Created
Status
Ongoing
Watchers
30
Recent readers
0

In a world of magic and all-assimilating narratives, you are a valuable prize: A unclaimed character, nameless and pastless, moldable into whatever your capturer most needs and powerful enough to be useful. Normally, your story would functionally end within moments, folded into someone else's as a sidekick, or living prize: As whatever that tale's orchestrator or quote-unquote 'hero' prefers.

But. You are not normal. Thanks to your extraordinarily good Truesight and a bit of luck, you have a chance. Turn temporary escape into a lasting hideaway, leverage your single (if immense) advantage to its fullest, and you could change everything—and live a happy life, to boot.

(Edit (6/1/22): This Quest is dead, I'm afraid. The setting technically isn't, but not for practical 'will there be a reboot' purposes.)
Last edited:
In Media Res - Character Customization
Location
Victoria
(Edit (4/3/22): This Quest is dead, but its setting isn't, though to be honest I wouldn't hold your breath.)

You are-.

You hurdle a waist-high wall, taking care to avoid landing on a slippery patch of floor. (It wasn't slippery when you entered the room.)

You are not Johnnie Duncan, an ambitious young man looking for a job in showbusiness. Some segment of your subconscious rebels at that thought, serving up a cavalcade of counterfeit memories arguing otherwise, but you are not fooled: Within seconds, the illusion gives up the ghost, and those images of a false past melt away.

You make for a hallway, new-formed from the chaotic murk between realms, but are stopped when your body ripples at the edges. Skin and clothing tries to shift form, and you end up slowing to kick off a pair of shoes-turned-high-heels.

Nor are you Katie Birch, the vivacious runaway heiress who dreams of stardom. That identity is less clearly artificial than 'Johnnie Duncan' (for one thing, its memories contain actual unblurred faces), but you remember when you most definitely weren't Katie, not in the least: About two minutes before you started running away. (You're not actually sure where the material for this second pair of shoes came from—wait!)

For a moment, your Achilles tendon rebels at the idea of flat-footed running, but-.

In a flash of realization, you make the unusual decision to slow close to a stop, and turn around. You spot and sever the strand of flowing magic that sustains 'Katie Birch', dooming it: It simply isn't the sort of entity that self-fuels. (You suspect it was meant to do its mind-rewriting work in more controlled circumstances.)

-but then your body remembers that Before you can reaccelerate, the fastener holding a light-fixture to the ceiling disintegrates, unmade by your pursuer's influence. The light-fixture falls across that hallway's exit, and starts menacingly sparking. You go for the other door. Meanwhile, 'Katie Birch' takes one last stab at subverting you.

As you try and focus on how to seize the next opportunity like that hallway, your mind goes to your father. This has gone too far, you've gone and fled the City entire, into the chaotic murk of many-aspect Essence that exists between Realms. You've made your point, why not simply-.

You convulse, your sprint slowing to a run, but do not fall despite the uneven floor.

Nor. Are. You. Katie. Birch. You are you, no more, no less, and you will be the one who defines yourself, who decides who and what you are.

The chase continues, but with a little more presence of mind on your part. As you run helter-skelter down a staircase, you find yourself able to spare a little attention. When you reach the next landing, there are no less than nine doors, 8 of which (you surmise) lead to the impassible chaotic murk that lies outside this stable passageway. You spot the passable one: It's also the jammed one, courtesy of your pursuer's influence.

Even after that last layer of outside-imposed identity gives way, you still feel a twinge of (slightly) more deeply rooted conflict, a seemingly sourceless feeling that what you really should do is find great, wise, and scholarly, with "vision, to make you a masterwork!!!"

Room, diagonal hallway, room, room. Not every moment can be interesting, even during a chase sequence.

You may be young, but you already know to be wary of people who have three exclamation marks at the ends of their sentences, especially when that sentence has been externally inserted into your psyche. You crush that mental conflict, ignore that feeling, cleanse your headspace of this last external imposition.

Your body settles into a rhythm, of sorts. With your mind fully cleared, it takes relatively little attention to stay as far ahead as is practical: Get too far from your pursuer, and even this shielded passageway acquires some of the murk of the space between Realms. Not so much as to render it impassible, but certainly too much to widen the gap between you and the pursuer.

Speaking of which: With the majority of your mind freed, you can finally think over all that you've seen or realized about the 'Talent Scouts'—sarcasm quotes intentional. On the surface, they look like, well, a group of talent scouts, those who search out talented performers to employ or promote, but your eyes saw far deeper than that: Past their unnaturally trustworthy words, past their outward appearance of inter-firm competition ("I have a better deal!" "No, I do!"), past their aura of rough-and-ready trustworthiness, into their 'minds' and 'souls' and-.

Somehow, a 3-inches-ajar door turns out to be jammed beyond movement, with hinges like rock. You lay your hands on those hinges, push and twist with your will, and it opens smoothly. A full quarter of the room past it turns out to have been transmuted into a sort of water-covered soap. You hit your head on a low beam.

And no. No time for details. The fact of the matter is this: Your real pursuer, the one you fear, is the overmind that puppeteers them all. If it catches you it will drown your fears in conceptual radiance and twist your will and desire—or at least your bodily movements—towards its desired narrative, in which you go quietly with it to sleep and be remade. Its first offers were more palatable, with give-and-take and room for revision—but you saw what it didn't say, and reacted accordingly. The time for discussion and compromise has passed.

The frontmost talent scout reaches you as you pick yourself from the ground, along with the foreshock of the overmind's true domain, where it can truly bring its might to bear. Your body ripples yet again, and starts to grow long, long, hair. It seems the overmind is playing every card it can think of. Hands grab that hair, and one of your arms, but you are not without means and defences: You simultaneously remind your hair of it's true length and wrench your arm free, bracing against a bruised spot on someone's ribs. (There are many benefits to having Truesight.)

You burst free, and the next two rooms are free of obstacles, not to mention pliable to your will.

The overmind has depleted itself, not only for one moment but for several. Its posse hangs back. The time for counterattack has arrived.


———


What happens next? Each of these choices will result in the protagonist escaping their pursuers, but they do imply different approaches to problem-solving, different starting Skills, and different preparations by the next wave or pursuers.

[X] You yell at the talent scouts, introducing a few extremely inconvenient questions to their minds.

Ostensibly, the swarm behind you is simply a group of normal employees, tasked with searching out talented performers and giving them recruitment pitches. Why are they running you down? Why have they disregarded your clear hostility, your pleas to be left alone, your thrown knick-knacks? They're recruiters, who use words! Force the facade-bodies to consider these questions, tear open the plot-holes the overmind has so weakly papered over, and you'll be far away by the time it finishes retconning this moment away.

