No steering apparatus is present.

In the center of the craft is a pod, similar to the ones in the tower, but longer and lower. Inside the pod are cushions and pads that would comfortably fit a human lying on their stomach within. Unlike the pods from the tower, the ceramic surfaces of this pod had been painted black and is featureless and smooth.[/ic]

[ic=Jéssica]As Emily and Gyeong-su return to the hub from investigating the craft, Jéssica awakens. She rubs her arm appreciatively and is clearly not yet recovered from the poison, but a smile slowly returns to her lips.

Emily sits with her and they whisper back and forth, not trusting the others to speak openly as they fill each-other in on recent events.[/ic]

[ic=Dawn]With the bridge and balcony cleared of replicas, the chosen are free to wander without too much fear of attack. Those who do are gifted with a beautiful sight. The soft glow of the planets in the sky is drowned out by and orange-red glow as the sun rises above the many buildings, banishing the darkness.

For some reason the sun appears a little larger and a bit more red than they remember.[/ic]
[/spoiler]

[ooc=Thrishk]John is now bound to Thrishk. You are free to initiate conversations with the symbiote in the RP thread, and even make it talk or do things if they are of little consequence (like someone else's ally). For the most part, however, Thrishk is his own agent with his own ideas, goals, and personality and will be controlled by the GM. Thrishk can control John's body for short periods of time, and as long as he does so only sparingly (which is the case), John isn't strong-willed enough to resist it. Extended training on the order of days or weeks may grant John the internal strength to fight Thrishk, but for now there is little contest.

Thrishk is strangely polite and concerned with protocol and formality, though he cares nothing for human lives or the happiness of others. He seems to know quite a bit about the City, but is entirely uninterested in explaining things now that he has what he wants. For the time being he is satisfied with slowly eating his way around John's abdomen and repairing the damage. It hurts on occasion, but is never dangerous. Thrishk has full access to John's senses and a good idea of his feelings and surface thoughts.

The benefits of the symbiote are numerous. Firstly, John's body develops a minor healing factor that reduces the deadliness of attacks by 1 and grants him +2 Frost in the Healing domain for challenges involving injuries to him. Furthermore, John is immune to poison, psychic attacks, and psychic reading. If put in danger, Thrishk will launch psychic attacks of his own against the threats, but Thrishk is entirely uninterested in helping protect others, and may even interfere if John tries to put himself in harm's way to save someone else.[/ooc]

John's tokens: Superhuman Development x1, Knowledge x1, Unhappiness x4.

John is hosting the symbiote named Thrishk aluch Taxilixl.
John is carrying Lightdrinker, but is not wielding/wearing it.
John has 1 progress point towards the Protector of the Weak destiny.
John has 1 progress point towards the Connected (Jéssica) destiny.
Jéssica is poisoned, but is no longer bound by Lightdrinker or under Thrishk's spell.

[spoiler=Oryx (Ally)]Loyalty: 4

Tokens:
* Knowledge x1
* Superhuman Development x1
* Unhappiness x5

Mundane Traits:
* Young
* Physically Fit
* Berserker
* Ignorant

Supernatural Trait: Super Strength

Items:
* A bundle of raw meat
* A stone knife (short blade)[/spoiler]

[spoiler=Jéssica (Ally)]Loyalty: 3

Poisoned

Tokens:
* Knowledge x1
* Superhuman Development x1
* Unhappiness x4

Mundane Traits:
* Friendly
* Naturally Happy
* Attractive
* Lazy

Supernatural Trait: Clones

Items:
* Overcoat
* Cloth handbag containing:
* Birth Control
* Cigarettes[/spoiler]

[spoiler=Emily White (Ally)]Loyalty: 3

Tokens:
* Unhappiness x4

Mundane Traits:
* Tinkerer
* Intelligent
* Focused
* Slow

Supernatural Trait: Power Nullification

Items:
* The Campsite Map
* Backpack containing:
* Laptop Computer
* Misc Circuitry[/spoiler]

Other Loyalties:Mary of the Gond: 2
Hong Gyeong-su: 0
All Other NPCs John has met: 1

All characters will gain an unhappiness token this turn unless they personally get food.
All characters will gain an unhappiness token this turn unless they personally get water.
All characters that are poisoned at the end of this turn will gain an additional unhappiness token.

[spoiler=Events]
0.
[ic=We Can't Tell The Others]Private, Crisis, Frost
Location: Amber Prism

Requirement: Only John may be assigned to this event.

If assigned John does his best to keep Oryx from losing faith in him. Thrishk has made him nervous and it'll have the same effect on the others. John can tell them when the time is right, but for now he needs Oryx as a trusted right-hand. Oryx doesn't seem at all happy about keeping Thrishk a secret, and John is forced to threatening him to keep him in line. Better to have the boy fear him a bit than to be ostracized as a monster. Oryx gains two unhappiness tokens and one loyalty token. If the lie is carried out John will have to think of some kind of excuse for why his voice has changed suddenly (and why his neck is scarred).

All NPCs except Oryx will lose one loyalty to John at the point where they learn about Thrishk, regardless of whether John hides the symbiote. If John is not assigned here word will probably spread quickly. If John is not assigned here, Oryx's loyalty drops by 1.[/ic]

1.
Quote from: Simultaneous
[ic=New Duds]Public, Opportunity, Frost
Location: Secret Chamber

Requirement: Only John may be assigned to this event.

If assigned, Thrishk tells John where he can find another artifact, a costume of some sort that aids in defense and protects the wearer from the elements. You may design the costume if you'd like (I will design it if you do not). Unless otherwise specified, John will put on the artifact right away. (Just like any item, it can be given to other characters without the need for an event.)[/ic]

[ic=Explosives]Public, Opportunity, Smoke
Location: Balcony of Shards

Requirement: Only a character with a mystery grenade may be assigned here. (John or Oryx may pick up any of the 8 grenades in the workshop without an event.)

One random assigned character throws one of their grenades off the balcony and observes what it does. All assigned characters, as well as any characters on the Balcony during this timeslot learn the specific mechanical effects of the grenades.[/ic]

[ic=Rune Puzzle]Private, Opportunity, Smoke
Location: Varies

Requirement: Only John or Emily may be assigned to this event.

Characters that are assigned make some progress towards understanding the runes. If John is assigned he finds some runes in the Amber Prism room that Thrishk eventually tells him how to read. If Emily is assigned she returns to the factory and gains a knowledge token (two, because she's intelligent) in search of answers.[/ic]

[ic=Wedge]Private, Opportunity, Frost
Location: Skyward Hub

Requirement: Only Jéssica or Emily may be assigned to this event.

Olga is mad at Bastien. Assigned characters attempt to worm their way between the two, decreasing her loyalty to him. If Jéssica is assigned she does some light seduction on Bastien, and if Emily is assigned she offers to listen to Olga's plight. Each character assigned has a 75% chance of reducing Olga's loyalty toward Bastien by 1. There is also a 10% chance for each character that their loyalty towards Bastien goes up by 1.[/ic]

3.
[ic=Valliant Knight]Private, Opportunity, Frost
Location: Varies

Restriction: Only John may be assigned to this event. John must have been assigned to We Can't Tell The Others earlier.

If assigned, choose a location to meet Jéssica. John lies to her and says that he slew Mr. Fangs. Jéssica believes the creature is a demon and is thrilled that John came to her rescue like he did. She gains two loyalty towards him and removes an unhappiness token. If Jéssica ever finds out the truth she'll lose four loyalty towards John (rather than the normal 1) and gain two unhappiness tokens.

If John is not assigned here, Jéssica finds out about "Mr. Fangs" and loses one loyalty as normal. (She won't tell the others if he doesn't want it known, however.)[/ic]

4.
Quote from: Simultaneous[ic=Elevator Repairs]Private, Opportunity, Dust, Cooperative
Location: None

Requirement: Only characters located at most one step from the Skyward Hub at the start of the turn (this excludes John and Oryx) may be assigned here.

Assigned characters may burn knowledge tokens to get an equal amount of Iron for this event.

Challenge Domain: Machines

Iron Outcome: Roll 1d10. If it is lower than the total Iron minus total Smoke, the elevator is repaired successfully, giving all winners a knowledge token, and granting access to native tribes next turn. If the roll is equal or higher, the elevator stays jammed, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Blood Outcome: The elevator is completely trashed, and will take at least 24 hours of work and study to repair.

Tie & Neglect Outcome: No Progress[/ic]

[ic=Library]Public, Opportunity, Smoke
Location: The Library

Requirement: Only characters controlled by Xathan or Basnet1 may be assigned here (this turn).

Assigned characters explore one of the offshoots of the triangular "prism" room and discover a library filled with books. Unknown effect.[/ic]

[ic=Listen to Mr. Charming]Private, Opportunity, Smoke
Location: Unknown

Requirement: Only Jéssica and Emily may be assigned here.

Assigned characters follow Bastien around and see what he's up to. If Bastien is assigned to a non-combat public event this timeslot, the assigned characters are also assigned to it.[/ic]

[ic=Find the Conduit]Public, Opportunity, Smoke
Location: The Conduit

Requirement: Only characters controlled by Xathan may be assigned here (this turn).

Assigned characters follow a hall out from the triangular prism room and discover a strange glowing braid which Thrishk, if present, calls "the conduit". Discovering the conduit does nothing on its own, but will open up future opportunities for those who see it.[/ic]

[ic=Towards Water]Public, Opportunity, Smoke
Location: Skyward Hub

Requirement: Only characters who know about the campsite map may be assigned here.

Assigned characters try and find the water that's indicated on the map. Unknown effect.[/ic]

[ic=Towards the Roof]Public, Opportunity, Smoke
Location: Skyward Hub

Requirement: Only characters who know about the campsite map may be assigned here.

Assigned characters try and find the roof that's indicated on the map. Unknown effect.[/ic]

[ic=Scour the Map]Private, Opportunity, Smoke
Location: None

Requirement: Only the owner of the map may be assigned here.

When you assign a character to this event, specify something to search for on the map. Landmarks and large noteworthy things will be more likely to be found than others. Next turn there may or may not be opportunities to explore/seek that place, depending on whether it exists.[/ic]

[ic=A Ship]Private, Opportunity, Dust, Cooperative
Location: Balcony of Shards

Requirement: Only characters controlled by either Xathan or Basnet1 may be assigned here (this turn).

Assigned characters may burn knowledge tokens to get an equal amount of Dust for this event.

Challenge Domain: Skill relevant to Engineers, Machines

Iron and Dust Outcome: Roll 1d10. If it is lower than the total Dust and Iron for this challenge then the chosen learn how to operate the craft on the balcony, unlocking many events for its controller next turn. The assigned character with the highest blood (ties broken randomly) gains control of the craft. If the roll is equal or higher the chosen cannot understand the mechanism, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Frost Outcome: The chosen learn to operate the craft, but there's an accident that damages it and injures a random character who was assigned (unless they were impervious; characters that were already injured become seriously injured).

Tie & Neglect Outcome: No Progress[/ic]

5.
Quote from: Simultaneous
[ic=Retake the Tower]Public, Opportunity, Dust, Combat, Cooperative
Location: Pod Tower

Requirement: Only characters controlled by either Xathan or Basnet1 may be assigned here (this turn).

Assigned characters decide to launch an attack to re-take the spiral hall and the pod tower. This event is considered to be an attack on 2d8 replicas, and they are automatically assigned as an opposing group.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: Two random winners deals damage to two random losers. For every two points that this outcome exceeds the next-highest outcome (in any group) another random winner deals damage to a random loser. The winning group gains control of the rooms.

Iron Outcome: Two random losers become injured (injured replicas are destroyed). The winning group gains control of the rooms.

Smoke Outcome: Three random characters take damage from three random opponents. Control of the balcony goes to a random group. Characters that contribute smoke to this outcome cannot be injured unless there are no other valid targets.

Tie Outcome: One character from each group deals damage to a random foe. Control of the rooms does not change.

Damage is handled like in previous fights with the replicas.[/ic]

[spoiler=Elevator Repairs][ic=Elevator Repairs]Private, Opportunity, Dust, Cooperative
Location: None

Requirement: Only characters located at most one step from the Skyward Hub at the start of the turn (this excludes John and Oryx) may be assigned here.

Assigned characters may burn knowledge tokens to get an equal amount of Iron for this event.

Challenge Domain: Machines

Iron Outcome: Roll 1d10. If it is lower than the total Iron minus total Smoke, the elevator is repaired successfully, giving all winners a knowledge token, and granting access to native tribes next turn. If the roll is equal or higher, the elevator stays jammed, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Blood Outcome: The elevator is completely trashed, and will take at least 24 hours of work and study to repair.

Tie & Neglect Outcome: No Progress[/ic][/spoiler]

[spoiler=A Ship][ic=A Ship]Private, Opportunity, Dust, Cooperative
Location: Balcony of Shards

Requirement: Only characters controlled by either Xathan or Basnet1 may be assigned here (this turn). If the chosen successfully learn to operate the craft at a previous timeslot this event is disrupted.

Assigned characters may burn knowledge tokens to get an equal amount of Dust for this event.

Challenge Domain: Skill relevant to Engineers, Machines

Iron and Dust Outcome: Roll 1d10. If it is lower than the total Dust and Iron for this challenge then the chosen learn how to operate the craft on the balcony, unlocking many events for its controller next turn. The assigned character with the highest blood (ties broken randomly) gains control of the craft. If the roll is equal or higher the chosen cannot understand the mechanism, but subsequent attempts will gain +1 Iron if they involve a character from before.

Smoke and Frost Outcome: The chosen learn to operate the craft, but there's an accident that damages it and injures a random character who was assigned (unless they were impervious; characters that were already injured become seriously injured).

Tie & Neglect Outcome: No Progress[/ic][/spoiler]

[spoiler=Listen to Mr. Charming][ic=Listen to Mr. Charming]Private, Opportunity, Smoke
Location: Unknown

Requirement: Only Jéssica and Emily may be assigned here.

Assigned characters follow Bastien around and see what he's up to. If Bastien is assigned to a non-combat public event this timeslot, the assigned characters are also assigned to it.[/ic][/spoiler]

[ic=Emily's Hypothesis]Private, Opportunity, Iron
Location: Wooden Workshop

Requirement: Only John and Emily may be assigned to this event. If both are not assigned here, this event is disrupted.

Emily wants to tell John about what she thinks this place is. John listens and frustratingly receives few answers from the usually silent Thrishk. Emily has some crazy ideas, and John gains a knowledge token as he explores them with her. Emily's loyalty to John improves by one.

John has a 30% chance of using his detective powers to notice Emily's arm. If he does, her loyalty towards him improves by another +1.[/ic]

6.
[ic=Control Room]Public, Opportunity, Dust
Location: Control Room

Requirement: Only a character controlled by Xathan may be assigned here this turn.

If the chosen do not gain control of the spiral hall via Retake the Tower this event is disrupted.

Characters assigned here gain access to the Control Room. Unknown effect.[/ic][/spoiler]

[ooc=Event Summary]John's gone through some big decisions before, but this turn may have one of the biggest. Thrishk doesn't exactly win people over, and if John is open about being symbiotically bound to some mysterious creature then people won't trust him as easily.

0. Decide whether to try and keep "Sr. Presas" a secret by threatening Oryx. If you do you'll be rewarded, but also more vulnerable, particularly to Dust characters like Layla (if she wakes up) and Saitoro (wherever he is).

1. Decide whether to have John learn to read the runes or to get an armor artifact from Thrishk. If you get armor you can design it. You can also have Oryx (or John) find out what the grenades do. Decide whether Emily is going to do some more investigation of the writing or try and drive a wedge between Bastien and Olga. Jéssica may also try and seduce Bastien, pulling him away from Olga.

3. If John is hiding Thrishk he has the opportunity to lie to Jéssica as well. This is another short-term boost that results in long-term risk.

4. This slot is a bit of a grab-bag of exploration and machine events. With Jéssica around you can theoretically explore everywhere and still manage to tail Bastien if you want. Emily's talents may be used on fixing the elevator or getting the airship working. John can also contribute to operating the airship. If you assign Oryx to the airship then there's a pretty big chance that he'll muck things up, but if you do succeed his youth trait will make it likely that you'll gain control of the machine.

5. Decide if you want to assign Oryx to try and retake the pod tower. Decide if you want to assign John to retake the tower or to gain some loyalty with Emily. Decide if you want Emily to try and fix something or to give John some knowledge. Decide if you want to try and use Jéssica to scout Bastien's actions. She won't follow him into combat, so it's probably pretty safe, but there's always the risk that Bastien will actually win her over in the long-run or that her presence will muck something up due to all the negative stats she brings from being poisoned.

6. Decide if you want to put any characters in the control room in the case where you retake the pod tower.

As always, feel free to ask me questions. Don't forget that you can automatically pick up and equip the rifles, tooth-ammo, and grenades from the workshop as well as Lightdrinker. You can even try and give/trade these things with Bastien without need for an event. You may want to use Emily or Jéssica as a proxy, however, so you don't have to explain your voice.
[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 6 Events (Update In Progress)
Post by: Raelifin on June 25, 2013, 03:40:28 PM
[spoiler=Vic Fellowes][ooc=Fluff Notes]I'll be using <arrow quotes> to indicate speech that's translated to English. As you probably know, all of the characters can understand one-another, despite not actually knowing each-other's tongues.

On occasion I'll write dialog for Vic as part of the fluff. If you do not want me to do this, please let me know.

I've also been writing a lot more fluff, as it seems that people aren't inclined to write these sorts of scenes themselves. If you'd like more of a summary rather than a novel, just let me know.[/ooc]

[spoiler=Fluff][ic=Introductions]Vic stood before the group of strangers and began to speak, words bleeding into each-other such that many were swept up in things and never had the opportunity to evaluate things properly.

"First things first, better find out where you last were?" he asked in the midst of one such flow. At the end there was a pause as the group digested his words.

<Yer putting the fox before the hare, aintcha?> Quipped a wrinkled, short old man in a wool hat. <I bet ye start naming the baby when ye see a pretty something, too! One of these godforsaken freaks must be in on it.> and with this he began poking stumpy fingers at various people, particularly a tall mystery of a man dressed all in black.

A dark-skinned woman dressed like a cowboy unslung her shotgun from her back. Vic took note of the people who became alarmed by the motion; the dwarf-man was not one of them. An even smaller man, oriental by the look of it, took out a piece of paper and pen and began trying to furiously scribble something.

A stocky woman with tan skin and something on her cheeks spoke up loudly. <Or maybe whoever is behind this is pretending to be dumb, hrm! Seems to me like nobody is jumping at the chance to explain things. Maybe you're the one->

"Please, madame, all this finger pointing is getting us nowhere." interrupted another oriental, this one about the same height as Vic. The man had the most distracting eyes--silver in color and gleaming with an uncanny light. He gestured at Vic. "Perhaps we'd best keep calm answer Mr. Fellowes' questions, at least for the time being." Vic found it interesting that he spoke with an Englishman's words and accent, despite being of the East. "As best I can remember I was getting ready to leave Princeton, but it's a bit foggy."

A black man with horn-rimmed spectacles spoke up, also in English, though he had a different foreign-sounding accent. "Princeton? In the United States? Where is this?! Last I remember I was in South Africa!"

The man with the silver eyes stopped him. "United States? My good sir, I think a better question is when is this... There hasn't been a United States of America in over forty years!"

