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City of the Chosen: Turn 8 Events (Update in Progress)

Started by Raelifin, April 04, 2013, 04:04:30 PM

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Raelifin

#15
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]


Raelifin

#16
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]


TheMeanestGuest

#17
[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]
Let the scholar be dragged by the hook.

Xathan

[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]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

BasnetI

[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]

HippopotamusDundee

[spoiler=Saitoro Assignments, Turn 3]
1. Mind Flight
3. A True Shot
4. Blood and Rags
5. Behind Locked Doors
[/spoilers]

Raelifin

TURN 4 - Wounds
This turn will take 2.5 hours of in-game time.
Soundtrack

[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]



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]

Raelifin

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]

Raelifin

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]

TheMeanestGuest

#24
[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]
Let the scholar be dragged by the hook.

BasnetI

[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]

Xathan

[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]
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

HippopotamusDundee

[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]

Raelifin

#28
TURN 5 - Exploration
This turn will take 2 hours of in-game time.
Soundtrack

[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]



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]

Raelifin

#29
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]