[X] You lash at the overmind's little bubble of reality with tendrils of spite and fear, creating leakages and exacerbating weaknesses.

The overmind is only able to do so much at once. Furthermore, it'd be in real trouble if one of its frontrunner bodies were to trip and fall thanks to (for example) a sudden spurt of the inter-realm chaotic soup coming through the roof—it just doesn't have the right tools for that sort of problem, where a person-type object needs to be moved out of the way with great haste. As such, it simply can't let you land that sort of blow, or anything close to it, and that leaves little spare attention for tripping you up. From there, it's just a question of how exactly you win: By escaping directly, or land a blow fatal to the 'Talent Scouts' pursuit.

[X] Deception, then violence. An ambush.

The 'Talent Scout' overmind doesn't come from a place where martial excellency really exists. That goes double for its constituent bodies—illusion and deception can cut both ways, especially when one lacks the imagination to prepare for the unprecedented, and more so against someone who can practically read thoughts. Pick up something heavy and pointy-cornered, attack from a blind spot, and you know they'll stop and treat their injured instead of picking a fight.
 
Last edited:
You

You​

The one and only.
OOC Nickname: Tabula

Major Traits

Self: Tabula Rasa

Your innermost kernel of self (also known as the soul) is about as blank as can be, leaving you unconstrained by self-definition. You are unusually free to do as people do: Change, grow, strengthen. To become more, in all ways possible. Similarly, the aspect-less Essence making up your body is unusually free to do as it does: Shift to match whatever it's most in contact with. That means your surroundings, but that also means your thoughts—generally, minds need their bodies in the same way fungus needs soil, and are about as intertangled. You are an unpainted canvas. Who will paint it? Greatly reduced Difficulty Threshold and cost for all alterations to self, ???

Effects Wounds: See
Mechanics

Self/Soul: Unexamined; Relatively Blank?

You haven't had the time to give this significant thought, but judging by events so far...

Difficulty Threshold and cost for all alterations to self reduced by, uh, a lot.

???: Really Good Eyes or Something??

For the 'Talent Scouts' to succeed at anything ever, their targets would have to universally be much less capable of illusion-piercing than you. That means, uh...you have really good eyes?

'Gives' Acute Truesight, Unlocks Certain Options

Minor Traits

World?/Ability: Automatic Context Provision

Knowledge like 'this thing you are looking at is a chair and this is what is usually done with it' keeps kinda appearing in your head as needed, even though you have like no memories outside of the 'Talent Scouts' chasing you. ('Katie Birch' doesn't count. Besides, she/it is gone and this still works properly.) Your internal mind-examining skills (as honed by several minutes worth of fighting against the very obvious and noticeable impositions of 'Katie' and 'Johnnie' and literally nothing else) have no idea where that stuff is coming from, but it hasn't disagreed with your Truesight yet (outside of stuff like that Talent Scouts' overmind, which it simply does not mention).
When questioned about itself, this ability says that "the automatic knowledge that appears upon looking upon/thinking about something or someone is a form of natural and innate magic that comes from the conceptual association/interplay between your own mind-supporting Essence and whatever part of the world you're focusing on, including more abstract constructs such as this very mechanism, or the scholarly consensus on some subject".

???/Ability: Weirdly Reliable Contextual Knowledge

Knowledge like 'this thing you are looking at is a chair and this is what is usually done with it' keeps kinda appearing in your head as needed, even though you have like no memories outside of the 'Talent Scouts' chasing you. ('Katie Birch' doesn't count. Among other things, you kicked her out and this is still working properly.) Your internal mind-examining skills (as honed by several minutes worth of fighting against the very obvious and noticeable impositions of 'Katie' and 'Johnnie' and literally nothing else) have no idea where that stuff is coming from, but it hasn't disagreed with your Truesight yet (outside of stuff like that Talent Scouts' overmind, which it simply does not mention).

Abilities

Acute Truesight

Your eyes see far more than reflections of light off of objects. The magic that makes up spells and powers enchanted objects, the flavors and flows of Essence, fundemental material of this world, and more. Much, much more. Sufficiently keen 'normal' Spellsight and Essencesight are also able to discern specific variants of magical energy and the stranger forms and types of essence, but Truesight extends to more conceptual purposes: You can often see an object's past, including the shape of its purpose, or (even more usefully) see the entirety of it's present, including the true form lying beneath almost any form of illusion or deception. (Bear in mind that these abilities have to be at least semi-intentionally activated.)

By dint of desperation and sheer need, you've learned to use some of this ability's more unconventional uses under pressure, specifically pseudo-mind-reading and X-ray vision. (The first works through applying this ability to the conceptual category of "the mind of X". The second works by using the 'entirety of its present' functionality on a room, building, or other area-enclosing blocker of vision—this really is a conceptual ability.) The other unconventional uses will automatically be discovered as time passes, and you get chances to use this ability in a more relaxed setting.

Note that Truesight has the same issues with distance, tiredness, and focus (et cetera) as normal eyesight, though it's less affected by physical damage to the eyes. Finally, your ability to process and remember information isn't particularly superhuman: This ability does boost such attributes, but that boost is more or less canceled by the less useful knowledge dug up by the normal use of Truesight. Spam the more strenuous unconventional uses at your own risk.

Skills

Enhanced Communication (Basic)

This skill represents your talent for communicating through narrative- or spell-induced barriers, and the use of words and rhetoric to manipulate, disrupt, and reinforce narratives. Extends, with imperfect reliability, to attempts at clear communication (or rhetorical shenanigans) on a metaphysically level playing field.

Memories

You look up at the celestial firmament, the great vault of the sky, that which exists above and beyond the closer and lesser skies of the individual Realms, and find glory beyond words.

(Image Credit: Rhizero)

For a fleeting moment, you wonder why you're only seeing this now (as opposed to when you first climbed this hill), and are very concerned indeed. Then you realize that earlier, you were looking viewing the sky at an angle, with your focus on the ground. The inter-realm murk exists mostly as a sort of ocean in which Realms (and this island, of course) are like islands, but nontrivial amounts of the stuff drift above its surface. It is only here, atop a hill, looking directly upward, and outside the Realms that even you can see this with clarity.

That, you distantly think, is a great pity. The first layer of this cosmic spectacle is great in and of itself, starlight and rainbow nebula, but your eyes see so much more. The sight before your eyes is merely (and that word feels deeply unfair to apply for all that you know it to be true) an outside view of the current permutation of a vast and world-spanning megastructure of astral Essence; alloyed, intermixed, and hybridized with all manner of ethereal beauty and elemental majesty. If this is even somewhat representative of the general sky-above-sky in general, then it surely contains—.