Though many seemed not to recognize the names of places, the implication of differing time periods seemed to be understood, and the crowd began to erupt in confusion.

Vic leapt in and tried to calm down the powder keg before it could blow. He suggested going around in a circle and introducing everyone, including where they were from and what year they thought it was. He started, and when Vic was done, the stocky woman went next. She introduced herself as Mya from some village that nobody had ever heard of, and she didn't even understand what the others meant by "what year is it?"

The flow continued with the short, wrinkled man, who introduced himself as simply "Jarji". He seemed to think it was <357 in the year of our lord, Jesus Christ> as though he was reciting the phrase from memory. This caused quite a commotion among some, and led the man from South Africa to jump in line and claim that the year was actually 1970.

"Perhaps you'd best tell us what they call you, since you've gone and said all the rest, friend." said Vic.

"Ma-" began the man with the spectacles, and then, spotting another man in the group, corrected himself to "They call me Thaba" and glanced away.

The silver-eyed man turned towards Thaba and gave a small bow. "My name is Mohandas Sharma. It's a pleasu-"

As Mohandas was speaking Vic could see another woman behind him, long blond hair and blood upon her lips and chin. She moved like some kind of animal, but she was so fast that Vic barely had time to spot her before...[/ic]

[ic=First Blood]The blond woman had a knife, and she seemed focused on Mohandas. Just before she got him, however, another form seemed to materialize out of thin air.

The new form was some sort of bizarre combination of woman and machine. Her legs and arms seemed mechanical and she was wrapped in this weird steel dress that made her look like some kind of whore with how much skin it showed. Her head was bald and one of her eyes was covered by a big black--thing.

She wasn't holding a weapon, but one of her mechanical arms swung from the nothingness where she appeared on a crash course with the animal-woman's head. The blond simply spun away, however, crazy fast.

Vic got a good look at the blond now, as the two women backed off from each-other. She was the woman from Vic's dream... blood on her hands and face. She was different, though, paler. Both women were actually freakishly pale, Vic realized, white like alabaster. The blond woman had these nasty black veins running across her skin, though, and her eyes were solid black.

Everyone froze but them, the scene was too otherworldly to do differently.

"YOU!" came a scream. "YOU'RE BEHIND THIS!" It took Vic a moment to realize that the strange echoing voice came from the machine-woman, despite her not moving her lips. Her mechanical legs began to extend weirdly and she threw out hands with impossibly long fingers as if she were a cat puffing up her tail to seem bigger.

The feral woman wore a face of evil and hatred, but seemed more annoyed with the newcomer than anything else. She dove under the machine-woman's arm and launched herself at her true target--Mohandas--as fast as a bullet.

Moving with unnatural speed she knocked him to the floor and raised her knife in a crimson hand to strike a death blow. And then Mohandas had gone. Vanished into nothingness much as the machine woman had appeared. The woman from Vic's dream hissed loudly in frustration and her jet-black eyes burned with rage.

"What the FUCK did you do?!" shouted the other weird woman in her echoing voice, refusing to be ignored.

For a moment they simply stared at each-other as the crowd looked on in fear and confusion. "Athena...." rasped the blond in a twisted, haunting voice. The black veins along her skin pulsed, and she suddenly looked lost in thought.

Vic had a flash then, and stumbled backwards involuntarily as the vision swarmed up. He reached for his medicine bag.

The woman who had been called Athena charged the blond demon, hoping to take advantage of her distraction. But the woman with the knife was too fast, her blade arced upward at blinding speed sending a spray of blood across the room. She then nimbly sidestepped the charge and let Athena crash to the floor.

Vic ran towards the fallen woman, confused by the visions and by... everything, really. But he still knew that the demon woman was his enemy, and thus this half-machine-thing must be a "friend".

He reached her side, blood pouring out, as a wave of energy slammed into him. Wind so strong that it hurt rolled across him and on it he could hear a deep booming word: "ZHAN!!" Somehow he knew its meaning: <stop>.

Vic turned and saw another man, one who had been silent during the discussion, an oriental giant. He stood like a mountain, ready to fight the demon with his voice of power.

Vic left him to it and got to work trying to stop Athena from bleeding out.[/ic]

[ic=Aftermath]Vic cut the bandage and tied it around Feng's neck. The brutish chinaman had been lucky that the demon woman's knife hadn't been any closer, or else he'd have been dead.

Vic had been successful in stitching up the machine woman called Athena (who apparently was still human, for the most part) and Feng had mostly been successful in driving off the black-eyed blond. The both of them were injured, but they'd survive. Feng couldn't talk anymore or use his thunderclap-shout and Athena seemed so much more fragile than she did during the fight.

The tiny chinaman, named "Mr. Mu" or something like that, had managed a system with the brute named Feng. Apparently both of them could write their fancy characters, and so Feng used the pen and ink when he needed to say something (which wasn't often).

Everyone seemed much less at odds afterward, though they were more fearful and tense.

"Her name is Juliet, or at least that's what everyone calls her." came Athena's metal voice from a silver piece of plastic that covered her lower jaw and neck. Lights flickered along it when she talked. "She stole something of mine a few years ago, and I've been trying to keep an eye out for her since."

Athena spoke clean English, and continued to show more humanity to offset her alien-ness, smiling despite never opening her mouth. "She must be behind... whatever is happening to us."

<Ye don't know what's going on either? Ye'll forgive me ifn I don't believe the lies of another monster.> croaked Jarji skeptically.

"I woke up in one of those pods, same as you-"

<Sheepshit! I didn't see ye, and believe me... I would've.>

"It's because I can turn invisible." and before Jarji could bark out another <Sheepshit!> she disappeared from her seat on the floor just as if she'd been swallowed up by the air.

<Is that part of your tech?> asked an attractive oriental with weird hair who hadn't yet introduced herself.

Athena re-materialized and shook her head. "No. It only started when I woke up. I can control it though. It seems like it's probably connected to Feng's boombox trick... I assume you didn't have that ability yesterday, big guy?"

The chinaman shook his head, cringing as the bandage rubbed against his throat.

Vic cleared his throat. "'K, so things could have gone a lot better. I suspect this 'Juliet' character is gonna try and pick us off one by one mano a mano like she tried to do with Mohandas and some people here are gonna get kilt if we just sit back and let it happen. I don't like getting kilt. Anyone who doesn't like getting kilt better be ready to work together. Anyone here wanna work t'gether wit' me?"

Athena looked appreciatively at Vic with her one semi-normal eye, but the black fellow named Thaba spoke up with apprehension. "Now hold on a second. This seems awfully unclear to me... *cough*" The man seemed to be sick, and getting worse by the minute by the look of it. "Why should I trust you, again? Just because *cough* I see some crazy bitch show up with a knife doesn't exactly mean everyone else is a-okay."

"I trust him." chimed in the machine-woman.

Thaba interjected "No offense intended, but your word doesn't carry a lot of weight. You're the only one here that seems to be from the buck-rogers future land *cough*"

Athena looked annoyed. "Mohandas and Juliet are from my time-period, too! By Mr. Sharma's comment about the United-"

"Exactly. How do we know you're not all in this together?" Thaba's voice was getting hoarse, and his eyes becoming bloodshot. Whatever was happening to him was happening fast.

Another thing happened fast, too. One of the quiet men in the group, a red-bearded white guy raised a finger at Thaba. "I knew I saw you somewhere 'fore! You're that nigger that got me locked up!"

"You bastard... *cough* I didn't get you locked up! You attacked me!"

It was clear that the two gentlemen knew each-other, but Vic wasn't about to let another fight break out, especially between folks that weren't unholy hellspawn. Vic began to spin them a yarn about unity and brotherhood and all that, and he half-believed that he might be able to get the men to not kill each other for the moment (assuming Thaba did't die of coughing beforehand). And then Juliet came back.[/ic]

[ic=Kidnapping]There was a child amongst the strangers, a little girl. Odd how that could be overlooked, as you'd think she'd be crying for her parents or something. But as it turned out she was quiet and content to watch in amazement even in the midst of battle. Some mixture of shock and obliviousness, Vic decided later. Kids are mighty stupid, after all.

"¡Ahí está!" exclaimed the man in all black, pointing at Juliet who was lurking near the girl. Her skin was so pale in contrast to those deep black veins, and her eyes were still onyx.

Juliet had the girl in her arms and was off before half of the people could react. The cowgirl took off her shotgun and pointed it, before Mya knocked it down and chastized her for possibly hitting the girl.

Feng, even with his previous injury and fatigued from the previous fight, launched himself at Juliet and tried to trip her with some fancy Kung-fu, but Juliet was too fast. She slid past the man in black like a racehorse and was out of the room before Vic even had a chance.

The group thundered after her, rushing to the stone archway that served as a door to the room. A hallway lit by a dim light shot off the left and the right. Another door was straight ahead.

<Damn she's fast!> swore the woman with the shotgun, looking around futilely.

"Maybewise she went in here." said Vic, approaching the door on the opposite side of the hall. The door was another archway of white stone carved with designs that peeled back like some kind of curtain upon being approached. Inside was a great room with what Vic could see was some kind of machine. He was about to investigate further when a glowing glass orb came rolling down the hallway from the left of the pod tower.

<This way!> the others called, and Vic was forced to follow. Up they ran, following the curve of the hallway to the left. It seemed to wind counterclockwise around the outside of the tower, ascending at a steady grade.

At the top they found a doorway leading into a room of pure darkness. They hesitated then, fearing the woman with the knife. This was her domain, and who knew what kind of traps she had set.

Somehow the prospect of chasing after some random kid wasn't so inviting.[/ic][/spoiler]

[spoiler=Odds And Ends]
[ic=Spiral Hall 2]Outside Pod Tower 2 is a hallway identical to Spiral Hall except that the counterclockwise direction leads to the pitch-black room and it's not clear what is in the opposite direction. See the event thread for physical description.[/ic]

[ic=Control Room(?)]Opposite Pod Tower 2 (across the hall) is a control room. In the period following the kidnapping Vic eventually investigates it.

The entire room is made of stone. A path from the doorway leads across a flat area up to an outcropping of rock that rises sharply in a slant while the floor falls away to the sides. The outcropping is large enough to fit two people walking side-by-side and is several meters long, rising at a steady angle the whole way. About four meters in front of the tip of the rock is a perfectly smooth surface of black stone, curved inward, like a great concave screen that wraps around the entire side of the room. At the tip of the rock is a metal interface, perhaps a control panel of some kind.

On the left and the right of the door are two ornate lamps made from brass, their tops shaped in a vaguely floral pattern such that the light was at the center of a mock flower. The bulbs themselves are beach-ball sized orbs of white light very similar to those floating around the garden. One such bulb has been removed and was last seen rolling down the hallway.

In the center of the flat area before the rock outcropping is a circular engraving made of white stone shaped oddly like an orifice. Just like the arched "doorways" it peels back when approached. When open an acrid smell billows up from below bringing images of burnt skin to mind. With the scent comes a chill, as though it is very cold below.[/ic]

[ic=Questions]Despite the confusion, Vic is able to squeeze some answers out of his fellow abductees.

Everyone queried can name roughly where they were before they woke up in the tower, but it's always a fuzzy sort of memory, like they were drunk and it just sort of fades into nothingness. Athena was lounging in her appartment. Jarji was getting ready to bring his sheep in from the pasture. Mya was visiting her sister who lived out of town. Mu Qi was copying a few messages for Cao Cao (he emphasizes "Cao Cao" again, seeming to expect a reaction, not realizing that Vic doesn't give a rat's ass about some ancient chinaman). In general there seems to be no pattern or important feature to their stories.

One interesting note, however, is that several of those he talk to told Vic that they don't remember having what they awoke with, or that they remember having different things. The red-bearded man who introduces himself as Henry says that he was in jail, but when he awoke he found himself in his old clothes and holding the baseball bat that he used in the fight that got him locked up.

Unfortunately, nobody has ever heard of Vic, or knows what happened to him. Athena says that as best she can tell (and she seems like she knows a thing or two) there isn't anyone in the group that's particularly famous besides her. She says that she heard that Juliet had died in a gunfight a couple years ago, though.

Nobody seems to have any knowledge of significant disappearances. The creepy Spanish priest in the mask says that abductions were common where he was from, but they were the result of conflicts with the native people rather than the work of God (which he seems to imply was the cause of ending up here).

The idea of Juliet's death leads Vic to consider the possibility that this is the afterlife and that everyone had died. Athena thinks it's unlikely. Meeting Juliet in the afterlife along with a bunch of strangers doesn't really make any sense to her. She thinks it's more likely that Juliet is involved in some kind of conspiracy, and mentions the possibility of modifying people's memories to, perhaps, make them *think* they were from the past. This prospect is a bit too heavy for Vic, but he eventually discards the line of inquiry. The mysterious powers that people seem to have, the ability to understand each other, this place... there's just not enough to go on yet.[/ic]

[ic=Juliet]One thing that Vic does manage to learn about, however, is Juliet. Athena apparently had never met the woman in person, but their lives had crossed professionally. Juliet is a professional criminal, says Athena.She was hired by an international organized crime syndacate named the Matsuyama-Salazar Cartel to steal an incredibly rare and valuable sculpture from Athena about five years ago (About 2091). Juliet, being a top-notch thief, managed to infiltrate Athena's mansion in Bucharest and get out with the sculpture without being detected. Athena had to pay off someone inside the cartel to leak her the information on the job and she spent a few months trying to track Juliet down "to bring her to justice". Juliet was too slippery, and too hard to find, however, and Athena eventually gave up.

Athena never forgets a face, however, and she knew Juliet the moment she saw her from the pictures she had collected (apparently her weird eye-thing helped somehow). Juliet apparently knew Athena, too, by how she said her name. According to Athena, Juliet was a normal human back before the abduction. The black eyes and veins and her freakishly fast movements are new (though she was always famed for her speed with a knife).[/ic]

[ooc=Next Turn][ic=Crimson Lullaby]Public, Opportunity, Blood

Requirement: Only Juliet may be assigned to this event.

If Lucie escapes Juliet's clutches this event is disrupted.

Juliet fears that she cannot protect Lucie's innocence from the corrupting touch of the others. The only option left is to preserve her purity by sending her onward to a better place...
If assigned, Juliet goes fully off the deep end, unlocking the Monster destiny and gaining the following bonus permanently. (Note that this is not the only possible Monster bonus, nor the only way to achieve the destiny.)
[ic=Witch of the Wood]Juliet can move between monstrous and innocent "modes". When in monstrous mode her physical form is similar to that induced by the hoop artifact (distorted voice, black eyes, pale skin, and veins), but amplified and more inhuman (I suggest black, prehensile hair, claws and fangs, but the specifics are up to you). When in innocent form her appearance is the same beautiful face that she had on Earth.

She can activate monstrous form by burning one unit of blackslime. Innocent form returns 12 hours after monstrous form is activated or 24 hours after being subjected to the hoop artifact, whichever is longer.

When in her monstrous form, Juliet gains the standard +2 Blood in Melee Combat and Politics, and -4 Frost and Iron in Politics and Social as well as the -1 Dust in all domains. She also gains an additional +1 Blood in all domains, deadliness of weapons is -2 when dealing damage to her, and whenever she deals damage to a human the wound she makes becomes tainted such that it takes twice as much time and energy to heal.

As part of being the Witch of the Wood, Juliet also becomes telepathically aware of all who enter her domain and capable of communicating them through mental whispers. (Regardless of her form.) Blackslime also can substitute for food or water for her.

Alas, Juliet's dark reputation prevents her from having any allies, and NPCs that encounter her in her horrific state for the first time immediately lose two loyalty and become hostile. Loyalty is still a measure of how well you can call in favors, etc, even if it will never result in an NPC being controllable.[/ic]
[/ic][/ooc]
[/spoiler]

Vic doesn't have any tokens or artifacts yet.

Athena will gain two unhappiness tokens at the end of turn 7 from being injured.

[spoiler=Athena (Ally)]Loyalty: 2

Athena is injured (-2 to all elements in all domains)
Athena is recovering from a major wound. Her injured status cannot be removed through normal medicine for the next 22 hours.

Tokens:
* Unhappiness x1

Mundane Traits:
* Intelligent
* Cunning
* Ambitious
[ic=Cyborg]Body Trait, Public, Iron

+1 Iron and Dust in the Skill domain.
+1 Dust in the Machines domain.
+1 Iron in the Strength domain.

This character can see in the dark and has perfect recall of what they see and hear (including the ability to play back what they heard to anyone present). This character cannot start with any items other than their augments. If their augments are removed they are crippled and cannot be assigned to events unless specifically noted otherwise.[/ic]

Superhuman Trait: Invisibility

Items:
* Cybernetic Augments (see trait)[/spoiler]

[spoiler=Events]
1.
Quote from: Simultaneous[ic=Influence]Private, Opportunity, Frost
Location: Pod Tower 2

Requirement: Only the 2nd batch of chosen may be assigned here.

When you assign a character to this event, target an NPC at the same location. If an NPC is assigned, you may only target an NPC that has a lower loyalty score than the assigned NPC. The target's loyalty to you improves by 1. (This improvement cannot go beyond +1 by assigning multiple characters to the same target.)[/ic]

[ic=Racial Tensions]Public, Crisis, Blood
Location: Pod Tower 2

Requirement: Only the 2nd batch of chosen may be assigned here.

Henry (the red-bearded man with the baseball bat) and Thaba (the black man with the cough) get into a fight. When you assign a character to this event you may decide which of the men they support. Each supported man increases his loyalty to you by 1. If a majority of characters backs one of the men than the other one backs down and his loyalty to those who supported his opponent drops by 1. If there is a tie (including if no third parties are assigned) than Thaba becomes injured and uses his ability on Henry (unknown effect) additionally increasing tensions between the men.[/ic]

[ic=The Future of Earth]Private, Opportunity, Dust
Location: Control Room(?)

Requirement: Only Vic and Athena may be assigned here. If both are not present the event is disrupted.

Athena explains to Vic what she knows about what happened on Earth In the 20th and 21st centuries. Vic gains a knowledge token (used to buy bonuses on puzzles and out-of-character synopses of aspects of the city) and Athena's loyalty to Vic improves by 1.[/ic]

2.
Quote from: Simultaneous
[ic=The Perfect Scout]Private, Opportunity, Frost
Location: Unknown

Requirement: Only Athena Transcendent may be assigned to this event.

Though she's still recovering from her injury, Athena still has the ability to become invisible (and inaudible; the effect mutes all sounds she makes). She decides that Juliet is dangerous enough that it's important to try and follow her and see where she went and what she's up to. Athena travels up the hallway and past the lightless room to wherever Juliet went with the little girl. You learn all of what Juliet is up to during this timeslot as well as the layout of where she is. Athena is weak enough that she'll stay out of harm's way if possible.[/ic]

[ic=Investigate the Machine]Public, Opportunity, Smoke, Cooperative
Location: Control Room(?)

Requirement: Only the 2nd batch of chosen may be assigned here.

Assigned characters attempt to operate the machine on the end of the rocky spire in the Control Room.

Challenge Domains: Skill, Machines

Blood Outcome: The characters can't figure it out, and end up breaking it in frustration.

Iron Outcome: The winners determine how the machine functions and are able to deduce its effects through trial and error.

Dust Outcome: The winners discover a general principle that allows them to operate the machine and also grants them one knowledge token each.