A mental clock ticks its last.​

"No. No!" But your protests mean little, compared to the ceaseless march of time. The sky is not that complex, at the finish, but it is far and large and constantly ever-so-slightly changing. Your mind can only do so much, especially with an objective of joy and appreciation. Time has burned: Today is not the day where your grasp of the sky-above-sky's present will progress far enough to, for example, interrogate the traces of thunderstorm it holds, leftover from a different age. But. Your examination took a different course, not a lesser one: If you ever forget this you will have ceased, in some important way, to be you.

[This memory can be contemplated for assorted mood effects (mostly positive); utilized in compatible works of magic, Essence, and narrative; analyzed for further knowledge; and upgraded by a better look at the sky-above-sky.]
 
Last edited:
Mechanics

Mechanics​

Every world has its rules.

Note: Definitely not finished, just got interrupted mid-writing by real life.

This Quest may be a story set in a world of all-assimilating narrative, but it is also a game—all-assimilating doesn't mean all-governing, after all. The post is meant to be a central reference for the more mechanized and/or OOC-facing parts of this quest: The outcomes of specific events will generally work through narrative 'what makes sense' resolution (with a touch of 'keep things interesting' but shhhhh ignore the author behind the curtain), but that raises a question, what does make sense? Things like planning and speculation become rather more practical when things have numbers attached to them and those numbers have specific practical implications. Then there's the dice, which are plenty capable of sticking their oar in: The narrative might have its own ideas as for when 'random chance accidents' occur, but that just pushes the question one level up, to what the narrative decided to do when it got out of bed today, metaphorically speaking. (To say nothing of those who decide which way the story is going, and really aren't sure what direction to pick, but I'm losing the thread.)

Note that these mechanics are very much written within the context of Tabula, our main character. Other may, for example, have substantially different opinions of what exactly constitutes a transformation Wound, if only because personality trait X or bodily form Y is native to them but not Tabula.

Points

Points are Tabula's abstract resources. They work how you'd expect Points to work, they can be gained, spent, and converted (in some cases temporarily) depending on their nature and circumstances and situation, et cetera. Normal resource stuff, in other words, my point here (ha ha) is that more abstract resources will generally be {InsertNameHere} Points, and more concrete stuff such as items and Wounds will be called such, under their own headings.

If a given Point type is likely to be relevant outside the event it first appears in, I'll try and add it here in a timely manner.

Wounds

Ah, that reminds me. Wounds, with a capital W. Each one represents a lasting unwanted effect inflicted on Tabula: Negative and more easily removed traits, in other words. This includes all manner of conventional bodily damage, of course, but in this world from the perspective of this player character that mainly means (lasting) transformations of body and mind.

Wounds are pretty freeform, especially since the Wounds the City inclines towards run the whole combinatorial gamut of possible appearances, self-images, behavioral habits, and more (in quite a few combinations), but there's one principle of how this particular take on Wounds works that bears mentioning.* In short, each part of the body and mental self can be roughly modeled as having its own 'damage track', in which higher levels of Wound have stronger effects and are more difficult to remove. Physical wounds of level MAX represent that a body part is gone, or so corrupted it's functionally an enemy mob that happens to be latched onto Tabula's skeletal system). Transformation wounds of level MAX represent that that transformation has become Truth: Tabula's base form (or a part thereof), or a genuine aspect of mind, or a deepest-level True Mental preference, or...

You get the idea. Level MAX Wounds will generally turn into character traits, and work as per their rules. (That having been said, those traits will usually have implications for how wounds work. Some individual alterations form parts of a set, and will try to induce the rest of that set.) This means, for instance, that undoing a 'Missing Arm' Level MAX Wound will require the regrowing of that arm, or the integration of a new one—neither of which are guaranteed to be up to the same standards as the original.

As you may be thinking, one person's Minor Wound can often be another person's reliable disguise, buff/upgrade, or pedestrian personality trait, especially in the generally nonviolent context of the City. Recall the note at the start of the mechanics.

*If you're wondering, the other take I'm referring to is Chuubo's Marvelous Wish-Granting Engine, a very good TTRPG that helped me greatly in formulating this mechanic but also has very different needs from its Wounds Mechanic than this quest.

On The Subject of Wound Profiles

As you may currently be thinking, many attacks hits several different areas of the body, and many (most, really) transformations change more than one thing. The rule here is that effect has enough strength to tick every area at once, it does so, and the target receives a multi-area Wound. If it doesn't, the exact result depends on the context: One papercut is a footnote in a fight, but fifty is serious trouble. Here's some examples:
  • Near the start of the chase that opened this story, the 'Talent Scouts' overmind tried to effectively one-shot Tabula with a big expensive 1-shot item that normally would drop 2-3 levels of 'become Katie Birch' onto its target. Of course, Tabula proved to be a very abnormal target, and it instead only managed the (fairly strong) 'become Katie Brich' status effect that Tabula shook off partway through the OP. (It also planted an inefficient living spell with effect of the, you guessed it, 'become Katie Birch' variety in their head, but that's beside the point.
  • At longer ranges, being hit by a water cannon is likely to simply result in being pushed back, soaked, all that stuff—but not wounded. Being punched with same total amount of force will, of course, barring some nontrivial mix of superhuman durability and protective clothing. However (and this is where I stop stating the obvious), being hit by that same water cannon at point-blank range definitely will inflict a Wound, that Wound would represent 'level 1' bruising across the entire body (come with maluses and narrative consequences to match), and heal notably slower because though those are separate tracks, the body itself has finite total ability to fix itself.

Tabula Rasa Interactions

For obvious reasons, the physical and spiritual anatomy of a being affects the nature of the Wounds they can receive, and their internal capacity to handle those Wounds. Beyond the usual healing speeds and such, this can manifest in unusual ways—for instance, the internal undefined blankness of Tabula Rasa.

Tabula has not had an opportunity to properly examine and know themselves: For now, what they know is that specific physical maladies tend to dissolve into undefined slight weakness—diminishing's of their vitality and energy—and that-.

-and that Truesight, even of the Acute sort, doesn't really work within one's own head. They're not entirely sure what went on as they battled the personality-impositions of Johnnie Duncan and Katie Birch, but it probably wasn't normal, per se?

[This section is largely locked, pending Tabula's first sustained effort to know themself.]

Aspects

Aspects are the properties and traits and whatnot of people, places, and things, meaning that they'll appear in all sorts of places. I'll be using them to denote significant and relevant traits: Not everything there is to know about subject X, no sirree, I have to be practical. They'll be formatted as follows: Most aspects appear inside of round brackets, for instance (Mook), square brackets containing roman numerals denote intensity and/or level, and curly brackets shouldn't come up until the sequel, barring a particularly wild confluence of player innovation and dice rolls. Aspects can have aspects, usually in the form of ordinary aspects with levels. For example, consider (Manager[III]) — a truly formidable opponent! :V Jokes aside, I should also note that Aspects are shorthands, which gloss over a fair bit of detail—but bear in mind that Tabula can be trusted to notice and adjust for these things to the best of their ability.

A few details: Aspects will less self-explanatory names will have accompanying definitions, as well as in-text descriptions of the offending entity when practicable; If I type something up and it has a three-deep stack of Aspects inside each other I'll just type "(AspectName (See Description))" and be done with it.

For reference, square brackets will look like this: [I], [II], [III], [IV], and [V] for 1, 2, 3, 4, and 5. (Don't worry about replicating the Times New Roman font on the capital i(-s).)
 
Last edited:
Lore Archive

Lore Archive​

Here's a collection of links to my Word of QM posts, including the approximate subjects of each post and the updates they appear after. To be clear, this isn't a complete compendium, most information is in the updates itself.

Warning: Spoilers


In the long run, I plan to recompile some of these into more coherent write-ups, but it's likely to take a while—at least until there exists a fair few WoQM posts on similar subjects, or I find myself looking at a WoQM and thinking "y'know, I really should just touch this up a bit, add a title, and link it in the archive as '______ Explained'".
 
Last edited:
A Note From the QM
Hello, players and lurkers, and welcome to the Quest I've been working on for the last while.

There are a few things I should mention. For starters, our protagonist is currently quite thoroughly nameless, and that poses a potential issue for discussion. The narration simply calls them
'You', of course, but that's rather unwieldy for literally any other purpose, what with the grammatical issues and potential for confusion. Since one of those other purposes is quest-planning, I've been calling them Tabula, and suggest that we collectively go with that as a nickname.

That aside, my policy for omake, fanart, quality analysis, and other worthy bits of player-created content is that such things will receive and/or be banked towards various forms of award. However, I should note that those awards will tend towards things that don't directly contribute to 'in-character victoriousness': Narratively interesting encounters, not dice bonii.

Finally, please know that I realize the challenges of working within an original and unusual setting, and am willing to help with any difficulties. If something is confusing, ask and you will be answered: Please let me know if anything is impeding your understanding or enjoyment of this Quest. Besides, Tabula
does have Acute Truesight, and that translates into a lot of useful IC knowledge, though note that they can still make errors, and definitely have biases.

P.S. If you're of a curious or analytical frame of mind, I recommend taking a good look at the 'You' threadmark, Tabula's character sheet. There's a fair amount of information stated, implied, or conspicuously unmentioned in there.


With that said, feel free to post! Here are the voting options, for convenience's sake.


[X] You yell at the talent scouts, introducing a few extremely inconvenient questions to their minds.

[X] You lash at the overmind's little bubble of reality with tendrils of spite and fear, creating leakages and exacerbating weaknesses.

[X] Deception, then violence. An ambush.
 
Last edited:
Victory Against the Overmind; Reaching The Island — Strategic Decision Point
In a series of quick movements, you move into the next room, knock the inexplicable furniture in front of the entrance, and hop on a low table: The closest available thing to a podium or stage. The talent scouts come in, seeing one by one that you've ceased to run, and at the critical moment—right as the group's started piling into the room, and their speed has reached its nadir—you yell, scream even:

"WHY ARE YOU CHASING ME!"

After a single beat of silence, just enough for them to absorb the question, you continue. Over the course of perhaps thirty seconds, you rebuke them for their decision making, berate them for trying to chase someone for leaving conversation of their own free will, remonstrate against the hurts they've inflicted upon you, and—above all else—raised question after question as to their decision-making process. Then, finally, you issue an ultimatum: That they explain themselves, not to you but to each other, and themselves.

"WHY!!"

Then you start sidling towards the door, an expression of betrayal still affixed to your face.

Answer Fast, and Well ('Talent Scouts' Overmind): Automatic Major Failure
Exploit Weakness/Try to Salvage This(You vs 'Talent Scouts' Overmind): 3 vs. 1, Minor Success goes to You


The overmind freezes in shock, and its little narrative shatters around it. Concurrently, the talent scouts fall upon each other and you in accusation and argument—or so the overmind would wish. After all this running and shouting, most of your attention is tied up leaning against a wall and not falling over, but you can still deny its will well enough, and give its puppets the occasional poke in the right direction. Its anchorings remain—if you could break that, you would've wounded it into retreat about ten minutes ago—but its mental grip loosens, and its reality-warping ethereal tendrils wither one by one. (You're too tired to make a proper study of it, but it seems that it really needs the support of its puppet-minds and the backing of at least a little narrative to do that sort of thing.) The group's discussion circles towards leaving you alone and the denial of supernatural influences, and consider taking the win and leaving, but then—.

But then—.

The overmind tries something stupid: It lashes out with its remaining tendrils, seizes direct control of the talent scout closest to you, and goes on the attack. You see it happening, you yell and point, and the possessed scout gets dogpiled. There's a moment of stutter, as pseudo-authorial spite meets weight of flesh and fails, fails to the greatest possible degree. The overmind recoils, truly and personally (if slightly) damaged for quite possibly the first time ever. The talent scouts' opposition to it grows willful, barbed with quasi-resolution and imitation hate.

They are not persons, not truly, not even particularly good puppet-minds. This will not last, cannot last, this is ultimately just the outward manifestation of you recasting the overmind from author to antagonist, anything you could do to further hurt the overmind would turn its puppets against you, there's nothing left to do but run—but before you do, that closest talent scout (the one possessed) meets your eyes and speaks. "We'll do what we can, girlie. Good luck." You thank her, taking the sentiment in the spirit it was meant with, and leave.

As you close the door beyond you, taking care to jam a chair beneath the doorknob, you realize that the overmind probably enspelled her to see you as Katie Birch, for extra redundancy. You chuckle.

[Skill gained: Enhanced Communication (Basic). This represents skill in communicating through narrative- or spell-induced barriers, and the use of words and rhetoric to manipulate, disrupt, and reinforce narratives. Extends (with imperfect reliability) to attempts at clear communication (or rhetorical shenanigans) on a metaphysically level playing field.]