Smoke Outcome: The winners trigger something by accident. Unknown effect.

Tie Outcome: The machine is still not understood, and this event will reoccur until a non-tie outcome occurs.[/ic]

[ic=Know Thy Self]Private, Opportunity, Dust
Location: None (Assigned characters stay where they were)

Characters assigned to this event practice their new superhuman traits, using them to do simple things and otherwise testing their abilities. All characters assigned with fewer than one Superhuman Development token gain one.[/ic]

[ic=Rouse the Mob]Public, Opportunity, Blood
Location: Pod Tower 2

Requirement: Only the 2nd batch of chosen may be assigned here.

Assigned characters work on getting the strange group angry about the kidnapping and channelling that anger into action. Whenever you assign a character here you may specify up to two unaligned NPCs that you're specifically interested in enlisting to rescue Lucie. In timeslot 3 two NPCs per assigned character will be assigned to The Room Of Shadow against Juliet. (If the player doesn't specify, NPCs will be chosen based on personality and abilities. These NPCs will be assigned even if the original rabble-rousers are not. If they are successful, the NPCs will automatically attack Juliet again on the following turn. If Juliet is damaged in The Room of Shadow and an assigned character is also assigned there, all NPCs assigned there improve their loyalty to you by 1.[/ic]

3.
Quote from: Simultaneous
[ic=The Room of Shadow]Public, Crisis, Blood, Competitive, Combat
Location: The Lightless Room

Restriction: Only Juliet or the Chosen of Pod Tower 2 may be assigned here.

Assigned characters compete over control for the lightless room. If only one group is assigned then they gain control of the room. (It does not become a territory; control only determines which events are available for whom next turn.) If hostile characters are both assigned here there is a battle. Characters from Pod Tower 2 are assumed to have brought a light-source to the room.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood Outcome: Two random winners deal damage to two random losers. Winners and losers can be selected twice, so in the case of a 1v1 the winner would deal damage to the loser twice. The winners gain control of the room.

Iron and Frost Outcome: Up to two random losers become injured (or are killed, if previously injured). The winners gain control of the room.

Smoke Outcome: Four random characters deal damage to four opposing targets. Targets cannot be selected more than once. The winners gain control of the room.

Tie Outcome: Two random characters deal damage to two opposing targets. Targets cannot be selected more than once. Control of the room goes to a random side.

To deal damage in this event roll 1d4 and add the deadliness of the weapon of the character dealing damage. On a 1 or 2 the victim is injured. A 3 or 4 means they're seriously injured. A 5+ means they die.[/ic]

[spoiler=The Perfect Scout][ic=The Perfect Scout]Private, Opportunity, Frost
Location: Unknown

Requirement: Only Athena Transcendent may be assigned to this event.

Though she's still recovering from her injury, Athena still has the ability to become invisible (and inaudible; the effect mutes all sounds she makes). She decides that Juliet is dangerous enough that it's important to try and follow her and see where she went and what she's up to. Athena travels up the hallway and past the lightless room to wherever Juliet went with the little girl. You learn all of what Juliet is up to during this timeslot as well as the layout of where she is. Athena is weak enough that she'll stay out of harm's way if possible.[/ic][/spoiler]

4.
Quote from: Simultaneous[ic=The Siren's Call]Public, Opportunity, Blood
Location: Control Room(?)

Requirement: Only the 2nd batch of chosen may be assigned here.

Assigned characters feel themselves compelled towards the trap door in the control room. Despite the foul smell of burt flesh and the frigid air, they climb down a ladder and discover a very powerful, but very dangerous, artifact. A random assigned character will equip the artifact, and it will be nearly impossible to un-equip. If a player character is assigned, select a destiny. If that character then gains the artifact, their ability to pursue that destiny will be improved. If the Augmented destiny is selected, they immediately gain a minor defensive artifact and a progress point towards the Augmented destiny.[/ic]

[ic=Going Down]Public, Opportunity, Smoke
Location: Spiral Hall 2

Requirement: Only Vic may be assigned to this event.

If assigned, Vic travels down after leaving the tower. When assigned, select an element. Vic discovers a location of that element as well as a danger associated with the element *after* it. (So if you pick Frost, the danger would be associated with Blood; if you pick Iron the danger would be associated with Dust). (I should point out that these dangers won't have any immediate effect. They only impact future events.)[/ic]

[spoiler=Investigate the Machine][ic=Investigate the Machine]Public, Opportunity, Smoke, Cooperative
Location: Control Room(?)

Requirement: Only characters who know about the room across from Pod Tower 2 may be assigned here.

Assigned characters attempt to operate the machine on the end of the rocky spire in the Control Room.

Challenge Domains: Skill, Machines

Blood Outcome: The characters can't figure it out, and end up breaking it in frustration.

Iron Outcome: The winners determine how the machine functions and are able to deduce its effects through trial and error.

Dust Outcome: The winners discover a general principle that allows them to operate the machine and also grants them one knowledge token each.

Smoke Outcome: The winners trigger something by accident. Unknown effect.

Tie Outcome: The machine is still not understood, and this event will reoccur until a non-tie outcome occurs.[/ic][/spoiler]

[spoiler=The Perfect Scout][ic=The Perfect Scout]Private, Opportunity, Frost
Location: Unknown

Requirement: Only Athena Transcendent may be assigned to this event.

Though she's still recovering from her injury, Athena still has the ability to become invisible (and inaudible; the effect mutes all sounds she makes). She decides that Juliet is dangerous enough that it's important to try and follow her and see where she went and what she's up to. Athena travels up the hallway and past the lightless room to wherever Juliet went with the little girl. You learn all of what Juliet is up to during this timeslot as well as the layout of where she is. Athena is weak enough that she'll stay out of harm's way if possible.[/ic][/spoiler]

5.
Quote from: Simultaneous
[ic=Pandora's Box]Private, Crisis, Smoke
Location: None

Requirement: Only Vic may be assigned to this event.

Just when Vic Fellowes thought he'd seen the last of the man, Mohandas shows up without warning. He asks Vic to do him a favor and hold on to a brass egg for a few days without telling anyone about it or opening it. In return, Mohandas offers to tell Vic where to find ammunition for his gun.

If Vic is not assigned, he refuses. The Asian man just can't be trusted.

If he is assigned he gains the artifact as well as the knowledge that Mohandas promised. When you assign Vic, decide whether to open it once Mohandas leaves. Unknown effect.[/ic]

[ic=A Disorienting Hallway]Private, Opportunity, Smoke
Location: Disorienting Hallway

Requirement: Only Vic may be assigned to this event. Vic must have been assigned to Going Down previously this turn.

If assigned, Vic finds a strange hallway in his explorations and becomes separated from the group. At the end of the hallway he meets some savages that appear to be native to this place. He speaks with them and gains their trust, taking him to their leader. Vic gains one progress point towards the Hero of the Tribe destiny.[/ic]
[/spoiler]

[ooc=Event Summary]Here's turn 2! Unfortunately, Vic was blocked from becoming the De Facto Leader of the second batch. But you still managed to save Athena and gain her as an ally. She's assigned to events just like Vic. Now the question is, will you try and hunt Juliet or turn your attentions elsewhere?

1. Here you have an opportunity to gather loyalty. If you assign Athena and Vic to talk about Earth's future you'll get more loyalty for Athena, which is important because she's ambitious and thus her loyalty will tick downward naturally. Thaba and Henry are going to get into a fight. If you want you can support one of them and avoid the violence, or you can support both at the risk of suddenly having two characters in your group who hate each other. You also have the option of influencing one (or two) of the others if you have a specific character you'd like to gain as an ally.

2. Athena can, here and in the next two timeslots, spy on Juliet. It's a little risky because she's already weak, but if Juliet doesn't have some way to counter her invisibility the information could be very useful. Vic and Athena are both intelligent enough to get the machine in the control room working here, but if you want to hunt down Juliet you'll need to drum up support with the Rouse the Mob event instead. You can also assign characters to practice their skills, which will eventually let them upgrade their abilities.

3. The primary decision here is whether or not to try and capture the lightless room. Your precog ability will be useful, as it'll tell you if Juliet is being assigned to defend. If she's not there's no danger in taking it.

4. There's a major opportunity here to gain a powerful artifact. This decision has massive ramifications, so think hard before going for it. If you definitely want the Hero of the Tribe destiny you'll probably want to assign Vic to Going Down so that he can be assigned to A Disorienting Hallway. This timeslot also has another opportunity to learn to use the control room mechanism.

5. In this timeslot you get to decide whether you trust Mohandas enough to do him a favor in exchange for information. The man is mighty mysterious; it's not clear how he knows your gun in unloaded (Vic might not even know), so it may be worth being on his good side. On the other hand, he might be exactly the kind of character not to deal with. If you're pushing for a Hero of the Tribe destiny you can leave the group to pursue it. If you leave you'll still be able to control allies, but you'll have reduced ability to gain loyalty.

As always, let me know if you have any questions.[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 7 Events (Assignments due July 3rd)
Post by: LD on June 26, 2013, 11:49:16 PM
Ok.

[spoiler=Vic's Assignments]
Note: These probably will change when TMG posts his.

1. Future of Earth (Vic and Athena)
2. Machine Learning (Athena) and Know Thyself (Vic)  [I am not sure exactly how the Superhuman Development token will help him? If the token wouldn't help him or isn't appropriate, then please let me know so I can assign Vic to something else, like Rouse the Mob] but TBD, maybe Rouse Mob (Vic) if Juliet tries to seize the room.
3. Room of Shadow (Vic) and Scout (Athena)  
4. Siren's Call (Athena)
Going Down (Vic) pick SMOKE (so Frost is the danger)
5. Hallway (Vic)
[/spoiler]
Title: Re: City of the Chosen: Turn 7 Events (Assignments due July 3rd)
Post by: TheMeanestGuest on July 03, 2013, 11:47:14 AM
[spoiler=Juliet's Assignments]1. None
2. You're Hungry Aren't You?
3. What's Your Doll's Name?
4. A Hiding Place[/spoiler]
Title: Re: City of the Chosen: Turn 7 Events (Assignments due July 3rd)
Post by: HippopotamusDundee on July 04, 2013, 09:58:34 AM
[spoiler=Saitoro's Assignments]
Please don't cut back on fluff - the flavour text is honestly one of my favourite parts of this game.

1. Buddha Nature
2. Enhanced Meditation (Silver-Eyes)
3. Stoke the Flames
4. Repairs
5. Bind a Wound
[/spoiler]
Title: Re: City of the Chosen: Turn 7 Events (Assignments due ASAP)
Post by: BasnetI on July 04, 2013, 10:50:42 PM
[spoiler=Bastien assignments]
I have been a little busy, so i was unable to make role playing this last weeks. this will get better next week, so for now i'll tell you some of the inner state of Bastien.

(Bastien is a little affected from what happened with Olga, he feels guilt, next turn if possible he will try to make amends with her)
Bastien will share what's in the basket (Mary get the benefit) Bastien will talk to mary about how she feels and show concern about jessica's health (even if he don't get any info)

0. Journal entry: "What should I do now?"
1. Bastien: Soviet loyalty (controlled facet) confront her ("tell me the truth!   What happened on that blasted place??")
Riccara: Soviet loyalty
Mary: Make me a.... (make a replica of Bastien's weapon (can't make food,  I suppose))
4.Gyeong-su:A Ship
Olga:A Ship
Riccara:A Ship
Mary:A Ship
Medicine Man:A Ship
Vitus:A Ship
Bastien:explore the last hall (controlled)(he needs to clear his mind, that's the reason for him being apart from the group, he excuses and goes away)
5. Bastien: Retake the tower (Feral) (if it is possible: equip his weapon)
Riccara: Retake the tower
Gyeong-su:Retake the tower
Olga:Retake the tower
Mary:Catwalk
Medicine Man:Catwalk
Vitus:Catwalk
6. Bastien: Random pick between both events (there is confusion on his mind, he feels weak, he will choose as things go on and the turn develops. He will decide at the last minute...)[/spoiler]
Title: Re: City of the Chosen: Turn 7 Events (Update in Progress)
Post by: Raelifin on July 11, 2013, 07:38:46 PM
TURN 8 - Dark Inhabitants
This turn will take 1.5 hours of in-game time.
Soundtrack (http://www.listenonrepeat.com/watch/?v=qHQabjJgvk0)

[spoiler=Destinies][ic=Hero of the Tribe]You met with the people of the city, and performed a great feat for them. They revere you as their champion, and place their hopes on you.[/ic]
[ic=Murderer]Tensions between you and another chosen kept building. It just wasn't sustainable. They had to die.[/ic]
[ic=Alchemist]You've collected and studied the various substances of the city. Armed with this knowledge you can poison, heal, distract, or strengthen.[/ic]
[ic=Oracle]You've all had visions and perceptions, but this goes beyond that. You've aquired a perception of this place that brushes up against knowing the truth.[/ic]
[ic=True Leader]You've proven yourself time and again as a trustworthy and wise leader. Others recognize you as the clear and permenant leader of a faction of chosen.[/ic]
[ic=Builder]When others were wanting, you provided. Food, beds, spaces. These things you provided. Weapons. Walls. Everyone knows you're the person to see when something needs to be made.[/ic]
[ic=Badass]You've proven, time and again, that you're not one to be messed with. The other chosen fear you, and for good reason. You win fights, and sometimes you pick them. You get what you want, even if you don't have many friends.[/ic]
[ic=Monster]You didn't stay with the others. You dabbled in things you should've avoided. The city's darkness has seeped into you, and you've changed into something less than fully human.[/ic]
[ic=Sage]The places, devices, and occurances in the city are chaotic and strange, but not without laws. You've taken the time to study them, and you understand them and their function more than anyone.[/ic]
[ic=Protector of the Weak]While you may or may not be the best leader, the chosen understand that you are a person of honor and benevolence. You took care of those who needed help the most, and for it you are recognized as a paragon of protection.[/ic]
[ic=Augmented]The artifacts of the city did more than just help you. You became dependent on them, and learned their secrets in the process. You are now not fully human, but none deny your power.[/ic]
[ic=Connected]You met someone special. The bond, platonic or romantic, that you've forged with them will stand the test of time. To return to earth without them would be unacceptable.[/ic][/spoiler]

(http://raelifin.com/files/pics/map5.png)

Publicly Known Locations:
[spoiler=Pod Tower (16 Pods)][ic=Pod Tower]This massive room is circular in shape and around 30 meters in diameter. The floor is made of rounded cobblestones of all kinds of colors, worn smooth over time, and the walls appear to be marble or some other kind of smooth, white stone. Inset in the walls are a multitude of glass beads arranged in strange spiral patterns that draw the eye upward. Each bead emits a soft white-blue glow that together illuminate the room in a way that's reminiscent of starlight. As eyes follow the spirals upward the viewer's neck is forced back and back and back. The room appears to have no ceiling, but to extend forever into the heavens like a great, glowing tunnel. In the room are sixteen pod-shaped objects, like eggs on stands, arranged into an uneven ring. Each of the Chosen had awoken in one such pod. Along one side of the tower there is a notable absence of lights, and instead there is a tall archway of carved white stone that serves as a door.[/ic][/spoiler]
[spoiler=Spiral Hall][ic=Spiral Hall]This hallway is curved to match the wall of the pod tower. One doorway leads into the tower itself, while a doorway opposite it leads to the tower control room. As one follows the hall clockwise around the tower it descends, such that one leaving the tower can go down and to the right, or up and to the left. After a ways down, the hallway leads to a door that opens to the balcony of shards. If one follows the hallway up instead, they arrive at the honeycomb chamber.

The hallway is made of white stone, with colored cobblestone floors and is lit by a dim band of yellow light set into the ceiling.[/ic][/spoiler]
[spoiler=Balcony of Shards (Strange Craft)][ic=Balcony of Shards]Extending from the side of a titanic building is a balcony made of a silver metal. The balcony is shaped in a great half-circle with a radius of about 40 meters. The building it's attached to is covered with the same metal, and in the light of the sun it would surely shine brilliantly. The floor of the balcony is etched with a strange pattern of triangles that all point in to the central doorway that leads to the spiral hall. The triangles each have a smaller triangle inside them, facing the opposite direction, and these smaller triangles have even smaller triangles, on and on, as finely as the eye can perceive. Every other triangle appears to be a gap in the floor, creating the appearance of being less than solid. Apart from a few obvious gaps, however, the surface is sturdy and traversable.

Aside from the primary portal at the center of the balcony (leading to the spiral hall), there are two doors of the same etched white stone on either edge. The building out of which the balcony extends is flat on this side, and the balcony is not adorned with any sort of railing, making both doors dreadfully close to the edge. (One door leads to The Wooden Workshop, while the other leads to Blackslime Bridge.)[/ic]

[ic=Strange Craft]The balcony is not empty. Near the far edge is a great shape, smooth and glossy in the planet-light, either some kind of structure, statue, or craft. Perched on three pillars, the craft is shaped like a great black scarab, though it had no legs and wasn't so obviously jointed. In its side is an opening approximately two meters high. It seemed to be designed to be entered, though who knows what lay within. On either side of the opening are two great protrusions, each with a vaguely cylindrical shape and some sort of mechanism inside. The opposite side of the craft is identical, possessing the same entrance and pair of cylinders.[/ic][/spoiler]
[spoiler=Blackslime Bridge][ic=Blackslime Bridge]Through one of the side doors on the Balcony of Shards is a rectangular room filled with a fog. The fog smells chemical in nature, and seems to glow with a sickly green light. A path, wet from the fog, made from the shiny metal of the balcony carved in intricate designs extends out into the room, but otherwise there is no floor to the left or right. About a meter down is an opaque slime that sloshes around slowly. The goop seems to radiate heat and it makes the whole room uncomfortably hot. The path is a bit over a meter wide. Like the balcony, it has no railing, making the ooze below seem even more dangerous.

The side walls of the chamber are obscured by the fog. At the far end of the bridge, the path splits in two, forming a Y shape. Down one fork is a hallway (Skyward Hub), and down the other is a room (Vision Chamber).[/ic][/spoiler]
[spoiler=Vision Chamber][ic=The Vision Chamber]One of the doors from the Blackslime Bridge leads into a relatively small room with no other exits. The floor is slanted, as is the ceiling. The walls are bowed, too, making the chamber akin to a symmetric, 4-sided polyhedron with curved surfaces. The walls, ceiling, and floor come together to a point on the left and right sides of the room. At its widest, the room is probably four meters across.

Patterns of white light are etched into the far wall, and since the walls, ceiling, and floor of the chamber appear to be made of yellow stone, the chamber has a very warm, bright, feeling to it.

In the exact center of the room is an orb that appears to be made of solid gold, floating in mid-air. About 50cm in diameter, the sphere is perfectly smooth and appears to have no function. As one enters the room, the patterns on the far wall combined with the floating golden sphere and the curvature of the room make the shape and appearance of a great white and gold eye.

Since the room is mostly featureless and has no other exits, most of the Chosen quickly abandon it, and focus attention elsewhere.[/ic][/spoiler]
[spoiler=Skyward Hub][ic=Skyward Hub]In many areas of the building are hallways that appear to run into dead ends. The dead ends lead to the Skyward Hub if one knows how to follow them. Once on the other side of the dead-end one finds a circular room with a ceiling only about three meters high. The room itself is probably 15 meters in diameter, and from it run eight identical hallways that lead to trick-dead-ends. The walls, floor, and ceiling are made of grey stone, and the room is lit by bands of glowing white light that run along the edges of the chamber where the walls, floors, and ceiling meet.[/spoiler]
[spoiler=The Garden][ic=The Garden (Night)]Trees rise up from black soil, their trunks white and ghostly in the dim light. The room, for this place is surely indoors, is deathly silent. No insects, animals, birds, or running water. Every now and again one can feel the slightest breeze, but it is hardly notable. The branches overhead obscure the ceiling, which is undoubtedly many meters above. Pale orbs of light drift through the canopy like miniature moons, throwing shadows every direction and yet making no noise.

The garden appears to be tended; paths of flat stones run throughout in winding patterns, but the land is hardly flat. Little hills are everywhere, and in the valleys are deep pools. Some are water, while others are strange liquids like the hot black goop found elsewhere. The surfaces of the pools are covered with leaves and the water appears to be remarkably clean, despite being stationary.

All around the trees are little bushes or plants, some with flowers and others plain. Small fruits are easy to find on the bushes and trees, but never on the ground. Apples, pears, strawberries, and more can be discovered if one searches, but they seem different in small ways--in their taste, texture, and coloration.[/ic][/spoiler]

Mysterious Locations:
Honeycomb Chamber
Control Room
Wooden Workshop
Dead End
The Æther
Amber Prism
The Library
Hellscape
Elevator
Great Hall
Processing Plant
Mirror Chamber
Pod Tower 2
Spiral Hall 2
Gleaming Factory
Acrid Pit
Hissing Hill
Eternal Hall
Hydro Plaza
Hall of the Titans
Warren of the Watchers
The Roof
The Conduit

CharacterLeaderLocationLast Known Status
Layla al-ZakiyyaN/ASkyward HubComatose
SaitoroN/A?Unknown
JulietN/A?Unknown
Riccara VaillancourtBastienSkyward HubSeriously Injured
Bastien McgregorN/ABalcony of ShardsHealthy
Jens Faber-?Unknown
Hong Gyeong-suBastienSkyward HubHealthy
Oryx the ExileJohnAmber PrismHealthy
Mary of the GondBastien?Healthy
Vitus the RogueBastien?Healthy
John DanteN/AAmber PrismUnknown
Medicine ManBastien?Healthy
Olga SurikovBastienSkyward HubHealthy
Jéssica da Flor de SedaJohnAmber Prism+Skyward HubPoisoned
Emily WhiteJohnAmber PrismHealthy
Vic FellowesN/A?Unknown
Chan Feng-Pod Tower 2Injured
Athena TranscendentVicPod Tower 2Unknown
Mark "Thaba" Jacobs-Pod Tower 2Sick and Injured
Henry McCormac-Pod Tower 2Sick/Unknown
Lucie de Toulouse-?Unknown
ALL OTHER NEWCOMERS-Pod Tower 2Healthy
Title: Re: City of the Chosen: Turn 7 Events (Update in Progress)
Post by: Raelifin on July 11, 2013, 07:41:16 PM
[spoiler=Saitoro]
[spoiler=Fluff]
[ic=Adrift]Saitoro sat and listened to the cold song. The events in Mikawa ran through his mind. It had only been hours before, hadn't it? It felt like centuries. Perhaps it was. Memories of blood and pain, of taking lives, of arrows falling upon soldiers with lives and families. Sadness drifted across the serenity of Saitoro's new existence. He let it go, like a bird taking flight from his soul, leaving it lighter and more empty at the same time.

There was a truth to emptiness, and Saitoro found it more comfortable with each passing minute in this enlightened shell. The samurai and their injustices still brought emotions and thoughts to him, but they flowed through him and past him.

And this place. How empty it seemed. A ghost of a city. The confusion still remained. Why had he been taken here? Why were the others here? The desire to find answers rolled through him. He was empty. Unattached. Adrift.

The song continued. Low and sweet. The scent of the wood filled his nose, even if he didn't breathe.

What would he do now?

The question rolled through him.

He couldn't just sit forever.

Why not?

...

He sat with the question for a long time, thinking about the Buddha.[/ic]

[ic=Mohandas]Truthsong grew quieter as the flames died down. Saitoro could still feel the cool breeze on his skin.

What was that thing in the sky? The thing that couldn't be remembered. Silver-eyes had remembered it. He had come prepared for it.

The chime of the bell seemed clear in his ears, though it was merely a memory. The only sounds were that of the censer and the occasional bubble traveling through a pipe.

Who was that man? He seemed to know Saitoro. Had they met before? What was the nature of the book in his arms?

The kixthish drifted through to him, touching the edges of his mind without pulling it into shadow. Truthsong was his shield and visions came to him as he sat.

"My name is Mohandas Sharma, and I am your king." he said. His eyes glinted as he looked down on the chosen. "Or emperor--that would sound better in English, don't you think? Emperor Sharma the First..."

"Like hell you are! Why should you be king?" shouted a voice from below, rough and strong.

The silver eyes snapped downward in a piercing glare. The man, whom Saitoro was sure was Japanese, regardless of his unfamiliarity with the language, smiled arrogantly. "For two reasons: The first is that I am better than you. Better than any of you, better than all of you. I'm smarter, more creative, more knowledgeable, and more wise."

The scene boiled into steam like water thrown into a hot pan. The man called Mohandas was standing over Bastien Mcgregor, one of the others from the tower. Bastien was chained to a table and his upper body was completely exposed. Even his magic amulet was gone. The white man gnashed his teeth and fought against the chains ineffectually.

<So much resistance... Did Marianne teach you to resist torture as well as everything else? She was always such a pest.> Silver-eyes gazed impassionately at Bastien as he spoke in his foreign tongue. <No matter. You'll wear yourself out eventually. I have all the time in the world.>

Bastien began to say something as the dream collapsed back to its previous state. Mohandas commanded his great audience. His clothes were different. They were regal. Emperor Sharma.  Cries of anger came up from below, but his subjects could not reach him beyond the field.

"And secondly!" he shouted them down. "And secondly... I can travel through time." He paused for dramatic effect. "In addition to other things it means that I will always be three steps ahead."

Saitoro could see the doors open at that instant, as though unlocked by his very words. Creatures swarmed in from all directions, howling and roaring as they charged.

The song ended, and once again Saitoro was sitting amidst the pipes.[/ic]

[ic=Healing]Saitoro could already feel the delusional effects of the kixthish encroaching upon the corners of his mind. The prophetic effect of the energies was useful, but he doubted that it was good to have them leaking about the building like this. He had dodged the last "replica spillover", but if the kixthish continued to flow there was always the risk of another.

Saitoro lifted the 香炉 from the ground. It was still warm. With some exploration he returned to the basin where he had collected the original chips and refilled Truthsong to the brim. Using the mechanism he rekindled the beautiful music and took a moment to tear the last of his sleeves to form a bandage from the injuries he had sustained in combat. His body didn't protest from the loss of blood, but it was sensible to stay in good health anyway. The scratches had re-opened upon facing the screamer again, but he was glad to see that most of the cuts were already well on their way to healing anyway.

The smoke from the censer washed the illusions from his mind and revealed the kixthish trails drifting between the pipes.

For a while Saitoro wandered the maze looking for something resembling a tool. A hammer, perhaps, with which to beat the pipe into shape. There wasn't much that was portable here, however, just pipes and vats and valves. The monk had never seen a valve before, so the idea didn't come quickly, but Saitoro was nothing if not observant. After enough wandering and observing he deduced that the valves served to direct the contents of the pipes at intersections or to simply block the flow entirely.

Returning to the source of the kixthish it was then a relatively simple matter of finding a valve which sealed the flow. Protected as he was by Truthsong, Saitoro turned a wheel and watched as the energies slowly subsided. Some part of him felt good for having fixed the leak, but mostly he just felt empty.

Saitoro sat once more and thought about purpose.[/ic]
[/spoiler]

Saitoro has Truthsong, it is active.
Saitoro has the Eternal trait. His Late Bloomer trait will result in one more full trait before you become locked in to developing existing powers.
Saitoro is suspicious.
Saitoro has 2 Unhappiness Tokens.
Saitoro has 2 Knowledge Tokens.
Saitoro has 1 Personal Development Token.
Saitoro has 1 progress point towards the Oracle destiny.
Hong Gyeong-su's loyalty to you is 2, but he is not your ally.

[spoiler=Events]
1.
Quote from: Simultaneous[ic=A Minor Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

If assigned, Saitoro makes progress understanding how to read the runes that are painted all over the maze of pipes.[/ic]

[ic=The Lamp, The Fountain, and The Spider]Public, Opportunity, Smoke
Location: Fountain Chamber

Requirement: Only Saitoro may be assigned here.

If assigned, Saitoro follows an intuition and discovers a door which leads to a dark chamber lit by a lantern that hangs from the ceiling. Saitoro recognizes it as the lantern from his dream, and knows that it possesses some important properties. The chamber is occupied primarily by a large fountain with stone structures in the middle. Saitoro climbs the structures, obtains the lantern, and receives a vision from it about the jade spider from his dream. If Saitoro is injured when assigned, he slips from the fountain after obtaining the lantern and breaks both his legs, becoming seriously injured (he'll be unable to do much until rescued). If he is uninjured when assigned then he climbs down safely.[/ic]

[ic=A Meditation on Purpose]Private, Opportunity, Dust
Location: Processing Plant

Requirement: Only Saitoro may be assigned here.

If assigned, Saitoro spends more time thinking about his life and his goals. Remove two Unhappiness tokens from Saitoro.[/ic]

2.
Quote from: Simultaneous[spoiler=A Minor Breakthrough][ic=A Minor Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Only Saitoro may be assigned to this event.

If assigned, Saitoro makes progress understanding how to read the runes that are painted all over the maze of pipes.[/ic][/spoiler]

[spoiler=The Lamp, The Fountain, and The Spider][ic=The Lamp, The Fountain, and The Spider]Public, Opportunity, Smoke
Location: Fountain Chamber

Requirement: Only Saitoro may be assigned here.

If assigned, Saitoro follows an intuition and discovers a door which leads to a dark chamber lit by a lantern that hangs from the ceiling. Saitoro recognizes it as the lantern from his dream, and knows that it possesses some important properties. The chamber is occupied primarily by a large fountain with stone structures in the middle. Saitoro climbs the structures, obtains the lantern, and receives a vision from it about the jade spider from his dream. If Saitoro is injured when assigned, he slips from the fountain after obtaining the lantern and breaks both his legs, becoming seriously injured (he'll be unable to do much until rescued). If he is uninjured when assigned then he climbs down safely.[/ic][/spoiler]

[ic=A Major Breakthrough]Private, Opportunity, Smoke
Location: Processing Plant

Requirement: Saitoro can only be assigned here if he was also assigned to A Minor Breakthrough. Only Saitoro can be assigned to this event.

If assigned, Saitoro becomes able to read the runes and gains a progress point towards the Sage destiny.[/ic]

[ic=Return to the Æther]Public, Opportunity, Dust
Location: The Æther

Restriction: Only Saitoro may be assigned to this event.

Saitoro soars into the azure, prepared for the screamer. With his bow in hand there is a 50% chance that he navigates the Æther without cost. However, there is a 50% chance that the screamer catches him and injures him. If Truthsong is present (which it will be by default), Saitoro remembers more about the monster if it catches him.[/ic]

3.
Quote from: Simultaneous
[ic=Replica Swarm]Public, Crisis, Iron, Combat, Competitive
Location: Processing Plant

Restriction: Only Saitoro may be assigned here.

If Saitoro is not assigned to Return to the Æther, he must be assigned here.

The replicas mentioned by the disembodied voice from the tower finally find their way to the processing plant. If assigned, Saitoro is rushed by 2d6 feral clones of himself. Each clone is just as strong and possesses the same martial arts skill, though none will use their yumi and they do not possess any superhuman traits. When assigned, you may specify either an offensive or defensive tactic. If unspecified, the tactic is selected randomly. In offense Saitoro picks off one of the clones with his longbow before they close to melee range; Strength is a factor in the challenge. In defense Saitoro works himself into a corner and attempts to wear down the attackers; Endurance is a factor in the challenge.

Challenge domains: Melee Combat, Combat, either Strength or Endurance (see above)

Blood Outcome: All of the winners deal damage to a random loser. One random loser deals damage to one random winner.

Iron Outcome: Up to three winners deal damage to a random loser.

Smoke Outcome: Each assigned character deals damage to a random character. Weapons have -2 deadliness when damaging winners.

Frost Outcome: Up to three losers are injured and captured (if applicable).

Tie Outcome: Break ties randomly. (i.e. if one group has 3 Blood and another group has 3 Iron, decide whether the first wins with a Blood outcome or the second wins with an Iron outcome)

To deal damage, roll 1d4 and add the deadliness of the weapon of the aggressor. On a 1 or 2 the victim is injured, on a 3-4 the victim is seriously injured, or a 5+ the victim is slain. If the victim is already injured, increase the deadliness of the attack by 2, if they're seriously injured increase it by 4.[/ic]

[ic=Retake the Pod Tower]Public, Crisis, Iron, Combat, Cooperative
Location: Pod Tower

Requirements: Only Bastien and Saitoro may be assigned to this event (Oryx may come along).

Bastien's failure at retaking the tower was an embarrassment, but if he were to return to the group showing that he had managed to retake it in their absence he would be famous indeed. If Bastien regains control of the tower, he gains one progress point towards the True Leader destiny.

There are 10 replicas in the tower/hall: 2 Bastien, 2 Gyeong-su, 3 Mary, 1 Jessica, 1 Vitus, and 1 Emily.

For each character assigned here with a firearm a random replica is slain in the opening volley. For each character assigned here with a grenade a random replica is slain before the primary challenge.

This challenge is a competition between the chosen and the surviving replicas. The winners gain control of the tower and stair in addition to other outcomes.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood and Smoke Outcome: Each winner deals damage to a random loser.

Iron and Dust Outcome: If humans win, half the remaining replicas are slain; if replicas win each human takes damage from a random replica.

Tie Outcome: All assigned characters are injured (unless impervious), and an equal number of replicas are slain. The replicas maintain control of the tower.

Neglect Outcome: The replicas surge from the tower and retake the balcony, pushing any characters present into the Skyward Hub.

Damage is handled as normal (roll 1d4+deadliness).[/ic]

[ic=Another Tower]Public, Opportunity, Dust
Location: Pod Tower 2

Restriction: Only Saitoro may be assigned to this event. Saitoro must have been assigned to Return to the Æther this turn.

Saitoro dives out of the Æther to find himself in another Pod Tower, but this one is occupied by a different group of strangers than he had met before. He'll learn what their experience has been as well as possibly use artifacts to uncover a secret behind the towers. Low danger. Potential progress towards the Oracle destiny.[/ic]

[ic=Amber Lights]Public, Opportunity, Dust
Location: Amber Prism

Restriction: Only Saitoro may be assigned to this event. Saitoro must have been assigned to Return to the Æther this turn.

Saitoro returns to the triangular room with the strange metal structures. There he meets John Dante and company. John is different, and Saitoro gains a knowledge token as he speaks with the American. During the conversation, John shows Saitoro the building's library. You may choose to share what you've learned with John and company when you're assigned to this event. If you do, Saitoro gains a progress point towards the Sage destiny. Medium danger.[/ic]

[ic=The Roof]Public, Opportunity, Dust
Location: The Roof

Restriction: Only Saitoro may be assigned to this event. Saitoro must have been assigned to Return to the Æther this turn.

If assigned, Saitoro dives out of the eternal sky only to find himself under a more normal sky. The roof of the building he woke up on provides him with a clear view of the city and access to major Dust artifact on future turns. The artifact is stationary, and cannot move from the roof. There may be other Chosen in the area attempting to obtain it for themselves. Medium danger. Potential progress towards the Oracle destiny.[/ic]

[ic=Back to the Garden]Public, Opportunity, Dust
Location: The Garden

Restriction: Only Saitoro may be assigned to this event. Saitoro must have been assigned to Return to the Æther this turn.

If assigned, Saitoro returns to the garden which he visited a few hours ago. This time he meets Juliet, who is not pleased by his presence. Next turn most of his events will revolve around dealing with her. High danger. Potential progress towards Protector of the Weak destiny.[/ic]
[/spoiler]

[ooc=Events Summary]Alas, Mohandas/silver-eyes did not yield progress towards being an oracle. This turn Saitoro's location is under attack by the replicas that other players have been fighting with. You're weak/alone such that it only really makes sense to retreat to the AEther; you'll probably die if you try and fight the swarm.

1. Decide whether to get the lantern artifact that Saitoro dreamed of or gain other minor boosts. Saitoro is uninjured, so there's not much reason to not get the lantern, especially if you'll be leaving the area.

2. Decide whether to get a minor boost or to flee to the AEther and potentially become injured by the screamer. Again, the threat of the replicas is so high that fleeing is vastly superior to other options.

3. If you didn't flee, you'll have to face the replicas at this timeslot and decide whether to be aggressive or defensive when facing them. If you flee to the AEther you can decide in this timeslot where to end up. You could end up helping others retake the original pod tower, or learn of the newcomers. You could meet Juliet (garden) or John (prism), or go to the roof and potentially get access to another artifact.
[/ooc]
[/spoiler]

[spoiler=Juliet][ic=The Foundations]"That's a cute dolly, Lucie." rasped Juliet. "Does she have a name?"

The black-eyed woman was perched on a stone by a pool of water. Lucie was snacking on some purple strawberries nearby. She seemed to have calmed down quite a bit since being snatched. Nothing really fazed the little one, not for long anyway. In time she might become a collected and level-headed woman.

"Son nom est Hanrietta. Aimez-vous la?" she asked, innocently.

"Yes. She's very nice. I bet she's scared right now, being in this place." Juliet gestured around the garden, glancing nervously over her shoulder on occasion.

"Ce n'est pas effrayant. C'est une aventure." (<It's not scary. It's an adventure.>)

Juliet smiled and stood up from the rock. "But what if there was a... dragon!" She pantomimed a roar and an gnashing of claws. Lucy giggled sweetly and Juliet smiled.[/ic]

Juliet and Lucy are growing together, in the garden. Juliet is still angry and filled with dark thoughts, but the little girl's presence seems to soften them and keep her grounded. As part of scouting out the garden and keeping an eye out for pursuit, Juliet finds a dead tree with a hollow trunk. The entrance to the trunk is behind a bush and not easy to spot. The place should serve as a shelter to hide Lucie or sleep, if necessary.[/spoiler]
Title: Re: City of the Chosen: Turn 7 Events (Update in Progress)
Post by: Raelifin on July 11, 2013, 07:43:15 PM
[spoiler=Bastien Mcgregor]
[spoiler=Fluff]
[ic=Bastien's Journal]Bastien Mcgregor
1 Day Since Arrival

This place goes on and on. We ran from the creeping sand all night, but it's over the entire building. If we had managed to get the ship or elevator working we might've been able to get a good night's rest on the ground. But at least we're all alive... That's what's important. And who knows, maybe we can make camp here in the gallery and sleep through the day.