[The 'Talent Scouts' overmind will remember this, and talk about it. Once it regains control. And make its way to someone both willing to listen and able to rally the troops, metaphorically speaking. (The City is not a military place.)]




A short time later, you approach the other end of the passage: A door, which truesight tells you doesn't lead to another room, but instead an open-air place. Out of caution, you open it slowly, keeping your eye near the door crack, then quickly, because there's no-one there. You look around…

…and quickly realize that this place is not a Realm: Too small, too lifeless, and near-entirely devoid of the essence-flows of active narrative or the energy of magic. Then you stop entirely, to figure out where the term Realm came from. The following pops into your head: "The automatic knowledge that appears upon looking upon/thinking about something or someone is a form of natural and innate magic that comes from the conceptual association/interplay between your own mind-supporting Essence and whatever part of the world you're focusing on, including more abstract constructs such as this very mechanism, or the scholarly consensus on some subject."

"Wha-", you whisper to yourself, flinching. You aim your truesight at that answer, and it finds that there's something significant left unsaid there, with no idea of what. Obviously, that does not satisfy you: You scrunch your eyes shut, dedicate your full mental focus to this one question, and get nothing back but mental static. Maybe something's blocking you. Perhaps your mind isn't built to grasp this answer. It could be that your truesight simply doesn't suffice to ferret out that missing detail.

Whatever the problem, you have to move. Time burns. Looking around again, you quickly conclude that this place is a little island of sorts in the sea of chaos. It has a single landmark, a small hill, and the rest of it is covered by varying sizes and depths of broken rock and gravel. Some part of you (almost certainly the one that served up that inexplicable answer earlier) expects a few hardy weeds, but there are none in evidence. This is a lifeless place.

As you pick your way forward, it soon occurs to you that the top of the hill would be a good vantage point. You dimly recall that when you entered the passage, you had to navigate a messy series of non-euclidean hallways, but the boundary between this place and the murk between realms is far weaker: All you have to do is look.

Though you take care to avoid injury, you still reach the hill-top in good time: There turns out to be a path of manageable gravel, with the larger rocks pushed to each side, and the hill itself is of manageable steepness. At one point, you have to steady yourself with your hand, but there is never a moment of danger. (Though you are caught off guard by the novel sensation of grasping cold grit and rough rock—both truesight and that automatic knowledge mechanism had nothing to say about that.) The only real delay is when you get your first good look at the stars, which this nearly lightless place makes so visible. (The inter-realm Essence murk averages just a little bit of light emission per exposed square, and truesight does many things.)

The moment your feet are properly planted on the hill's top, you look around, starting with the island's outer rim. From this height, you can more-or-less look out 'over' the inter-Realm murk, and detect the parts of it that cover shielded passageways by (in essence) tracing out the areas where the concepts of distance and direction aren't quite so corroded. There's a surprising number of doors embedded in the island's rim, which seem like the place to start…

"...okay, so the passage that I know is passable because I just used it looks like that…and the extra high-floating murk between me and the farther areas distort what I see like so…"

You reach a conclusion and double-check it. There is a temptation to freeze up, to pointlessly triple and quadruple check out of disbelieving fear, but you know you can afford no such luxury.

"SHIT!"

After a moment, you decide that the one swear does not suffice, and work your way down the list. A moment later, you realize the list was provided by the automatic knowledge mechanism. (Then you resolve to stop wasting time specifically noting its actions, pending actual lasting safety.) Instead of trying to invent a few entirely new swear words, you refocus yourself on your predicament: That there's no path from this island to another Realm, besides the place you just fled from. This island has plenty of exits, to be sure, but for some (likely inane) reason, those paths either circle about the island (often meeting each other in the process), trail off into unmaintained and decaying nothingness, or arc back towards the larger tangle you can just about see surrounding the City. (That being the name of the Realm you just fled from, obtained by dint of lightly trueseeing its entire mass.) Come to think of it, it's unclear whether passages of this style could usefully connect Realms (all the non-cities ones are unambiguously quite far away), you noticed a bit of middle-section decay in the one that got you here—no. Contours of reality later, survival now.

For lack of another option, you narrow your focus to the City itself. (Succumbing to despair is hardly an option.) It's entirely too large for your truesight to usefully examine at once, to say nothing of the higher-floating inter-realm essence murk, but you soon find a range of different 'focuses' that, when added together, give a halfway-decent picture of the Realm's whole. One could pull quite a few insights from it, especially combined with literally any (trustworthy) ground-level experience, but only a few matter, the ones that together constitute hope. The first is that it's a deeply non-euclidian place, once one gets away from the points of power and major thoroughfares. The second is that it's divided: Different areas have different symbols, different aesthetics, different concept-tags of allegiance and occupancy. Then there's the related third: The empty spaces, unclaimed even by cobweb and dust. The details are pretty indistinct, with physical distance and metaphysical distortion translating into the unconventional truesight-use version of vague and blurry shapes, but—.

Gah. Enough. All this is corroborated by the auto-knowledge mechanism's comments on all the side areas that "haven't contained any events of note for a long time". Furthermore, you are starting to discover what a headache feels like. Contours of reality later, survival now.

You turn your gaze to the tangled passageways surrounding and connecting this island and the City. What you find…is opportunity. And a big decision to make.


———


What strategy does Tabula pick: How does she spend her time? Note that no matter the vote, Tabula will carry out the most cost-effective options for getting an edge, such as picking up a pointy-ended rock, and the more cost-effective options for 'lay a false trail'. Note that Tabula will be much more effective in general, what with being able to plan and prepare (instead of making shit up literally on the run). A moment's rest also goes a long way.

Also: You may want to start thinking about, discussing, and asking me about tricks and tactics Tabula could use. One of the vote categories for the next update will be 'toss in ideas for Tabula': Good ideas will translate into narrative and mechanical advantages. Feel free to @ me with your questions—I realize the descriptions in the update aren't exactly a labeled map ;)

[X] Run the Blockade


Tabula knows the passageway network much, much better than anyone will expect, and it's all but certain that this next wave of pursuers will come from more than a few distinct factions, arriving at different times.* Furthermore, one of truesight's many competencies is the on-the-run spotting of hidden and non-obvious passages. Then there's their real ace: Tabula possesses a certain amount of real reality-shifting power, the laws of the world care about narratives, it's easy to make surface edits to a blank slate…it's plot armor time, or if not armor then at least the padded leather jacket afforded to cool-looking individuals doing cool things. If Tabula goes for this, they'll stand a very good chance of succeeding outright, without caveat or cost. The opposition fundamentally doesn't expect to encounter her so soon after setting out and so close to the City.