Food, water, rest, and safety. It's my job as leader to make sure we always have enough. Once the basics are taken care of we can spend more time on figuring out what's going on. Should I try and take the group back through to the gardens to restock on food? Dante and the other corrupted seem to have a tight grip on them, but we have the numbers advantage...[/ic]

[ic=Four Women]Bastien took a pear from the basket and handed it to the Indian woman. She still sat by Layla, watching for any sign of consciousness. "Still nothing?" he asked simply.

Mary shook her head sadly and brushed Layla's forehead. <She's been dreaming for hours. The eyes move, but she will not awaken.>

Bastien Mcgregor turned his attention to the black woman who had recently awoken. "How about you? What happened, anyway?"

Jéssica smirked and let her grip on John's oversized coat loosen, "accidentally" revealing more than a little skin, her dress still torn from the battle on the balcony. <Poison. Long story. Turns out you shouldn't just drink the first thing you see.> Her smirk was replaced by a grimace as she clutched her stomach. <I think I'm just going to rest for a while, actually.>

"Good idea. We can take care of things." After a moment Bastien remembered the basket. "Want something?"

Jéssica merely shook her head and turned to curl up on the floor, using the coat like a blanket. "Deixe-me saber se você encontrar uma cama." (<Let me know if you find a bed.>)

John pulled Mary aside down one of the halls. "I don't suppose that trick of yours lets you make beds?" he asked, brushing his right hand over the amulet for a briefly.

<Actually->

"Wait. No. That's not the right move... We're still in danger. Do you remember my sword? Can you make that?"

The older woman frowned.

"What's wrong? Can't make it?"

Mary shook her head. <No. I can. I was just... You remind me of my son. He's always looking for things to fight. I just...> Her large dark eyes began to fill with tears and she looked away. <I just hope he's okay.> she spoke in a voice barely over a breath, clearly trying not to break down in front of the Englishman. Her hands began to move from side to side in an eerie fashion as she slowly collapsed onto the floor.

Bastien was about to try and say something comforting when Rikki called his name from the central chamber. He set the basket down next to Mary instead. Maybe the food would cheer her up.

The amulet tingled faintly. "Is something wrong?" he asked, returning to the hub. Rikki seemed excited, but there wasn't any sign of danger. Bastien was worried that the beast from the hellish metal room would know how to go through the trick hallway, but it appeared content to stay in its domain.

"Nothing big. You remember how you asked me about 'Cossackia' earlier?"

Bastien's eyes reflexively jumped to Olga. With the amulet hanging loose he was all too aware that Rikki's words would get him in trouble if they were overheard. Thankfully Olga was engaged with Jéssica, using a vanity mirror to tend to her face wounds. Bastien pulled Rikki down another hallway so they could have at least a shred of privacy. "What of it?" he intoned quietly, hoping the girl would catch on.

Rikki pulled a strange black object out of the pocket of her jeans. "Okay, so I don't have a ton of battery on here, but I was thinking about how I downloaded a local copy of Wikipedia about three months ago... the compact version of course, not the full-"

Bastien put a hand on her shoulder. The touch seemed to startle her, but she smiled warmly as Bastien said "Hold on... Did you find this here? What are you talking about?"

The pale light from the hall glinted off her small nose piercing as she laughed. "It's just a phone! But you're only from the year 2000, huh. Yeah, so basically it's a computer." Bastien frowned; he didn't have a lot of experience with computers, having spent most of his recent years training with weapons and learning the ancient secrets of house Mcgregor. From what he remembered they were easy enough (that was a common experience for him), but it seemed silly that one could be so small. Rikki continued "And I've got this database of information... Like an encyclopedia. Anyway, I looked up Cossackia for you."

"And?"

"And so I found out that its the name of a country that never existed. The cossacks are this ethnic group from southern Russia which were opposed to the communists and suffered greatly under Stalin's regime. The... encyclopedia even used the word 'genocide'. A lot of cossacks fought for the Nazis in World War 2 because they were promised an independent state if the Germans won... Hey, where are you going?"

The amulet was tingling again. "To talk with Olga. Thanks for the help."

"Wait! I'm coming with you." said Rikki as she began to fly after him. Bastien had always been popular with women, but on occasion it was inconvenient. Rikki's presence would make things harder, but at the same time he couldn't think of a good reason to send her away.

Bastien told Gyeong-su to make sure the balcony was still safe as he went to talk with the Russian woman. The korean nodded and stalked off down a hall before disappearing.

Olga had managed to stop the bleeding, but the claw marks would leave a nasty scar. She hadn't really been beautiful before, but Olga was looking downright ugly now. The scowl didn't help. Jéssica backed off to rest when she saw Bastien and Rikki coming.

"Olga, we need to talk."

<Ach. I'm fine.> she muttered disdainfully as she headed down the hall to the bridge after Gyeong-su.

"No, you're not. I'm not. None of us are." replied the Englishman, grabbing a sleeve of her coat.

"Provalivay!" she spat, jerking her arm free and continuing to storm off. She disappeared into the bridge room before Bastien could catch up.

"I know you're upset, but we have to talk about this!" called the Englishman as he stepped into the fog. Heat radiated from the slime, below. It was impossible to tell how many people were in the room, but Bastien suspected that Gyeong-su had already left.

"Bastien's right. We need to trust each other." said Rikki, now floating past him.

Olga came into view. The jewel on her chest glowed a faint blue as it held her up over the slime by the thin golden bands. Her arms were crossed beneath it and her eyes repeatedly darted from Bastien to Rikki and back again. "I agree." she spat. "But it's easier to say that when you weren't left for dead."

Bastien was getting tired of this. Olga was acting like a child. His arm reached for the amulet but stopped and thought better of it. "Bloody hell. It was you who left me behind first! What about that?"

<I don't abandon my comrades.> she said coldly.

"Tell me the truth! What happened in that blasted place??" Bastien let the words hang in the air for a moment. It was a gamble, but it felt right. "You're acting like a bloody cossack!"

From behind the long scabs, painted black from the ghostly green light, Olga stared at Bastien. Her brow arched with fury, but her lips couldn't seem to move.

Even Rikki seemed a little shocked at Bastien's words. "Uh... Bastien... maybe we should give her a break..."

<Fine. You want the truth?> the Russian woman said at last, still hovering with her arms crossed. <The truth is I don't know you, I don't know this place, and I don't know what's going on. You led us into that... place and yes, I tried to leave you behind. I don't give a shit about you or any of the rabble back there and I'd leave you all behind to die if it meant I'd survive.>

The blond woman drifted closer to the bridge, floating ominously higher than Bastien and clearly holding back a flood of emotions. <This stupid jewel saved me from the demon, but the truth is that I don't deserve it. I betray everyone eventually. My whole life was one huge lie and this hell-> Olga uncrossed her arms and gestured at the foggy room. <Is my reward.>

Bastien was a bit stunned by the outburst. Rikki was the one who responded. "So... you're actually a cossack, then?"

<I was. And I was helping the Nazis, too! And then I died, and you died, and you died!> Her finger shot out. <And it's all gone. They're all dead. The people I was betraying. My people. Everyone! We're a footnote in history and all my life ever added up to was being sent to a Christian hell that I never believed in to get chased by demons and be reminded of my sins!>

"We're not dead!" interjected the American girl.

<How can you be so sure?> snapped Olga.

"Dead people don't become super-heroes!"

<Then explain the demon.>

"I don't know! Maybe it's, like, a mutant or some-"

Bastien interrupted. "It doesn't matter. It doesn't matter who you were, Olga. It doesn't matter which side of the war you were on. It doesn't even matter what happened back in the room with the crystals. It doesn't matter whether you're dead or not. Right now we're all in danger and right now we need to stick together. Hell or not, I don't want to meet that thing again, and it seems like we have the power to prevent it. We need to think minute-by-minute, hour-by-hour. There are people back there than need our help, and I'd like you there with me."[/ic]

[ic=The Last Hall]The book was obnoxiously heavy. The last few hours had been full of excitement and switching to carrying the journal under one arm was tiring. But Bastien felt better with his sword in the other hand. Without the sword he was just some guy, but he felt that the blade served to complete him. It was a symbol.

Mary had done a fantastic job creating another one. Bastien presumed that the original was lying somewhere on the bottom of the blackslime tank, but to look at the new blade, he couldn't tell the difference. Magic. It was the only word for it. To make something out of nothing. This whole place was magical in a way that he had never even begun to suspect from Marianne's teachings.

Like most of the hallways, this one was lit by a band of white light that came from behind glass set into the ceiling. The hall was many meters long, but had no doors or significant features. It turned at right angles several times, and at one point descended about a meter and a half with a stairway. Rikki's comments about the spaces involved came back to Bastien, and he realized that the generic hallway reminded him more of a tunnel than anything else.

Bastien felt the moisture before he actually saw the water. He stayed alert, but internally he felt relieved to have found a water source that wasn't in the garden. He really didn't want to have to go back there, especially with the sense of foreboding that the journal gave him. "Dante and the other corrupted" it had read. If John wasn't trustworthy... Bastien needed a break. It's why he had decided to scout this last hall by himself.

The sound of streams and waterfalls filled his ears as the hallway at last opened into a tremendous space. It was composed of circular platforms raised to various heights with curved ramps leading up to each platform. The circles were at least 20 meters in diameter, but the most noticeable thing was that Bastien was outside. Weirdly, he didn't seem to be high in the air. In fact, as he looked beyond the immediate surroundings, Bastien could see tall buildings beyond the platforms.

Water played off of structures all around the disks. Great waterfalls poured from one disk to the next and Bastien could see a fountain on the top platform, about a hundred meters in the air. The disks were white stone and most of them were supported by smooth ivory pillars. The lowest of the raised platforms was held up by walls, however, and Bastien could see an entryway into the room beneath it, lit from below by cool blue glass. The sun overhead was strong, and though the temperature was fairly cool, Bastien guessed that it'd be quite hot out here once the day progressed.

The hallway from which the Englishman came was set into a low, windowless building made of red stone. The openness of the place was a shocking contrast to the confined rooms of building 29. If he chose Bastien could probably walk in any direction without consequence.

Bastien approached one of the streams carefully. Jéssica had warned him that some of the water had been poisoned, or something to that effect. He stared at it and touched it. Nothing. It seemed cold and clean as the water from a faucet. He was thirsty, too, more thirsty than he realized. The hellscape had burned the fluids out of him as sweat.

Setting the book and sword down, Bastien slowly took a drink. It was delicious.[/ic]

[ic=The Ship]Before leaving, Bastien had told Olga that she should lead the group in his absence and told Gyeong-su to listen to her desires. It was a gamble. Olga had proven herself to be self-centered and more than a little deceptive, but Bastien wanted her to know that she was still welcome in the group. The last thing they needed was to turn on each-other.

Perhaps fearing the demon from the pit, Olga (and Gyeong-su) arranged for everyone to return to the balcony. The craft there seemed promising, and there was concern about staying near John and Oryx. Jéssica volunteered to go find them, as she had experience with that section of the building.

Olga, still playing the part of the communist, had everyone contribute to deducing the function of the craft. Vitus clearly resented the exercise, constantly taking offense at little movements or remarks until eventually Olga told him to stay back with Emily and Layla. Emily, despite probably understanding the thing more than anyone, refused to help them deduce its operation, though she would not say why.

Ultimately their fumbling search yielded nothing but dead-ends. Tired of looking, they eventually broke off the investigation as Jéssica, Oryx, and Bastien returned. When asked, Oryx only said that John was not feeling well, and stayed behind to rest.[/ic]

[ic=Trained Warriors]Bastien reported that he found fresh water, which people seemed quite pleased by, especially after the failure to get the craft working.

"And as much as I'd like to just send everyone there, I think it's best if we try and push back up the tower and follow up on some other leads right now. We've driven the smoke clones back from here, but we need to show them that they can't just come and attack us without repercussions."

Gyeong-su gave a sharp bow, there on the balcony in the light of the rising sun. It looked overly formal and somewhat silly. Bastien looked at Olga and Rikki. Rikki simply nodded, but she looked nervous.

Oryx, however, refused to help. "My place is with John. Good luck." he said awkwardly before slipping off through the third doorway.

Bastien spoke with Mary about investigating Medicine Man's discovery and then the group of the four of them re-entered the central door back into the spiral hall.

Leading the way, Bastien found himself gripping his amulet with a white knuckled grip, his tense disposition working its way out despite his best attempts to keep his fears off of his face.  Gyeong-su moved with him, surely placing one foot in front of the other, wearing an equally determined look. Loyalty aside, it seemed like fighting yourself was something one never really got used too. A footstep ahead, and Bastien brandished his sword ahead of him.

Some time later, the battle grew hot. Bastien's muscles burned, and rivulets of sweat burned his eyes as he furiously tried to blink them away. While the copies were not as numerous as expected, they were effective. The way in which they covered each other, their defensive combat style. He supposed Gyeong-Su's martial prowess was both a blessing and a curse, as he worked to break the guard of one of the copies of his formidable ally, while said ally fought two copies of Bastien himself. Olga and Rikki were serving to distract a fourth copy admirably, using their powers of flight to avoid harm while relieving Bastien of the pressure of being outnumbered.  Of course, just as the thought crossed his mind, Rikki screamed.

Their progress had been steady, forcing the crude copies up the hall and past even the door to the room in which they had awakened. Bastien had to have known this was too easy. He should have kept up his awareness, looked twice before proceeding, anything to have averted this disaster. Rikki sobbed, almost caressing the sword that protruded from her abdomen, as Olga clawed at the new attacker in a rage, forcing them back. But soon there were more, three then five then a call for retreat. Bastien had led them too deep. They were unprepared, now he would cover their retreat. Gyeong-Su, in a hasty manner, hoisted Rikki in his arms and moved to back out of the hall, as Olga looked about eyes wide in panic. At least she had stopped accusing Bastien long enough for them to make their escape. The impassive eyes of the copies would haunt him forever, as he stepped back out of the hall once more defeated, once more unsated in his anger. Were those eyes pressed against by the same anger he held? Or were they just as cold as the steel in his hand.

The four humans fled from the hallway back to the balcony, hearing the jeers and screams of the feral copies echo behind them. Bastien held them off at the doorway as Gyeong-su gently set Rikki onto the fractal-patterned metal. The sword was still in her, somehow. The long hilt was unmistakably identical to the one he held in his hands.

<She's still breathing!> called Olga.

Bastien felt a sharp intake of breath; the relief was overwhelming. He'd already lost one friend, and to lose another by his command... Suddenly the mantle of leadership seemed unbearable, but the others looked at him expectantly.

Bastien let go of the amulet and the words came to him effortlessly.

"Get her to the others! I'll hold these bastards back for as long as I can, but we must press on! This place has been one danger after the next, and from what I've read it won't get any safer. There's some fresh water down the hall between the elevator and the bridge. If I don't make it back, let Olga take the group down there. Try and wake Layla if you can... Don't look at me like that, Gyeong, they're both at least as capable as me. I know you're all looking to me for guidance, but you have to take care of each other. Take care of Rikki. She... she doesn't deserve to die by my hand."

Gyeong-su looked like he was about to say something stern and Olga wore a face that Bastien knew was masking her true feelings. He cut off the Korean. "Go! Go!"

Gyeong-su picked Riccara up again and started off towards the door. Olga hesitated and for a moment she seemed deeply sorry. As the jewel carried her off, Bastien once again took his amulet in his left hand and turned to face the coming replicas.[/ic]

[ic=The Replicator]While Bastien and the others attempted to push the replicas out of the tower, Mary, Medicine Man, and Vitus returned with Layla and Jéssica to the hub.

<Bastien... you found something interesting?> Mary asked the dramatic American quietly.

<Indeed I did. I found someone new. Someone who wasn't in a pod. They might still be there if we hurry.> He swung his arms as if to say "lead the way". Mary couldn't understand how the man knew she'd been asked to investigate with him, but she didn't object.

<You too, Vitus.> he commanded, smiling gently.

Vitus shook his shaggy head and grunted something close to "no".

<I'm afraid it wasn't a request. Jéssica here will take good care of the dreamer. I'm afraid that I don't trust you to do the same.>

Vitus scowled darkly and grunted again as he sulked down the corridor after Mary.

The three of them disappeared through a hall and eventually made it to the top of the infernally long ladder. The catwalk was just as the Medicine Man had left it. Down below they could see the shadow-creatures lurking in a great mass.

Medicine Man, no longer desiring to hide himself, strode out on the walkway towards the room set into the ceiling. The beasts quickly spotted him and as they did they began to change into clones of him and Mary and Vitus. Their black eyes stared up at the walkway and as they solidified they began to screech and hollar madly.

The figure in the room, alerted by the noise came to a window that looked out at the catwalk and the room below. The three could see now that the man within had glinting metal eyes and an east-Asian appearance, but dressed in a business suit.

"नमस्कार, दोस्तों!" (<Hello, friends!>) he called in Hindi. Mary was startled to hear him use her tongue and she waved cautiously in return. The man opened the door to the catwalk, which was, remarkably, a metal hatch with a handle, not the white magical stone encountered elsewhere.

Vitus gripped his dagger tightly as they walked towards him. The Roman didn't trust the stranger one bit, which wasn't exactly uncommon, but Vitus had an especially bad feeling about the silver-eyed man.

<I see you've found the replicator, and not a moment too soon. I've been trying to figure out how->

Mary, of all people, interrupted. <My name is Mary of the Gond tribe.> she said quickly, bowing with a stiff motion and not rising to look at the stranger.

<Ah. My apologies. My name is Mohandas Sharma. And before you ask, I am not from around here. I awoke in a tower just as you did.> He did not bow.

Mary completed the introduction with a <pleasure to make your acquaintance> and raised her gaze, though never to meet his eyes. Vitus and Medicine Man stayed silent.

<As I was saying...> Mohandas began to walk back into the room, and the three followed him cautiously. <I've been trying to figure out how to deactivate the replicator. It seems to be channeling excess kixthish into forming those beasts automatically as some sort of defense mechanism. Someone seems to have damaged the kixthish containment system, and this replicator is a failsafe. It's almost like trying to drink all the water that comes out of a faucet when the drain is clogged, amusing, no?>

Medicine Man was the only one who didn't stare at him in confusion, but this words implied that he was also lost. <Each man and woman awoke with a start in an egg in a tower. Some could fly while others saw within the mind. The amazing Mohandas Sharma possessed the power to stun and confuse his foes with words alone.>

Mohandas laughed politely. <I encourage you to play with the controls-> Silver-eyes swept his hands out in front of an array of knobs, levers and gauges. <But I must be off to the roof. I believe I have a ride waiting for me, and it would hardly be polite to keep them waiting.

At this, the Asian man made his way to a ladder set into the side of the room and began to climb. Another metal hatch was above the ladder.

<Wait!> called Medicine Man, but as soon as he did Mohandas seemed to disappear into thin air.

For a while the three of them stood there amidst the cries of the foul copies staring at the machinery which none of them had any familiarity with.

<Like eagles gliding over the forests we ought to fly home to roost. This is the domain of fish, not birds.>

Mary nodded solemnly and the three of them started back towards the hub.[/ic]
[/spoiler]

Mary is now carrying the shoddy basket. She ate the food.
Olga's secret identity has been discovered. Her traits are a bit different than previously suspected (see below). Her mother died at the hands of communist soldiers and she's spent her entire adult life attempting to undermine the USSR, particularly by serving as a Nazi spy.
Rikki is seriously injured, as such she cannot be assigned to events this turn.

Bastien is carrying the journal and his sword.

Bastien's tokens: None
Bastien has one progress point towards the Connected (Olga) destiny.
Bastien has one progress point towards the True Leader destiny.

[spoiler=Hong Gyeong-su (Ally)]Loyalty: 9

Tokens:
* Superhuman Development x1
* Unhappiness x2

Mundane Traits:
* Melee Weapon Training
* Good Judge of Character
* Focused
* Loyal

Superhuman Trait: Impervious

Items:
* Armor
* Tiger Sword (long blade)[/spoiler]
[spoiler=Olga Surikov (Ally)]Loyalty: 4

Olga has absorbed 14 units of blackslime (she cannot currently absorb more).

Tokens:
* Superhuman Development x1
* Corruption x1
* Unhappiness x3

Mundane Traits:
* Firearm Training
* False Identity
* Physically Fit
* Ambitious

Supernatural Trait: Power Vampire

Items:
* Flight Jewel[/spoiler]
[spoiler=Riccara Vaillancourt (Ally)]Loyalty: 5

Riccara is seriously injured.

Tokens: None

Mundane Traits:
* Attractive
* Young
* Intelligent
* Naive

Supernatural Trait: Flight

Items:
* Smartphone

Rikki is bisexual.[/spoiler]
[spoiler=Mary of the Gond (Ally)]Loyalty: 3
Tokens:
* Superhuman Development x1
* Unhappiness x8
* Knowledge x1

Mundane Traits:
* Good Judge of Character
* Supportive
* Watchful
* Depressed

Supernatural Trait: Conjuration

Items:
* Small silver statue of Ganesh
* Pocketwatch
* Shoddy basket[/spoiler]

[spoiler=Medicine Man (Ally)]Loyalty: 2
Tokens:
* Unhappiness x3
* Knowledge x1

Mundane Traits:
* Focused
* Secretive
* Friendly
* ???

Supernatural Trait: Basic Shapeshifting

Items:
* Waterskin (Empty)
* ???[/spoiler]

[spoiler=Vitus (Ally)]Loyalty: 2

Tokens:
* Unhappiness x12
* Knowledge x1

Mundane Traits:
* Secretive
* Watchful
* Paranoid
* ???

Supernatural Trait: ???

Items:
* Dagger
* ???[/spoiler]

Other Loyalties:
Jéssica: 2
Emily: 2
Oryx: 1

All of your characters except Bastien, Gyeong-su, and Medicine man will gain an unhappiness token this turn unless they get water.

[spoiler=Events]
1.
Quote from: Simultaneous
[ic=Replicator Console]Public, Opportunity, Smoke
Location: Replicator Control Room

Restriction: Only Medicine Man, Mary, or Vitus may be assigned here.

Assigned characters examine the controls to the replicator and attempt to shut it down.

Challenge domains: Machines, Skill

Iron Outcome: Roll 1d6. If the roll is lower than the contributed Iron, the characters deduce the operation of the replicator and manage to switch it into a less-dangerous state.

Dust Outcome: Assigned characters gain a knowledge token and learn about the structure of the machine.

Smoke Outcome: Assigned characters accidentally shift the machine into a more dangerous state.

Tie Outcome: No effect.[/ic]

[ic=Report Back]Private, Opportunity, Dust
Location: Skyward Hub

Restriction: Only Medicine Man, Mary, or Vitus may be assigned here.

Assigned characters climb down the ladder and return to the skyward hub, telling the others about Mohandas and their findings. This event does nothing by itself, but it unlocks other events.[/ic]

[ic=Scout the Roof]Public, Opportunity, Smoke
Location: The Roof

Restriction: Only Medicine Man, Mary, or Vitus may be assigned here.

Assigned characters climb up through the hatch in the control room and explore the roof. Upon it they find a couple of strange beings.[/ic]

[ic=The Company of Dante]Public, Opportunity, Smoke
Location: Wooden Workshop and Amber Prism

Restriction: Only Bastien may be assigned here.

Bastien fends off the replicas, keeping the balcony safe for the time being. If assigned, Bastien goes to check in with John Dante, whom he has not seen in a while. Bastien learns the contents of the workshop and prism as well as the state of John and his allies.[/ic]

[ic=Hydro Plaza]Public, Opportunity, Dust
Location: Hydro Plaza

Restriction: Any of the original chosen except for Juliet, Vitus, Medicine Man, and Mary may be assigned here. Gyeong-su may not be assigned here by himself.

Assigned characters leave the Skyward Hub and travel along the long hallway to leave Building 29. They find themselves at the plaza that Bastien had found and refresh themselves from the cold, clear waters. If multiple characters are assigned here, Layla and a copy of Jessia come with (Layla is carried).[/ic]

[ic=Go for a Dip]Public, Crisis, Smoke
Location: Blackslime Bridge

Restriction: Only Olga may be assigned here.

If unassigned, nobody thinks twice about the blackslime.

If assigned, Olga remembers that the blackslime healed her wounds when she was knocked into it. She suggests that Rikki may have a similar reaction to it, and uses her flight gem to lower Rikki gently into the slime. The slime does indeed heal Rikki's wound as well as filling her with power. Rikki still may not be assigned this turn, but she ceases to be injured and spends the rest of the turn following Olga. Because they can fly, the women are not swept away by the current.[/ic]
2.
Quote from: Simultaneous
[ic=An Irresponsible Leader]Private, Opportunity, Frost
Location: Wooden Workshop

Restriction: Only Bastien may be assigned here. Bastien must have been assigned to The Company of Dante earlier this turn.

When assigned, choose either Oryx or Jéssica. Bastien attempts to leverage a poor decision that John recently made to get him or her to side with Bastien instead. The targeted character's loyalty towards Bastien improves by 1. If Jéssica is targeted, the version of her that is in the workshop/prism disappears, leaving only the version with Layla. If Oryx is targeted he will follow Bastien around for the remainder of the turn, and will automatically be assigned as an ally to any combats that Bastien is involved in.

If assigned here, Bastien may also gain knowledge of other characters coming to visit John this turn.[/ic]

[ic=Exploring the Plaza]Public, Opportunity, Smoke
Location: Hydro Plaza

Restriction: Only characters assigned to Hydro Plaza earlier this turn may be assigned here.

Assigned characters climb up the ramps to the highest disk and get a good view of the plaza, learning about it and the surrounding area.[/ic]

[ic=Scout the Roof]Public, Opportunity, Smoke
Location: The Roof

Restriction: Characters other than Medicine Man, Mary, or Vitus may be assigned here only if at least one of the three was previously assigned to Report Back.

Assigned characters climb up through the hatch in the control room and explore the roof. Upon it they find a couple of strange beings.[/ic]

[ic=Replicator Console]Public, Opportunity, Smoke
Location: Replicator Control Room

Restriction: Characters other than Medicine Man, Mary, or Vitus may be assigned here only if at least one of the three was previously assigned to Report Back.

[spoiler=Same As Before]Assigned characters examine the controls to the replicator and attempt to shut it down.

Challenge domains: Machines, Skill

Iron Outcome: Roll 1d6. If the roll is lower than the contributed Iron, the characters deduce the operation of the replicator and manage to switch it into a less-dangerous state.

Dust Outcome: Assigned characters gain a knowledge token and learn about the structure of the machine.

Smoke Outcome: Assigned characters accidentally shift the machine into a more dangerous state.

Tie Outcome: No effect.[/spoiler][/ic]

[ic=Hydro Plaza]Public, Opportunity, Dust
Location: Hydro Plaza

Restriction: Any of the original chosen except for Juliet may be assigned here. Gyeong-su may not be assigned here by himself. Vitus, Medicine Man, and Mary may only be assigned here if they were previously assigned to Report Back.

[spoiler=Same As Before]Assigned characters leave the Skyward Hub and travel along the long hallway to leave Building 29. They find themselves at the plaza that Bastien had found and refresh themselves from the cold, clear waters. If multiple characters are assigned here, Layla and a copy of Jessia come with (Layla is carried).[/spoiler][/ic]

3.
Quote from: Simultaneous
[ic=Armaments]Public, Opportunity, Frost
Location: Wooden Workshop

Restriction: Only Bastien may be assigned here. Bastien must have been assigned to An Irresponsible Leader and targeted Oryx.

Bastien finds weapons in the workshop. At first Oryx is unwilling to let Bastien take any, but after bringing the young man around to his side, Bastien "steals" some of what John had found and the two men arm themselves. Jéssica's loyalty to you goes down by one.[/ic]

[ic=The Bathhouse]Public, Opportunity, Smoke, Cooperative
Location: The Bathhouse

Restriction: Only those previously assigned to Hydro Plaza may be assigned here.

Assigned characters enter the building with the lowest stone disk as its roof. Inside they find a nice bathhouse and are ambushed by two humans.

Challenge Domains: Skill, Combat, Melee Combat

Blood Outcome: A random assigned character is injured (unless impervious) and one of the humans is slain while the other escapes. If the total Blood element is less than three, the ambushing human is merely seriously injured.

Iron Outcome: If more than one character is assigned here, both ambushing humans are captured and one is injured. If only one character is assigned here the character is uninjured, but both humans escape.

Dust Outcome: The assigned characters are uninjured. If any assigned character possess ranged weapons there is a 50% chance that one human is seriously injured and both are captured and a 50% chance that both escape.

Smoke Outcome: If any of the assigned characters have weapons, one random weapon-user deals damage to both humans and one other assigned character, if possible. Damage is handled as in other combat events, but has +1 deadliness vs the ambushers.

Frost Outcome: A random assigned character is seriously injured (unless they were impervious, in which case they're merely injured). One of the ambushers escapes and the other is captured without being harmed.[/ic]

[ic=Streets and Alleys]Public, Opportunity, Smoke
Location: Near the Hydro Plaza

Restriction: Only those previously assigned to Hydro Plaza may be assigned here.

Assigned characters investigate the area surrounding the Hydro Plaza. Low Danger. Unknown Effect.[/ic]

[ic=Atop the Tower]Public, Opportunity, Smoke
Location: The Roof

Restriction: Only characters assigned to Scout the Roof may be assigned here.

Assigned characters locate and learn the details of a powerful Dust artifact. A random assigned character gains control of it, but it cannot be moved from the roof.[/ic]

4.
Quote from: Simultaneous
[ic=Retake The Tower]Public, Crisis, Iron, Combat, Cooperative
Location: Pod Tower

Requirements: Only Bastien and Saitoro may be assigned to this event (Oryx may come along).

Bastien's failure at retaking the tower was an embarrassment, but if he were to return to the group showing that he had managed to retake it in their absence he would be famous indeed. If Bastien regains control of the tower, he gains one progress point towards the True Leader destiny.

There are 10 replicas in the tower/hall: 2 Bastien, 2 Gyeong-su, 3 Mary, 1 Jessica, 1 Vitus, and 1 Emily.

For each character assigned here with a firearm a random replica is slain in the opening volley. For each character assigned here with a grenade a random replica is slain before the primary challenge.

This challenge is a competition between the chosen and the surviving replicas. The winners gain control of the tower and stair in addition to other outcomes.

Challenge Domains: Combat, Melee Combat, Ranged Combat, Strength

Blood and Smoke Outcome: Each winner deals damage to a random loser.

Iron and Dust Outcome: If humans win, half the remaining replicas are slain; if replicas win each human takes damage from a random replica.

Tie Outcome: All assigned characters are injured (unless impervious), and an equal number of replicas are slain. The replicas maintain control of the tower.

Neglect Outcome: The replicas surge from the tower and retake the balcony, pushing any characters present into the Skyward Hub.

Damage is handled as normal (roll 1d4+deadliness).
[/ic]

[ic=The Value of Fresh Water]Public, Opportunity, Frost
Location: Hydro Plaza

Requirement: Only Bastien may be assigned here. He must have been assigned to Hydro Plaza. At least one character (not necessarily Bastien) must have been assigned to The Bathhouse and Streets and Alleys.

Bastien claims the Hydro Plaza as a territory and the Chosen begin making themselves comfortable there. In future turns Layla and the other more vulnerable characters will stay there when unassigned. Increased opportunities to build up defenses, luxuries, and personal areas will be available in the future as well.[/ic]

[ic=A Seat of Power]Public, Opportunity, Frost
Location: The Roof

Requirement: Only Bastien may be assigned here. He must have been assigned to Scout the Roof. At least one character (not necessarily Bastien) must have been assigned to Atop the Tower.

Bastien claims The Roof as a territory and the Chosen begin making themselves comfortable there. In future turns Layla and the other more vulnerable characters will stay there when unassigned. Increased opportunities to build up defenses, luxuries, and personal areas will be available in the future as well. Bastien masters the artifact there.[/ic]

[ic=Opening Relations]Public, Crisis, Blood, Cooperative
Location: Near the Hydro Plaza

Requirement: Only characters previously assigned to Hydro Plaza may be assigned here.

Assigned characters make contact with a group of people who seem to know the city quite well. In addition, they seem reasonably well armed and vastly outnumber the chosen.

Challenge Domains: Politics, Social

Blood Outcome: The chosen injure one of the others and are generally aggressive. The others do not take kindly to this and capture all assigned characters. Potential for violent interaction and relations of dominance will be increased. Assigned characters become separated from the rest.

Iron and Dust Outcome: The chosen defuse a dangerous situation and successfully part ways without incident.

Smoke Outcome: The chosen convince the others that they are gods, and are taken to the others' homes as celebrities. Potential for deception and relations of exploitation will be increased. Assigned characters become separated from the rest.

Frost Outcome: The Chosen negotiate to be taken back to the home of the others as part of a mutual sharing of information. If Bastien is assigned he is explicitly recognized as leader of the chosen and gains a progress point towards the True Leader destiny.

Tie Outcome: Resolve ties randomly.

Neglect Outcome: If any characters were assigned to Hydro Plaza, the others scout the chosen and develop a negative opinion of them. If no characters were assigned to the Plaza there is no effect.[/ic]
[/spoiler]

[ooc=Events Summary]You are correct that Mary can't make food. I'm also going to assume your Journal desire was short-term.

There are three primary avenues of investigation this turn. While you can pursue each of them Bastien's presence will be limited to only one of them, making it the primary focus. The avenues are: The Pod Tower, The Hydro Plaza, and The Roof.

Failure at retaking the tower last time drove Bastien to send the others away to safety, but he's less careful about himself. If he can still retake the tower he'll be a hero, and his earlier failure will be less embarrassing. Of course, it probably won't be possible to take it as-is, so he'll have to enlist the help of Oryx. Even taking weapons from John and stealing Oryx's loyalty it's a gamble to try and take the tower again.

The Hydro Plaza is the location that Bastien discovered in his wanderings. Fresh water combined with a good view of the surrounding area makes it reasonably valuable and a potential base-of-operations for coming turns. It's not unoccupied, though, and there's some risk of making enemies during exploration. If you'd like, a fourth option is to send a large group of characters to be escorted back to the homes of those encountered near the plaza.

The safest option is the roof. It's unlikely to be strongly contested and it's much more easily defensible than the plaza. It also has an important Dust artifact up there. The major problem with settling onto the roof is that there isn't any food or water up there.
[/ooc]
[/spoiler]

[spoiler=John Dante]Xathan, as you've seemed to disappear from the internet I've turned John into an NPC for the time being. I'll post a summary of events when you come back, if you're still interested in playing. Please PM me as soon as you are interested.[/spoiler]
Title: Re: City of the Chosen: Turn 7 Events (Update in Progress)
Post by: Raelifin on July 11, 2013, 07:44:16 PM
[spoiler=Vic Fellowes]
[spoiler=Fluff]
[ic=Memories of the Future]Vic heard the rolling words of a coming spat. Stocky man with a baseball bat 'gainst a sickly freedman. Vic would've supported the potato-eater because the freedman was a troublemaker, but the redheaded man seemed intractable too, and most important, Vic counted the crowd. A bunch of colored people and non-European. Crowd'd vote by colour; so colour me Grey, Vic thought- I ain't gettin' involved. I'll just deal with the aftermath.
Decisions Decisions.

But first some orientation. He couldn't get out of here alive unless he knew what he faced. Vic pulled Athena aside into the Control Room, away from the bickering others and he thanked her for her words, then he asked her what she knew of the future. It was life or death that he have the information. No one came from farther into it than she; not the demon-hurtling-trainlady, not the Chinaman she killed... or didn't kill-he had an odd vision about that- not noone knew the future better than she- and if no one came from later than her, then maybe the problem originated with her.

"So... jeeze, where do I even start?" The eyebrow above her one real eye furrowed in thought. Her head was bald and pale and Vic suspected that her eyebrow was the only hair on her entire body. It was bleached white and was hardly noticeable upon her ivory skin.

Her robotic voice echoed in the stone chamber. "The great powers of Europe continued to carve up the world after your time. Africa and the East were fiercely contested as ripe lands with native peoples who were too weak to resist, much like in the Americas. Machinery became more and more sophisticated--this is a common theme in what happened. The story of your future is a story of technology. Telegraphs were replaced by radios and horses were replaced by cars."

"Now hold a moment miss 'thena. Y'all might know these fancy things, but 't ain't much use sayin' 'radios and cars' without walkin' me through the specif'cs."

Athena somehow managed an audible sigh and took a seat on the stone floor, tenderly holding her bandaged abdomen. She slowly explained the major technologies of the 20th century and the rise of communism. She spent much time on the world wars, discussing the rise of the USA as a leviathan and the ideologies of the Nazis. She discussed the importance of oil and the rise of the urban society, desegregation, aircraft, conflicts in the middle-east and the rise of globalism.

Vic listened with sharp ears and a keen mind, asking questions whenever Athena forgot that he didn't know what things like tanks were. Despite being ignorant of the details, Vic could tell Athena was impressed by the quickness with which he adapted to the concepts behind the cold war and beyond.

Athena spent a large period of time discussing the space race and the development of computers. "In the late 1960s the Americans set food on the moon and not only that, but they brought cameras with them capable of sending the images back to Earth such that every person with the visual radio I was talking about earlier, whether they be an old man or a little girl, could see what it was like among the stars. It ignited the imagination of the world for years to come." she said with a wistful look in her human eye.

Vic's head began to hurt as Athena told him about the collapse of the Soviet Union and the rise of the digital age. Athena seemed to come into her element as she described the way in which the development of the personal computer and the internet allowed average people to connect with each other across the globe. She explains how she has a computer embedded in her skull as well as computers in her neck and limbs. Normally, she claims, she'd be able to talk with anyone on the planet by radio signals projected from her arms and read any book ever published by having the text sent to her machine-eye from the global computer network.

Where the 20th century had been a struggle between superpowers, the 21st century was a skirmish between citizens. With the Soviet Union gone and China becoming a major trade partner for the US, the world was more or less united in a way it had never been before. Local struggles still seethed in parts of Africa and Asia, but overall the world began to let go of nationalism and embrace ideas rather than birthplace as important. Europe fused into a union and later on the USA joined with Mexico and Canada into a union of their own.

During this time radical technologies were developed, particularly robotics and breakthroughs in life-extension. Athena spent some time explaining robots to Vic whose mind became filled with money-making schemes at the very thought of a worker who would never ask questions or spoil an act. According to Athena the robots began replacing workers in wealthy areas en masse such that only a minority of technically skilled or already wealthy people were able to actually make money. And the profits they made from the robots were enormous, leading them to lives of luxury Vic was unable to comprehend. Athena clarified that many people from her era were over a hundred years old and were still healthy and active, able to travel all around the world and even into space without a single unmet want.