This strategy is built around speed, surprise, and a relatively small amount of stealth. The forward-running searchers will be deeply unlikely to walk stealthily or check hiding spots until they're close to the island (heck, they might even move at a dead sprint so as to reach the prize first). Similarly, anyone acting as the goalie, which is to say hanging about closer to City in case you slip the net, is likely to be unprepared at best.

(Of course, this means ignoring the island's opportunities.)


[X] Rely on Trickery, but first…

Tabula knows the passageway network much, much better than anyone will expect, including its underlying metaphysics. Furthermore, one trick available to tabula rasa(s) is to 'melt' into destabilized Essence, such as the murk between realms. That sort of thing comes with certain costs and risks, so they daren't do it more than once—and not just because if someone pokes the wall-gash or unwisely-opened door they're hiding in, Tabula would be unable to run. Still, if they were to hammer a hole in every weakened wall/ceiling/floor, open every door-that-leads-to-nothing, set up an obviously false trail and an inobvious false trail, that would translate that parlor trick into quite an advantage: Let the most everyone pass you by, miring themselves in the muck and chasing your false trails, then make your run for it when all that remains are the stragglers (slow and likely dispirited) and anyone camping the chokepoints (the main problem).

This strategy is built around trickery (mire-based crowd control to be precise), magic-boosted camouflage, and a bit of luck. As the QM, I guarantee you and Tabula will not be screwed over by absolutely no one wandering near Tabula and giving them an idea of how far the search parties have got (they know how to pick a good hiding spot with strong listening/peephole properties) or some ass with a 10-foot pole. (That sort of utility attachment doesn't handle inter-Realm murk well and also it'd be a massive dick move on my part.) That does mean Tabula won't encounter stronger opposition than in the other option: Even a vaguely prepared chokepoint-holder constitutes serious trouble for a fella whose big ace is basically a pointy rock. (That, and the chaos between realms isn't exactly cleansing skin lotion.)

This stratagem is unlikely to work out flawlessly, but it's much more unlikely to fail outright. I'm serious about Tabula being rather more capable going forward—more on this next update. Even if the dice do something godawful, one of my jobs as a QM is to make sure this Quest's story stays worthwhile and its game-aspects, engaging—in the end, we're all here to have fun. That, and this is pretty much the tutorial (for combative Events).

- [X] …you make sure to grab several rocks. They're rocks, yes, but they're also deeply non-magical and impressively real. Some of them are made of something other than Essence…

- [X] …look at the stars. It is in the nature of Realms to make their own sky, and you have seen how the City folds in upon itself. This could be your only chance for a long time…and the memory of it would be a powerful motivation, among other uses.

- [X] …do just a little detective work. Seriously, why does this hill have person-shaped depressions in it!


P.S. As you may have surmised, this is the sort of place that one returns to again and again, as one accrues knowledge, ability, and confidence that your enemies won't interrupt you mid-contemplation.

P.P.S. What with one thing or another, I seem to have ended up posting very late indeed—it's only the same day in the sense of not having slept. To be honest, this has probably impacted clarity. I expect to be around for question answering (albeit through the medium of my phone) for a shortish time, punctuated by my bedtime routine. Afterward, it'll be a while before I'm up again to answer questions—though please still ask them. Speaking of which: If there appear to be any continuity issues here, please let me know. I'm also willing to elaborate on the meaning of most any bit of prose, or vote description. Particularly the descriptions, I think they're where my first-time-QM status shows through the most.
 
Vote Closed!
Adhoc vote count started by That-Random-Guy on Jan 16, 2022 at 12:32 PM, finished with 23 posts and 14 votes.


Aaaand that's the vote! The following choice stands victorious:

[X] Rely on Trickery, but first…
- [X] …look at the stars. It is in the nature of Realms to make their own sky, and you have seen how the City folds in upon itself. This could be your only chance for a long time…and the memory of it would be a powerful motivation, among other uses.

Now, I have a public encounter table roll (3d8 drop lowest) to do, in the sense of "who shows up in the passageways who isn't guaranteed to show up?" Normally, these would stay in the background at least until this whole event resolves, but this is in some senses* the tutorial, and I feel like being a touch helpful.

Dice Results Edit:
Well, then. Effective Results: 4, 8. Mr. 4 isn't exactly a major concern (1-3 translates to 'literally noone', people aren't exactly sending their A-list for some reason), but Mr. 8, well—that'd give the game away.

Writing!

Edit 2, for those wondering: Don't worry, I haven't forgotten about this, the updates just going quite slowly for various reasons that (skimming over a fair amount of somewhat identifying details), will in large part go away soon.

I expect to update at most 24 hours after this edit.
That-Random-Guy threw 3 8-faced dice. Total: 16
4 4 4 4 8 8
 
Last edited:
A False Trail; Sky-Above-Sky — Tactical Decision Point
Having made your decision, you act on it. As tempting as it is to relax your body entirely and busy your mind with the sky, many of the stratagems you have in mind will work better the sooner you do them. You turn back towards the path you used to get up, contemplate how best to descend, and…decide to rest for a moment, anyways. You've spent most of your life running. You lower yourself to a sitting position, leaning against the smoother side of the peak, and relax…

A few moments later, you head down the mountain and walk to a door 45 degrees along the island's edge from the one you came in by. Moving with quick steps, you map out its immediate insides, confirming your suspicions: Its section of the passageway-tangle surrounding the island is sparse and dilapidated, with the most intact rooms leading directly to a passageway that, based on your position, must be the one that's entirely decayed away in the middle (and never intersects another island-to-City passageway). Needless to say, you couldn't possibly use this to bypass the next set of pursuers, and in the long run, no barricade you could hope to construct would last long. You know the concepts of 'day' and 'month' and 'decade', and intend to experience them firsthand.

That said, 'long' and 'short' depend on the context: All you need is a distraction, a false trail leading to a thin shell of impediment blockades. A few minutes extra headstart, such that (in combination with your 'melt into a murk-leak and let the main wave of pursuers pass you by' main trick) you'll disappear into the empty spaces of the City (or fail altogether) before they work out where you've actually gotten to. Hopefully. All you really need is to not have anyone on your tail until you're already breaking through whatever 'goalkeeper' units have been left at the points where the island-city passageways meet the passageway-tangle of the city itself.

(Technically, there may not be any such 'goalkeepers', but actively expecting that sort of error doesn't seem conducive to survival, to say the least. If no one's there, all the better.)