As robots became more capable of doing complex things (Athena explains that this is called "artificial intelligence") the poor and the unemployed became increasingly upset at the disparity between themselves and the rich, calling once more for socialism and redistribution of wealth. In many areas this resulted in programs of heavy taxation, but in the American Union the wealthy elite were able to keep a hold on their wealth.

Terrorist groups began to form in opposition to robotics, arguing that humans should be hired rather than machines. Athena said that these "neo-luddite" groups were responsible for destroying a famous space station as well as bombing various building around the world. Totalitarian policies were implemented in the AU to crack down on the violence, further upsetting the people. In the early 2050s things came to a head with the release of the "General Artificial Intelligence Agent" (GAIA), which was a robotic program so intelligent that it almost turned against its creators and took over the country. Vic wasn't sure how a machine could do that, but the headache was growing strong enough that he let it slide.

Athena continued to explain that GAIA inspired a full-on civil war in the AU, wherein the common people attempted to usurp power from the wealthy elite and establish a communist state in America. Those in power turned their robotic armies on the people and the result tore America apart. For the most part the neo-luddites won the conflict, and there was a global push to reject automation and cyborgs like Athena. Apparently the machine-woman was one such wealthy cyborg who escaped the violence and lived as a kind of exile, defending technology as not necessarily evil.

She says that in her time there were over 12 billion people alive, 500 million of which lived in space. Common forms of entertainment involved some kind of machine that let you dream about fantasy worlds with other people such that it felt like you were walking around with them in some kind of storybook. It all seemed so surreal, and yet, no more surreal than this bizarre place or the visions or dreams or whatever they were.

He'd seen this Juliet before. In his dream. Her face a mask of blood. But he didn't tell Athena that; not yet. And he'd had another vision too. The demon train-lady might kill that girl she kidnapped. Why was she here... She had many enemies. At least two. Thaba and Henry hated each other too. Seemed like everyone had an opposite, a twin. Vic wondered when his nemesis was gonna fall out of the woodwork.

After Athena's talk the two of them walked across the hall back to the pod tower. "Virtual reality." He turned the words over in his mouth. He didn't like their taste. "Like a dream except made by machines that dream?"

"Essentially, that could be said to be the truth." Athena nodded.

They came back to find the freedman and the potato eater at it again. Vic looked over at his strange companion. "But yearh, what would machines dream of-" Vic laughed. "electric sheep-ha."

"Coincidentially-" Athena started, about to explain a work of mid 20th-century literature, but the red-bearded man threw a punch and it suddenly didn't seem particularly relevant.[/ic]

[ic=Dreams]Henry's punch connected with Thaba's jaw and sent him sprawling on the ground. His glasses flew off his face, and Vic noticed that they were collected by a quiet girl with dark brown skin and a overlarge belly. The huge chinaman called 'Feng' was out in the hall, probably still thinking about the little kidnapped girl. That's why these two were doing this now, Vic supposed.

Henry moved to kick Thaba while he was down, but the negro grabbed his leg and stared up at him with a look of pure hatred. His eyes seemed to be bleeding, overflowing with blood, really, and his pupils had dilated unnaturally. The black man's mouth opened, and a cloud of brown spores erupted as he began to cough. Everyone backed off, then, except Henry, who thrashed his leg wildly as he swore.

Vic stumbled back and leaned against a pod as visions began to swarm up over him once more. Swirling around and popping in and out, the visions intoxicated him like a good brandy or whisky. He saw possibilities, what might be, what could be, what would be. And he saw people he didn't know, people he did know, and people he should know. He also saw a future; a way out. It could be his death, but he had nothing else to go on. Either he could trust himself or he could trust this lot of clowns; a group who couldn't defend against the blurring train-woman, who couldn't get on the same train together, who wouldn't trust him and who wouldn't listen. Nah. Vic would follow his visions before he'd follow this group of misguided lunatics.

[ooc=Vision][ic=Memories of the Uthiualatava]Private, Opportunity, Smoke
Location: Unknown

Restriction: Only Saitoro may be assigned to this event.

If assigned, Saitoro uses the lantern to remember a strange man as he interacted with the Uthiulatava tribe. Saitoro gains one knowledge token and information as to the activities of Vic Fellowes. Additionally, Saitoro gains the ability to temporarily speak with Vic.[/ic][/ooc]

Back in reality, Henry had managed to punch Thaba off him before retreating to the wall of the room in disgust. He continued to swear loudly as he tried to wipe blood and spores off his skin, to little effect. The man named Thaba, meanwhile, clearly had a broken nose and perhaps a concussion. Henry clearly wasn't a practiced fighter, but he knew how to hurt someone. Vic could see the signs of bruises forming on his face.

No one seemed to get near him, and Vic wasn't about to break the trend. Feng returned to the room with Qi, and the tiny chinaman insisted on getting a report of what occurred from two different people. Athena was missing. Perhaps she was trying to work on the machine in the other room that she had mentioned earlier.

Vic didn't really trust this metal-woman, though she should help him since she owed him for saving her life. And she knew more about how that machine might work, so he let her do her magic instead of handlin' it himself. Even though she might kill everyone else, at least she might take him with her.[/ic]

[ic=Shadows and Reflections]Vic stood on the threshold of the room. A woman named Estrella and the two chinamen (big and little) were with him. The big one, still unable to speak, held the glowing glass orb in his hands. "The demon lady-train-thing won't be in the room." Vic said. I'm going in. He led the way. This was sure to gain him trust. He only hoped his visions were clear and that no other dangers lurked within.

Darkness enveloped him and he reflexively shivered in fear, but ultimately he was unharmed. Feng followed him, then, and the cowgirl with the musket and the tiny man came after. As the light entered the room it lit up from a million directions. The room was shaped like a regular, 12-sided polygon with two doors on opposite ends. The ceiling was only about 3 meters high and all the walls were lined with mirrors. In the center of the room is a double-sided standing mirror with twisting silver trim. The mirror in the middle of the room reached all the way to the ceiling and seemed to have been worked into the structure of the room itself. The surface was curved like a carnival mirror, and Vic could see his head bloated to obscene proportions in it.

"See? Not a train-woman to be seen. Just'a bunch of smoke and mirrors, minus the smoke that is." The joke seemed lost in translation.

The woman, Estrella, swung her gun around, looking for foes. <It's not over yet. I can smell her... She must've been here recently.>

Vic gave a sniff, but didn't really smell much. The room seemed awfully sterile, actually, not even a lick of dust on the mirrors. Vic reached out and touched the warped mirror in the center of the room to check it for dust as well. The instant his skin touched the glass his arm was enveloped in a coat of shadow. He reflexively swore, but the voice that came from his lips came out as garbled noise like metal rubbing on metal. Shadowy figures loomed all around him, dozens and dozens of them. Spines of shadow danced off them like rays from the sun, and they glared at him with impossibly small glowing white pinpricks of eyes.

Several of them appeared to be holding shadowy muskets, and they began to fire in a cacophony of explosions. Glass shattered as grapeshot ripped through one of them and slammed into the mirror behind it.

"STOP!" Vic tried to yell, but it came out as the same harsh grating. One of the demonic things came at him, but he did the smart thing and ran back for the exit. Outside the room the shadow-coating dissolved, and Vic nearly ran into Athena, who was coming up the hall to investigate.

Eventually the others got the same idea and vacated the room. As the last of them did, the last few shadow-things evaporated, leaving the room completely empty. One of the 12 walls was cracked into a thousand shards by Estrella's gun, but luckily nobody had been hurt.[/ic]

[ooc=Echoshade Mirror]Large, Cannot be Moved

Echoshade is a two-sided standing mirror with ornate silver trim. Its surface is curved to distort perspective like a carnival mirror. When touched it emits a loud hiss and becomes active as long as anyone is in the room. When active it converts all spoken words into a gurgling growling sound that carries no information. All beings in the room also become cloaked in an illusory coating of shadow. Twelve illusory reflections also appear in the room, further confusing things, as they copy the motions of nearby humans.

If combat occurs in the room with Echoshade, a character may activate it. All teams in the combat are broken into a battle-royale with each character fighting for themselves, and possibly injuring an ally. Characters with at Hightened Senses or at least 2 Dust in the skill and combat domains are immune to this, and won't attack allies, though they still can be attacked by allies. Furthermore, all parties engaged in combat where Echoshade is present get -1 Frost and +1 Smoke. The activating party also gains an additional +1 Smoke.[/ooc]

[ic=Beyond the Looking Glass]Athena the still-too-human touched her bandages with long, black, carbon fingers. Oh what she wouldn't give for some medi-gel about now. The old-fashioned stitches kept her alive, but they didn't come with any anesthetic. She could feel the coarseness of the bandage and wondered yet again how it was possible to have so many people from the past in one place.

"The machine in the room across from the tower grants sight of other areas of the building, and from what I can tell it also... moves the room, I guess? Essence, go into the room, enter the command, walk out of the room, and you're in a new place. The sensors showed a bunch of peeps from about your time stalking around, but they didn't exactly look... sane. We need to be careful."

The others had gone ahead to check out the garden on the other side of the mirror chamber. Athena took the time to explain how the controls operated to Vic, before moving off to join the rest.

"You can turn 'nvisible, yah? Should use it to scout out th' witch. I get the feeling she's going to be tryin' t' gain th' little one's trust. Don't know why, but I got a good feeling 'bout it. Be safe. Don't take no risks."

Athena nodded and pulled at the part of her that seemed to control her invisibility. It was strange, she had adapted to so many augments that interlocked with her nerves, but the newest power didn't feel like a low-level thing at all. Maybe it was activated by a holistic scan of her cortex. That might explain it.

She walked through the room of mirrors without seeing herself. Even the familiar tap-tap-tap of her heels on the stone was gone. She was a ghost.[/ic]

[ic=The Garden (Day)]The indoor garden is hot, but not astoundingly so. White trees rise up like pillars from black soil. Bright orbs float through the room like suns projecting light through the dense green canopy. Above all else it is quiet here, though perhaps it is just noteworthy because it is unnaturally quiet. There are no insects, animals, birds, or running water. Every now and again one can feel the slightest breeze, but it isn't enough to disturb the leaves.

The garden appears to be tended; paths of flat stones run throughout in winding patterns, but the land is hardly flat. Little hills are everywhere, and in the valleys are deep pools. Some are water, while others are strange liquids like the hot black goop found elsewhere. The surfaces of the pools are covered with leaves and the water appears to be remarkably clean, despite being stationary.

All around the trees are little bushes or plants, some with flowers and others plain. Small fruits are easy to find on the bushes and trees, but never on the ground. Apples, pears, strawberries, and more can be discovered if one searches, but they seem different in small ways--in their taste, texture, and coloration.[/ic]

[ic=Hanrietta]Athena had left Feng and the others behind with a warning. She was invisible; they were not. The garden was large, and full of hills, but it was quiet enough that she eventually found Juliet from the sound of her voice.

"That's a cute dolly, Lucie." rasped the demon that had been known as Juliet. "Does she have a name?"

The black-eyed woman was perched on a stone by a pool of water. The girl, whose name was apparently 'Lucie', was snacking on some purple strawberries nearby. She seemed to have calmed down quite a bit.

"Son nom est Hanrietta. Aimez-vous la?" she asked, innocently.

"Yes. She's very nice. I bet she's scared right now, being in this place." Juliet gestured around the garden, glancing nervously over her shoulder on occasion.

Athena found herself strangely drawn to the little one. She seemed so perfect. So pure. Athena decided right there that if Juliet moved to hurt her that she'd intervene, invisibility or no. Juliet didn't seem hostile, though. In fact, she seemed downright motherly, a shocking contrast to her monstrous appearance.

"Ce n'est pas effrayant. C'est une aventure." (<It's not scary. It's an adventure.>)

Juliet smiled and stood up from the rock. "But what if there was a... dragon!" She pantomimed a roar and an gnashing of claws. Lucy giggled sweetly and Juliet smiled. It made Athena sick, but at least it was clear that she wasn't about to hurt the girl.[/ic]

[ic=Descent]Athena returned to find the others gone from the entrance to the garden. She descended the hall and found Vic outside the pod tower. She could hear shouting from inside. The man named Jarji and the woman named Mya were bickering about gods or something like that. Vic seemed entirely unimpressed, and Athena could understand why.

A voice tickled at the cyborg's ear. A half-whisper.

"How's the kid?"

Athena seemed distracted. "Remarkably calm. Juliet was playing with her, last I checked. It doesn't..." There it was again. Like a subtle scent.

The quarreling continued...

Vic meanwhile, frustrated at the division and figuring it was worse to throw oneself into arguments among a bunch of aimless sheep trying to assert power than to show success and thereby gain power, headed down the spiral hall without a word to anyone save Athena- none else would listen at the moment anyway

"Tell you what," Vic let Athena know. "You stay around here and I'll see about this thing. I've got me a feelin'."

Athena was only partially listening. She heard the whisper again. It was growing stronger. More urgent. She nodded half-heartedly as the man walked down the hall out of sight. The moment that he was gone she turned from the tower and headed into the control room. It was the trap-door that she was interested in...

"Thrishk axlachath mo nakathix." (<Thrishk told me of the awakening.>) it called as she climbed down the ladder into the acrid pit. The chill on her skin was intense, but she ignored it.

"Urix thkisham Athena vokalix. Toxchark mogul kita." (<I am not surprised it is you, Athena. Glory is in your blood.>)

"Who are you?" she called out as she reached the bottom of the ladder. Her thermal sensors showed it was about -10 degrees Celsius and the smell was overwhelming.

The chamber she had entered was lit by small glass spheres suspended by wires from the ceiling. Their light was a deep blue, and seemed to make the space even colder. Remarkably, the floor, ceiling, and walls were made of wood, but interlocking chuncks of it, rather than boards. The whole place reminded her of an ancient jigsaw puzzle. The ladder was set into one wall, and the room was curved into a giant circle, much like the tower, but with a ceiling barely over two meters high. Stone doorways in the same style as in other areas were set into the wall at regular intervals. Athena suspected that there were about eight.

<I am radiance embodied. I am truth and I am power.> it whispered, though the voice had grown stronger now.

Athena walked towards it at the opposite side of the chamber. She could see what was making the smell, now. There was a... a structure made of flesh and bone... an altar several meters wide. It reminded her of a cyst, with teeth and hair in odd places. Worst of all it seemed to be alive and breathing, but badly burnt in many places. The horror of the thing made Athena want to gag, but her artifical throat didn't have that feature.

"But what are you?" she asked, still enthralled by its spell.

When the voice came again it was not a whisper, but a booming thunder within her mind. Her ear augments detected no sound, but she collapsed to the floor clutching her ears anyway. <I AM A WORLD-WALKER. THE GIFT OF THE RACHIAUNU UNTO THE CHOSEN. I AM YOUR DESTINY, A SYMBIOTE THAT WILL EMPOWER YOUR FORM AND GUIDE YOUR PATH. THE CHOICE IS YOURS, ATHENA TRANSCENDENT. WILL YOU HELP ME ESCAPE THIS PRISON AND SHOW THE WORLD WHAT IT IS TO BECOME MORE THAN HUMAN?>

Athena inhaled sharply as her hands came off her ears. The voice stopped, and more than that, the spell seemed broken. There she was, lying on the jigsaw floor under the cold blue light. Her breath fogged as it left her mouth. The scent was so strong that it felt like she was drowning. She would've cried if she were alone, but instead she simply lay there, looking at the great breathing mass of charred flesh.

After a minute of enduring the cold Athena could take no more. "Are you still there? Why have you stopped?"

<THE CHOICE IS YOURS. I CANNOT BIND MYSELF WITHOUT YOU TAKING THE FIRST STEP.>

"Then the answer is no. I've never augmented myself on a whim and I won't start now." The woman stood from the floor and shakily started back towards the ladder. She needed help. She needed to be warm...

"CHKATAR." (<STOP.>)

The voice was overpowering. Athena froze. So cold.

<TAKE OFF YOUR CLOTHING.>

Athena's human heart began to race as her hands slowly went to her dress. She wanted to call for help, but the presence in her mind would not be denied. "You... you said-"

<INDEED, IT WOULD BE EASIER FOR BOTH OF US IF YOU HAD COME WILLINGLY.> Athena's clothing lay in a pile on the wooden floor. Her hands refused to cover her indecency. <BUT THE FACT IS I LIED. YOU ARE NOT STRONG ENOUGH TO RESIST RAXLASH OF THE TAXILIXL.>

An idea came to her then, as her body walked in rigid steps towards the pulsing structure, goosebumps covering her naked form. She pulled at the cloak of invisibility with her whole mind and felt it shroud her. Her head looked down and saw nothingness.

The laughter burned her like a brand, and she collapsed to her knees in front of the acrid horror. <DO YOU THINK I HAVE EYES, ATHENA? DO YOU THINK I CANNOT SENSE YOU NOW? NO, YOU ARE, AND FOREVER WILL BE, MY PUPPET.>

Athena's long fingers shot forward into the burnt skin of the thing and tore it open. Blood, mucus and pus poured from the wound as well as a black substance. Athena's mind recoiled in horror as the substance crawled out of the cyst-structure and up her invisible arms. They were like leeches, but incredibly tiny and much faster than normal. They gushed from the wound in incredible numbers, tearing it wider as they came.

"KITA! KITA!" (<OH RADIANT GLORY!>) they screamed in her mind, for she knew then that Raxlash was the swarm. As the things covered her flesh she could feel them dig into her skin, weaving themselves into a slick coating. As they rolled up onto her face it became too much.

Athena blacked out.[/ic]

[ic=Mohandas Again]Vic walked down the spiral hall. He had seen this coming in his vision and he walked into it willingly. The voice came from behind him, as he knew it would.

<Hello again, Mr. Fellowes.> Mohandas was using a foreign tongue that Vic didn't recognize. <I was wondering if you might do me a favor.>

"Mohandas." he stated as he turned to meet the man with the silver eyes. He looked different from in the pod tower--a shadow of hair upon his chin, a tear at his suit here and there. He also wasn't carying the briefcase, but instead was holding an ornate egg that seemed to be made of brass and had some decorative metal flanges.

<Look, I'm in a bit of a hury, so I'll make this short. I need you to hold on to this and not open it. It's not dangerous or anything, I just need to-> The man's eyes flicked to the left as if he were remembering something important. <Your gun needs ammunition. I'll tell you where to get some in return for helping me.>

Normally Vic was pretty good at reading folks, but the Asian was remarkably opaque. Vic grinned at the man and shook his head. "I salute you." He said. "In surviving the demon's attack. But," he pat his holstered weapon. "I'm confident I won't be using this too often so that I run out of bullets." He hoped the man was just assuming he'd run out o' shots, not that the man knew he had none. "I don' wan' none of you folks gettin' kilt, but I ain't a man of your future world so, sorry to say, but y' scare tha' bjeezus out of me.  That said, you don't know that Juliet who 'tacked you though? D'ya?"

Silver-eyes grimaced in frustration and his hand went to his chin in thought. <Of course you'd say that... If you had bullets during the fight... it's a paradox. Argh!> He seemed to realize that he was speaking out loud and snapped back into opaque-mode. Vic could see circles of fatigue under the man's eyes. <Juliet? Yes, I know Juliet. You're asking the wrong question, though. Think about it. What you really want to know is whether I know Juliet from Earth. I don't normally give information away for free, but I suppose that's the attitude that got me into this mess, so I'll throw you a handout. I did not know Juliet from before. I knew of Athena, but that's not rare. Most of us don't know each-other, but there must be a causal explanation that links everyone. Anyways, I really must be going.>

Mohandas faded away.

Vic shrugged. "Happy trails, partner."[/ic]

[ic=Twisted Hallways]Vic had intended to return to the tower after his foreseen meeting with silver-eyes, but this place was disorienting and he'd become turned around. By the time he reached the bottom of the hall he realized his mistake, but curiosity pulled him the extra meter to investigate what was beyond the door.

The room beyond was made of steel. The floor was made of odd-shaped plates of it, seemingly welded together as a child might glue random chunks of wood to approximate a building. The room was circular and based on the curvature of the walls, about 40 meters in diameter. Vic couldn't see the other end of the space, however, because the floor rose sharply as it went into the center of the room, forming a small metal hill. Vic didn't look at the top of it.

Throughout the room were bundles of what first appeared to be vines, rising from gaps in the floor to ascend straight up. The room had no visible ceiling, and the bundles were slowly enveloped in what appeared to be thick, dark clouds. Upon closer inspection, Vic found the "vines" were smooth and inorganic, perhaps a kind of rubber, and lots of different colors, red, blue, yellow, green, but dark and muted. The room was lit by circular pieces of glass, similar to the globes, inset in the steel wall at regular intervals.

The room was a tad bit colder than Vic was expecting, and he pulled his collar up as he began to investigate. He could see two doors like the one he had come through further along the walls. Vic started to climb the hill, but froze as he heard a familiar sound. Rattlesnake. It grew stronger as he looked up towards the hill, so he looked away instead.

Vic slowly backed down, and the sound faded. The strange thing was that there were no stones or holes that a rattler could be hiding in, so Vic was at a loss as to where the noise could be coming from.

Just as he was about to head back up the hall he heard something else. It sounded like a whimpering. Vic carefully threaded his way through the forest of smooth cables until he found its source. A child. A boy. Older than the girl that Juliet had stolen, but surely no older than 10 years. The kid lay on the steel floor and seemed to be in pain.

The boy had tan skin and wore nothing more than a loincloth and moccasins, but he didn't look like an Indian. Vic greeted him carefully, unsure of what was wrong. He hadn't seen this in his visions.

The boy looked at him without comprehending. His eyes were large and dark, matching his curly hair in color. "Kletak muchkala? Shavashlax yotathchik mo tokchatka..." (<What did you say? I need help finding my way back...>)

Vic slowly figured out that though he could understand the kid's weird words, the boy couldn't understand him. The kid was quite the talker, though, and explained that he was part of the Uthiualatava tribe. The savage boy claimed that his family would reward Vic for helping him get back home.

Vic managed to pantomime a "Where'd you come from?" and the boy pointed to one of the doors before being wracked with some kind of seizure. The boy was clearly sick, so Vic lifted him slowly from the floor and made his way through the door that the child had indicated.

Beyond the door was a long carpeted hallway lit by yellow light. The boy's breathing was shallow and weak, and Vic spent some time pondering the consequences of finding some tribal savages with one of their kids dead in his arms.

The child didn't die, though, and as the two of them continued down the hallway that seemed to stretch forever he actually seemed to be improving. The yellow lights, already fairly dim began to fade as Vic walked forward. The hall seemed to stretch for kilometers, and it wasn't long before it was barely light enough to see.

And then they were there. A doorway--an arch of white stone--that Vic hadn't even noticed in the gloom, peeled back to reveal a huge stone room with mighty pillars. The kid seemed well enough now to stand, so Vic set him down and rubbed life back into his aching arms.

A voice cried out from far back in the room. "Kax! Kax! Tokchatka mechka?" (<Where are you, Kax?>)

The boy, who Vic assumed was named 'Kax, cried out in response, and in a few moments he was greeted by a party of a dozen savages. Some of them had what appeared to be rifles made from wood and bone and one of the women had a spear. They had the same tan skin and dark hair as Kax, but Vic was disappointed to see several of them point their guns at him and start shouting harsh questions.

Vic let Kax run over to his people as he raised his hands over his head. "Any chance y'all can understand English? Français? Español?" They looked just as confused as Kax. "Great. Just great." he muttered.

<It's okay. He saved me.> spoke the boy. Oddly enough he seemed to be in perfect health now.

The rifles were lowered and the savages seemed satisfied that Vic wasn't an immediate danger. <Come with us> one of them said, pantomiming the sentiment in case it wasn't understood.

"Out'a th' fire an' inta th' fryin' pan, I s'ppose."[/ic]
[/spoiler]

[ooc=Rexlash aluch Taxilixl]Athena is now bound to Rexlash the symbiote. You are free to initiate conversations with the symbiote in the RP thread, and even make it talk or do things if they are of little consequence (like someone else's ally). For the most part, however, Rexlash is her (yes, the symbiote identifies as female) own agent with her own ideas, goals, and personality and will be controlled by the GM. Rexlash can and does control Athena's body, but her control slowly wanes as she is forced to fight Athena's desires. Eventually Athena can gain control while Rexlash rests. Eventually Rexlash will retake control and so on.

Rexlash is treacherous, mean-spirited and strangely obsessed with aesthetic beauty. She is arrogant above all things, and does not care at all for human lives or easing suffering. She seems to know quite a bit about the City, but is entirely uninterested in explaining things now that she has what she wants. In general you will still be able to assign Athena as you would normally, but the selection of events and the specifics of her interactions will depend on her mental fortitude and relationship with the symbiote. Rexlash has full access to Athena's senses (including augments) and a good idea of her feelings and surface thoughts. When communicating with others, Rexlash prefers to use Athena's robotic voice rather than communicate telepathically.

The benefits of the symbiote are numerous. Athena finds that she is feeling remarkably good upon awakening. Firstly, Athena's human body is wrapped in a protective layer of jet-black tissue which is slick but tough, and serves as body armor. This armor grants her +1 Iron in the combat domain and reduces the deadliness of cold and heat based attacks by 2. The armor is the symbiote, but it can be retracted into Athena's body, revealing her human skin at will (if Athena is in control she can even force the retraction). Since Athena is naked underneath Rexlash, she may choose to expose her head/face while leaving the rest of her body covered to approximate clothing. Furthermore, Rexlash protects Athena from psychic attacks, and psychic reading. If put in danger, Rexlash will release control of Athena and launch psychic attacks of her own against the threats. Rexlash won't do this unless Athena herself is in danger, however, as she cares nothing for others.

And finally, Rexlash is particularly thick on Athena's back, and can extend out into a huge pair of alien wings. Given enough space, Athena can fly, though she does not gain any extra bonuses from the mobility.[/ooc]

[ooc=The Tribe]Vic is under the "guidance" of a tribe of humans who call themselves the "Uthiualatava", which means "many-eyes" in their harsh, clicking language. Though Vic has earned their gratitude by rescuing Kax, the people clearly do not trust Vic. To make matters worse, nobody seems to be able to understand Vic, even though whatever magic lets Vic understand languages seems to work for him.

Vic will be escorted to the tribe's home this turn, but won't meet any of the Chosen. Despite being separated from Athena, you as a player will still assign her to events and may have her interact with the others (within reason), in effect acting on Vic's behalf (at least until her ambition burns the loyalty out of her).[/ooc]

Vic has two Knowledge Tokens.
Vic has one Superhuman Development Token.
Vic has one progress point towards the Hero of the Tribe destiny.

[spoiler=Athena (Ally)]Loyalty: 2 (+1 from events, -1 from ambition)

Athena is injured (-2 to all elements in all domains)
Athena is recovering from a major wound. Her injured status cannot be removed through normal medicine for the next 19 hours.

Tokens:
* Unhappiness x3
* Knowledge x2

Mundane Traits:
* Intelligent
* Cunning
* Ambitious
[ic=Cyborg]Body Trait, Public, Iron

+1 Iron and Dust in the Skill domain.
+1 Dust in the Machines domain.
+1 Iron in the Strength domain.

This character can see in the dark and has perfect recall of what they see and hear (including the ability to play back what they heard to anyone present). This character cannot start with any items other than their augments. If their augments are removed they are crippled and cannot be assigned to events unless specifically noted otherwise.[/ic]

Superhuman Trait: Invisibility

Items:
* Cybernetic Augments (see trait)
* Raxlash the symbiote

Athena is a lesbian.[/spoiler]

Vic's events do not fit into the same timescale as the others. This turn he will spend many days with the tribespeople. Regardless of assignement, Vic becomes familiar enough with their language to say basic things.

Athena will gain 3 unhappiness tokens from internal struggle with her parasite.

[spoiler=Events]
-4.
[ic=Façade]Public, Crisis, Frost
Location: Hall of the Titans

Requirement: Only Vic may be assigned here.

If assigned, Vic figures out how to communicate to the tribespeople that he is a figure of great importance to them, one that was prophesied to come, and they really ought to treat him as more than a simple prisoner. This deception involves pretending he knows more than he does, and results in the Uthiualatava granting Vic's words more weight. When influencing these tribespeople all loyalty gains result in an additional +1 loyalty. If it is revealed that he doesn't know what he's talking about, and that he's actually very confused, all the Uthiualatava's loyalty score drops by 2 towards him.[/ic]

-3.
[ic=Picking Sides]Public, Crisis, Frost
Location: Warren of the Watchers

Requirement: Only Vic may be assigned here.

The Uthiualatava are having internal political difficulties. The chieftain is a woman named Nishak, a patient and regal woman who is remarkably intelligent. The people are angry at Nishak for giving up valuable territories on the frontier to enemy tribes without even a basic resistance. Tekchat is her primary critic and rival, a fierce and unyielding woman who leads the Uthiualatava warriors with a pair of deadly artifacts. If assigned, choose a faction (Dust or Blood); Vic helps that faction get an edge on the other and earns their debt (at the cost of making a few enemies). If Vic helps Nishak, events relating to the obtaining of information will be available next turn. If Vic helps Tekchat, she will give him ammunition for his pistol and a knife.[/ic]

-2.
Quote from: Simultaneous
[ic=Roxkachla Kax]Public, Opportunity, Dust
Location: Kax's Home

Requirement: Only Vic may be assigned here.

If assigned, Vic makes allies out of the family of the boy who Vic rescued. Kax's "Roxkachla" (family/house) gain one loyalty to Vic and will answer basic questions as he desires (but nothing particularly significant). There are about 10 of them, including children.[/ic]

[ic=I've got a bridge on Earth to sell you...]Private, Opportunity, Frost
Location: Warren of the Watchers

Requirement: Only Vic may be assigned here.

The Many-eyes are strangely unwilling to answer questions or even say things that Vic might be interested in.
If assigned, Vic learns why this is and manages, despite the language barrier, to fast-talk his way into learning about things. Select a subject; Vic will learn all the many-eyes know about that subject within reason as well as gain a knowledge token. There is a 20% chance that Vic's attempt at tricking the natives into talking back-fires and, while he still learns what he wanted, he loses all items except for his clothing.[/ic]

[ic=Must've Misplaced It]Private, Opportunity, Blood
Location: Tribal Armory

Requirement: Only Vic may be assigned here.

Vic is under constant guard, but he manages to slip away long enough to steal a unit of ammunition and to locate an escape route out of Uthiualatava territory. Next turn (and future turns) he'll have increased ability to return to the area surrounding Pod Tower 2.[/ic]

[ic=Perks of the Prophet]Public, Opportunity, Blood
Location: Warren of the Watchers

Requirement: Only Vic may be assigned here. Vic must have also been assigned to Façade.

Vic reveals that he, the chosen one, can see the future. This feat improves a band of 12 native's loyalty to Vic by 1. You may select whether the band is primarily warriors, scouts, merchants, workers, or clerics. During the visions Vic learns something important about where he is, and gains a Superhuman Development token.[/ic]

-1.
[ic=The Looming Shadow]Public, Crisis, Blood
Location: Throne Room

Requirement: Only Vic may be assigned here.

In addition to the military troubles on the frontier, the Uthiualatava are under the threat of a combination of natural disaster and monster. If assigned, Vic promises to take care of things and save the tribe from extinction. On future turns Vic will have increased access to dangerous events that yield progress towards the Hero of the Tribe destiny. (Non-assignment to this event does not prevent progress.) If Vic doesn't follow-through with his promise then the tribespeople will become hostile towards him.

If Vic was assigned to Perks of the Prophet and is not assigned here then he is stripped of his items and imprisoned. This sparks yet another internal conflict within the tribe as Vic's supporters protest the injustice.[/ic]

1.
[ic=Seeking Friends Among Strangers]Public, Crisis, Iron
Location: Acrid Pit

Restriction: Only Athena may be assigned here.

If Athena is not assigned, Rexlash takes control of their body and has Athena travel down one of the side-halls from the Acrid Pit. The hall leads to a place called "The Conduit".

If Athena is assigned she manages to overpower Rexlash and climb out of the pit, returning to the Pod Tower. In the course of trying to get help from the other Chosen, Rexlash retakes control of their body and forces Athena to flee the strangers and seek out Juliet in the garden. Rexlash uses the opportunity to taunt the black-eyed woman. Athena is occupied in the garden and won't be able to be assigned elsewhere, or continue with Rexlash's original plans this turn.[/ic]

2.
[ic=Family Reunion]Public, Crisis, Iron
Location: The Conduit

Requirement: Only Athena may be assigned to this event. Athena must not have been assigned to an event previously this turn.

If Athena is not assigned, Rexlash has a warm reunion with her brother.

If Athena is assigned, she overpowers Rexlash, revealing that she is being held prisoner within her own body. The host of the other symbiote will then have the option of helping her in future turns, and will have a much reduced esteem for symbiotes in general.[/ic]

3.
[ic=Two Many Tongues]Public, Crisis, Frost
Location: The Amber Prism

Requirement: Only Athena may be assigned to this event. Athena must not have been assigned to an event previously this turn.

If Athena is not assigned, Rexlash discusses with her brother what hosts would be most suitable for their younger sister.

If Athena is assigned she manages to briefly overpower Rexlash and trick her brother into revealing valuable information about Mohandas. Vic foresees this event while he is in the company of the Uthiualatava. Rexlash and her brother are furious, and Athena gains 4 unhappiness tokens from psychic torture.[/ic]

4.
[ic=Deeper into the Rabbit Hole]Public, Crisis, Iron
Location: The Amber Prism

Requirement: Only Athena may be assigned to this event. Athena must not have been assigned to an event previously this turn.

If Athena is not assigned, Rexlash takes them through a library deeper into the building where it will be unlikely that they'll meet other humans.

If assigned, Athena spots blue sky and overpowers Rexlash for long enough to escape the building and take flight. She calls for help and may potentially be heard by other Chosen, depending on assignments. If they hear her, events relating to her rescue will become available. Regardless, Rexlash regains control and forces them to land on the roof of the building.[/ic]

5.
[ic=Save Your Strength]Private, Opportunity, Frost
Location: None

Requirement: Only Athena may be assigned to this event. Athena must not have been assigned to an event previously this turn.

Athena works on building up resistance to Rexlash's psychic chokehold. Athena gains one Personal Development token (enough of which will buy a trait that allows Athena total control), and will have increased ability to act next turn.[/ic]
[/spoiler]

[ooc=Events Summary]Events for you are divided into two groups this turn, with Vic certainly having more potential than Athena. Vic's primary decisions are: How conspicuous do I want to be, do I want to stay with these natives, and how much should I commit to helping them? Athena's decision is roughly: I have a very limited ability to fight Rexlash, where should I do so?

-4: Decide whether Vic will be humble or self-aggrandizing.
-3: Decide whether Vic wants to take sides with a Dust leader or a Blood leader in the tribe, or stay neutral.
-2: Decide whether to have Vic prepare for escaping/gather resources, OR gather followers and develop his powers, OR gather some support/answer minor questions, OR risk gaining significant information through trickery.
-1: Decide whether to commit to helping the Many-eyes.

1: Decide to have Athena stay near Pod Tower 2 and the Garden.
2: OR Decide to try and appeal to a stranger that may or may not be a player
3: OR Decide to have Athena trick the creatures into revealing info about Mohandas, and pass this info to Vic.
4: OR Decide to have Athena try and appeal to other players that may be in the area
5: OR Have Athena grow in the long-run and save her strength for next turn.
[/ooc]
[/spoiler]
Title: Re: City of the Chosen: Turn 8 Events (Assignments due July 19th)
Post by: HippopotamusDundee on July 11, 2013, 11:16:49 PM
[spoiler=Saitoro's Assignments]
1. The Lamp, the Fountain and the Spider
2. Return to the Æther
3. Amber Lights (share information about the Silver-Eyed Stranger, the Kixtish and the building I explored, but not the Æther or the Screamer)
[/spoiler]
Title: Re: City of the Chosen: Turn 8 Events (Assignments due July 19th)
Post by: LD on July 13, 2013, 05:50:05 PM
[spoiler=Vics Assignments]
Story to hopefully come later

-4: Facade (Use knowledge token if at risk of being found out to be much less aware than he really is).
-3: Picking Sides . Tekchet (Ammo+Knife)
-2: Perks of the Prophet (Workers)
-1: Looming Shadow
1- None
2- None
3- Two Many Tongues
4- None
5- None (if could, would have chosen Save Strength).

[/spoiler]
Title: Re: City of the Chosen: Turn 8 Events (Assignments due July 19th)
Post by: BasnetI on July 18, 2013, 10:11:07 PM
[spoiler=Bastien's assignments]
Journal: How can I keep the group safe?
Bastien will try an all-in to retake the tower alongside oryx, he thinks he'll be unable to come back defeated. "I will not dissapoint them again....  I will NOT dissapoint HER again....! "
Gyeong-su will go to verify what's going on with the stranger that Mary, vitus and MM reported. Olga goes with him as she see him pass through the blackslime bridge. He let's olga (and rikki) be with him because her flight ability will keep her out of danger if needed.
MM subtly states Bastien is fighting to keep the place safe. (opening relations)

Bastien will try the next turn to ask the group to repair the elevator or get the ship working. "we need to keep us safe, as no one else will come to rescue us. We will survive."

1.
*Bastien: Company of Dante(Controlled)
*Gyeong-su: ___________
*Olga: Go for a dip
*Riccara: (following olga after being cured)
*Mary: Report Back
*Medicine Man: Report Back
*Vitus: Report Back

2.
*Bastien: An Irresponsible Leader (Target: Oryx) [Controlled]
*Gyeong-su: Scout the roof
*Olga: Scout the roof
*Riccara: (following olga after being cured)
*Mary: Hydro Plaza
*Medicine Man: Hydro Plaza
*Vitus: Hydro Plaza

3.
*Bastien: Armaments (Controlled)
*Gyeong-su: Atop the Tower
*Olga: Atop the Tower
*Riccara: (following olga after being cured)
*Mary: ______________
*Medicine Man: Streets and Alleys
*Vitus:  Streets and Alleys

4.
*Bastien: RETAKE THE TOWER (Feral Facet)(with oryx)
*Gyeong-su:____________
*Olga:__________________
*Riccara:_______________
*Mary: Opening Relations
*Medicine Man: Opening Relations
*Vitus:_________________
[/spoiler]