With that in mind, you set to work. Thanks to the small number of routes and general decay, it doesn't take much doing to turn most routes to the broken island-city passageway into single-file chokepoints, where any group would have to take turns carefully edging around some gaping leak of essence-sludge: All you have to is spot a weak point, hammer on it with the rock you picked up, and trust in the pressures of the inter-realm murk. (Plus the passage of time. You decided to do this bit before sky-gazing for a reason.) With that done, you head down the final chokepoint room between the island-surrounding passageways and the broken passageway to the City and set about the finicky task of blocking the inward-opening door from opening while making sure to be on the outside when it fully closes. (In short, you push a chest of doors such that leaves a sliver of space for you to slip through, then pull it the rest of the way as best as you can.) Finally, you do inconvenient things with the furniture on your wait back to the island, jamming chairs under doorknobs such as to make the unbarred path fairly circuitous, a bit of a maze.

All in all, that takes enough time that your misdirection efforts on the island consist of leaving a more obviously false trail to another of the doors, on the far side from the door you originally entered by. (The difference being that you make sure to step in your own footsteps coming back from the door to your big distraction, and don't do that on your way back to the far-side door.) With luck, this extra trick will make them think…you discard that line of thought, and focus on climbing back up the hill instead of standing around worrying. What's done is done, and what really matters is that your pursuers not turn round too quickly upon reaching the island.

With all that done, you clamber back up the hill, pick out a you-sized indentation, and lie in it. A few seconds later, you realize what you're missing and—for the first time ever, you distantly realize—let your body just rest.

Your mind doesn't, of course. You look up at the celestial firmament, the great vault of the sky, that which exists above and beyond the closer and lesser skies of the individual Realms, and find glory beyond words.

(Image Credit: Rhizero)

For a fleeting moment, you wonder why you're only seeing this now (as opposed to when you first climbed this hill), and are very concerned indeed. Then you realize that earlier, you were looking viewing the sky at an angle, with your focus on the ground. The inter-realm murk exists mostly as a sort of ocean in which Realms (and this island, of course) are like islands, but nontrivial amounts of the stuff drift above its surface. It is only here, atop a hill, looking directly upward, and outside the Realms that even you can see this with clarity.

That, you distantly think, is a great pity. The first layer of this cosmic spectacle is great in and of itself, starlight and rainbow nebula, but your eyes see so much more. The sight before your eyes is merely (and that word feels deeply unfair to apply for all that you know it to be true) an outside view of the current permutation of a vast and world-spanning megastructure of astral Essence; alloyed, intermixed, and hybridized with all manner of ethereal beauty and elemental majesty. If this is even somewhat representative of the general sky-above-sky in general, then it surely contains—.

A mental clock ticks its last.​

"No. No!" But your protests mean little, compared to the ceaseless march of time. The sky is not that complex, at the finish, but it is far and large and constantly ever-so-slightly changing. Your mind can only do so much, especially with an objective of joy and appreciation. Time has burned: Today is not the day where your grasp of the sky-above-sky's present will progress far enough to, for example, interrogate the traces of thunderstorm it holds, leftover from a different age. But. Your examination took a different course, not a lesser one: If you ever forget this you will have ceased, in some important way, to be you.

[Foundation Memory Gained: Sky-Above-Sky (Night, Brief, Glorious). This memory can be contemplated for assorted mood effects (mostly positive); utilized in compatible works of magic, Essence, and narrative; analyzed for further knowledge; and upgraded by a better look at the sky-above-sky.]

That aside, your body has spent this time in a state of total rest, and the joy of these past few minutes seems to have done you some good all by itself. You must attend to your survival.





Resources

QM's Note
If you're having difficulty with time, spoons(/mental energy), or just grokking my verbiage, don't worry: The vote for this update doesn't call for deep understanding (or really any understanding, for that matter) of this system. All that really matters at this juncture is that Tabula has enough power to break past a decent amount of resistance, this is after all a bit of a tutorial, but not enough to make minimizing that resistance anything other than a major priority (and the vote text, of course).


Seeing as this is the tutorial, here's an explanation of how each category works. Points are a catch-all for the various forms of abstract or immaterial resource, such as the room Tabula has to leverage their 'underdog' position for a Narrative-based edge, or their reserves of plain old 'hold long can I run before exhaustion' physical energy. Items, meanwhile, are what you'd expect them to be, the useful objects Tabula physically has on them. In the event that Tabula picks up a Wound, it'll be tucked into Major Statuses, which currently only contains Desperation—see its entry for information on it. Finally, once we move into more normal turns we'll gradually start seeing Assets.

Since Points are very much the main type of resource for this sort of thing, they bear further elaboration. The first thing is that they don't work purely in round numbers: A plus or a minus after the number represents that the 'top' point, the first one to be drawn upon by costs and such, is a bit over- or under-strength. Generally, 'plussed' Points will give slightly more effective—or at least energetic—options, and 'minused' Points will result in imperfect success or a chance of failure. Options to avoid these issues or decline the more-energetic option will appear as appropriate. On a related note, not all Point Types are born equal, so to speak. They're very much apples and oranges to one another, but even so, a Mastermind Point is a bigger deal than an Energy point by orders of magnitude—if it can be fully brought to bear.

Finally, this is an evolving system that'll be modeling pretty different situations as we move from one set of mini-turns to the next, to say nothing of the entirely different temporal scope of the Main turns. Barring a metaphorical 'glitch in the Matrix', it'll be stable over the course of any one Event or Battle or Heist, but when extrapolating over the long term I recommend focusing on stated in-universe capabilities and traits—Tabula knows themself, or at least will know themself once certain skilltree-opening Main Turn actions have been taken, and Acute Truesight is Acute Truesight.

Points

  • Energy: 4+. That which powers the body. Much akin to stamina, at least for now. You've managed to rest yourself, a little.
  • Vitality: 0 (2). Bodily resilience, the ability to soak physical damage without damage to one's capacities. Wound mitigation, in other words. You are not conventionally armored or tough or physiologically redundant, but the malleability of the Tabula Rasa enables quite a few interesting tricks in the redistribution/reshuffling area—given the opportunity.
  • Underdog's Edge: 2. Stories don't always have laws, but their tendencies are less variable. By the nature of your predicament, quite a few of those tendencies are oriented in your favor. You are one against many, leveraging cleverness and speed to escape the swarms, and that many mostly consists of mooks. If not for the sheer suffocating influence of the inter-realm murk and the grinding weight of the many...
    • [Due to your current overall environment, this Point Type is only accessible when Tabula is both on the backfoot and visibly the 'underdog' of the specific clash in progress (at which point it'll be autospent for a turnaround, or at least an opportunity).]
  • Pathos: Y (Base Throughput 1). The mode of rhetorical persuasion based on emotion. Note that it takes two to tango—this is mainly here for the sake of completeness.
    • [Ethos and Logos aren't utterly unavailable, Enhanced Communication (Basic) isn't that limited, but authority and logic aren't exactly applicable primary tools here.]

Major Statuses

Desperation: "No." [0/?]

[The degree to which Tabula has thrown restraint and caution to the wind, paying dearer costs for short-term power. Correlates with mental trauma. Best kept low, barring certain edge cases.]

Items

Mildly Pointy Rock: A sturdy and fist-sized rock, of the right shape to be grasped by a hand and applied sharply to someone else. Not bad, as improvised weapons go.
Pocket Gravel (Multiple): A fistful of rocks of the island's smaller rocks; too large to be called pebbles. Very distracting to throw at someone's face. (Which is a 'dirty tactic'?) Might also work to make some slip, under the right circumstances. You're not entirely sure if all of them are worth their own weight, on the margin, but this is not the time to fuss over the details.




[X] Hide near your original route here. Thanks to the recent passage of you and the 'Talent Scouts' overmind, it's both an obvious trail and the fastest path for you: The passage of the overmind and its reality-defining field cleared the murk, to an extent.

It seems likely that the frontmost of your pursuers will march straight past you, intent on tracing this trail. Once they pass, you can pop out of your hiding place and move with the greatest possible speed straight through space that, to your pursuers' knowledge, has already been traversed. From there, you just need to punch through your enemies' backlines and disappear into the City. But. But. If you were the planner for this, you might think to yourself that 'okay, the backlines will only be relevant if the search teams thoroughly screw up', and concentrate your guards right at the other end of that path. Or something. (You are very new to this, and that strange auto-knowledge mechanism has very little to say about tactics relative to the complexity and depth you suspect the subject holds.)

If you take this path, you will need to leave it at some point. You've seen that this passageway intersects or touches another passageway at a few different points, the question is which one to take.



[X] Hide where two island-to-City passageways merge, away from your original path. Due to the structure of the passages, you can be confident that once a group comes out of passage A, there will be no good reason for a second group to cover the same space. Much the same can be said of the original path, which at least will be faster to travel, but for you to appear from this angle would be especially unexpected. But, the time costs…

On one hand, this option quite entirely avoids the primary issues of retracing your original route. On the other hand, it'll take longer for your pursuers to work their way past the passageway merge (they'll have no obvious trail to follow, and reason to think you might be hiding in a corner), and your pace will be fundamentally slower. Should your false trail be unraveled…well, you'd think it'd take a while for the frontmost searcher to send word of your trickery back to management, what with the inter-realm murk and so on, and management would still have to think of your particular side-route, but…if one thing's for sure, it's that you don't have complete information.

QM's Note & OOC Vote On Visible Background Die Rolls
If you noticed, apologies for the delay: I really did mean to make this happen within 24 literal hours but…life. Specifically, it became clear that I really should draft and send two particular emails, of bureaucratic nature. That issue at the least shouldn't interfere with this Quest again. Speaking of which, future update cycles should be shorter, at least relative to the time at which non-me posts in the thread dry off—I'm getting a grip on this 'writing' thing, to make a long story short.

Oh, and I greatly appreciate questions and discussion, as ever.

Edit:
There are a few different significant die rolls going on in the background. Which would you like to see when the vote closes? To be clear, I will most definitely provide context for what each of the rolls actually represents and what its results mean, and you are not required to ignore it when discussing votes—which is one of the main reasons why this sort of thing will taper off a good deal past this event tutorial/introductory sequence, pending the day Tabula sets up IC ways of gathering knowledge from beyond the range of their senses.

[X] 'Mr. 8': The highest entry on the 'who shows up who usually wouldn't?' encounter table (which is ordered from least to most dangerous). How go his efforts? Speaking of which, what, approximately speaking, is his general deal?

[X] Inter-Faction Relations: Not everyone trying to capture Tabula is from the same organization, or even quite the same side. How have they been getting along? This option will cast some light on (rolls a 1d3) 'Mx. 4', the other out-of-the-usual person to show up here.
 
Last edited:
Temporary Threadmark — Vote Closed, Rolls for 'Mr. 8'
Edit (4/3/22): This Quest is dead, but its setting isn't, though to be honest I wouldn't hold your breath.

Adhoc vote count started by That-Random-Guy on Jan 30, 2022 at 2:31 PM, finished with 10 posts and 7 votes.

  • [X] Hide where two island-to-City passageways merge, away from your original path.
    [X] 'Mr. 8': The highest entry on the 'who shows up who usually wouldn't?' encounter table (which is ordered from least to most dangerous). How go his efforts? Speaking of which, what, approximately speaking, is his general deal?
    [X] Hide near your original route here
    [X] Inter-Faction Relations: Not everyone trying to capture Tabula is from the same organization, or even quite the same side. How have they been getting along? This option will cast some light on (rolls a 1d3) 'Mx. 4', the other out-of-the-usual person to show up here.


[X] Hide where two island-to-City passageways merge, away from your original path and [X] 'Mr. 8' have won! Time for the rolls.

Tabula:
None, as it turns out. This stage of the plan doesn't contain much uncertainty of the sort that's visible on their end: The next hardpoint of resistance isn't really set up to catch them by surprise. (Besides, like, Tabula's actions are predefined in ways that non-PCs aren't, and this isn't a high-roll game.)


'Mr. 8' (As per the vote on visible background rolls.):
Their first die is a 1d5 representing whether Mr. 8 goes 'wide' or 'tall' with their efforts. Since this roll is effectively a luck roll for Tabula*, this roll comes from the players, first-come-first-serve. (In other words, please give me a d5.)
The second die is a 1d75 for Mr. 8's success in whatever it is that they do. I'll be rolling for this.

Once both the rolls are up, I'll do a post recording the roll results, commenting on what they mean in practice, and generally dropping the tidbits of information I promised in the OOC vote.

* Under the circumstances, giving a small buff to almost everyone on their side (the 'wide' end of the spectrum) is rather less of a threat to Tabula then sitting down and asking oneself just how thoroughly they can 'roid up the quick response team.

Edit: ...well then! Don't panic—well, don't panic too hard—but it'd be quite unfortunate to roll a 1 on that d5.
That-Random-Guy threw 1 75-faced dice. Reason: 'Mr. 8' Efficacy Total: 74
74 74
 
Last edited:
Back
Top