A Rat's Guide to Glory
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To the City, you are nothing. You are meant to be nothing, trampled underfoot and forgotten before your name is ever known. You are a Rat, skittering in the shadows and scrambling to merely survive. You are nothing, yet you so badly want to be something. To paint the neon sky in your own colour until even stars fall to accomodate you.

It is lunacy to seek such heights. Insanity to have ideas so far above your station as prey and meat. But if you are nothing, then you have nothing to lose and everything to gain. Because even in this cruel City, a Rat can look to the sky and dream.
Rat 1 - All Men of Action are Dreamers
Location
Earth
Expect spoilers for Lobotomy Corporation and Library of Ruina, as well as Limbus Company once it is published. Maybe Leviathan, Distortion Detective, and Wonderlab.

"If you don't dream, you won't die, but even you won't be alive without them."​

You are a Rat.

In this cruel City where blood may well be money and the contents of your body are worth far more than you, you eke out a living at the bottom rung of society. It could always be worse, of course; you could be banished to the Outskirts or Ruins, where monsters tread in uninhabitable land.

At least you got some food every day, even if it is hard work to get the money. Scurrying through the Backstreets with your pack, picking the right targets and jumping them when they least expect it. You make sure the anesthetics work, your cuts are precise after years of doing this. Into the bag the organs go, to be sold off for a decent profit.

You do this day in and day out. Harvest guts, pick pockets, dig through the trash. Sometimes there are no good targets, or the pack tries for the wrong one and has to scatter. And then there are the areas protected by Fixers, where acting out means courting death. You did it anyway a few times, mostly out of desperation; nobody under protection expects to get jumped.

Somehow, you continue living in this hellish place. On better days your pack even shares smiles over a big meal. On worse days you need to fight off other packs that come to take what is yours, or prey on them to take what is theirs. Everything goes, if only you and yours can survive.

But none of this changes this simple fact: you are a Rat and always were. The lowest of the low, meant for nothing and expecting nothing. The day you slip up or fail to make end's meet is the day you die. No safety nets, no one who will help. But that is okay; you never knew anything else.

In this constant cycle of waking to an uncertain day and falling asleep tired and hungry, you are just a little bit different from the others. Not unique, nobody is unique in this City of seven billion people. But different you are, for you have a dream. In the hours the pack is curled up together awaiting dawn, you sometimes whisper to them of a brighter future. Of buying body augmentations and weapons, getting a Fixer license to start. Some days they indulge you more openly, joking about becoming an entire Fixer Office together. Being handimen and expecting battle is scary to think about, but not all that different from how things are right now.

Your name is Ciel.

You are a Rat.

And you want to become a Fixer.

But not just that, no; your dream goes further than that. After all, even if your hands can reach nothing, you are unbound in your dreams. You want to go past mere Fixers, stand above them as a Color. The highest Grade any Fixer can ever get, crossing blades with the greatest threats to the City.

Being free.

Even as you slavishly work every day to survive, even when your next victim turns out to be a Fixer or worse, that dream keeps you going. You hold it tight to your heart until the day it becomes reality.

You could wish for anything; miraculously joining one of the world's twenty-six Wings, the megacorporations practically owning the City. Any of theirs must lead far nicer lives than you do, being allowed into the Nests and protected. Or joining one of the five Fingers of the Backstreets, the City-spanning Syndicates that each can compare with a Wing on their own merit.

But no, you seek to be a Fixer. Ever since the day you first shook off the haze of muted feelings, that is what you wanted. Admittedly, perhaps it was because of how you first saw the world clearly.

That is the other reason to make you stand out. No great power, no hidden talent. Just the bad luck to be in the wrong place at the wrong time, followed by the good luck to come out alive.

That was when it happened: a splotch of colour splattered onto the empty canvas of your life.

No more than a drop in the bucket, yet enough to ignite your passion. A single stroke of....


[] Red

[] Blue

[] Black

[] Purple


Here we are, welcome to "A Rat's Guide to Glory". The goal is as simple as it is lofty: become a Color.

You do not get full character creation for several reasons, chief among them that I do not like the practice. It would also be a wasted process because Ciel is a Rat. This particular vote will affect who they are as a character to an extent, though.

I will not tell you the exact effects, but you may make guesses of your own if you wish. Just keep in mind that this vote's main purpose is to provide flavour to an otherwise unremarkable life.

Just give me a moment to reserve some posts, then we can get this going.
 
Main Character Sheet

  • -Name: Ciel
    -Age: 23
  • -Occupation: Grade 6 Fixer

    -Wealth: Barely Afloat (compared to Grade 6 Fixers)

    -Preferred Fighting Style: Weaving and Striking

    -Special Skills: Spotting Opportunities, Memory, Good with Money

    -Owned Weapon(s): Metal Spear, Pocket knife, Stigma Lucerne

    -Gear:
    • Galeforce Ring (projects a strong gust of wind)
    • Heart-Shaped Hairclip (???)
  • -A Stroke of Purple: Even if it was ultimately nothing, Ciel will never forget that encounter.

    -Beloved Gold: Ciel dares have a favourite colour. It shines bright like the future they envision.

    -Indexed the Index: Due to past grief, Ciel will never work with members of the Index unless there is absolutely no other way. They are wary and distrustful of religious groups of any kind.
  • Become a Color Fixer
  • -Deaths: 7
    -Canon Characters Encountered: 5


    And To Many More!: Die for the first time.
 
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Dramatis Personae
The Contacts list contains basic information of people Ciel knows. Proper character sheets are provided for people they regularly interact or grow close with.

Caution: Beware Spoilers!

Contacts

-Giano (Hana East Section 6 Fixer, Grade 5 | Relation: Information exchange)
-Hifumi / "Shadow" (Shi East Section 6 Fixer, Grade 5 | Relation: You worked together before)
-Gyeong-Hui (Combat instructor, former Grade 3 | Relation: your paid teacher)

-Scythe Office (Shi associate Office, Grade 8, Assination & Intel, District 9 | Relation: Your Workplace)
-Jett (Operator of Scythe Office, Grade 4 | Relation: Your boss)
-Harumi (Scythe Office Fixer, Grade 7 | Relation: distrusted coworker)

-Magnify Office (Seven associate Office, Grade 7, Intel, District 9 | Relation: Scythe's sister Office)

-Maria (Solo Fixer, Grade 4 | Relation: Charming Oddball, weirdly nice)

-District 9 Syndicates (Several organ buyers | Relation: Live and let live)
-District 9 Instructors (Former Fixers (various Grades) and others | Relation: You heard of them)

-Agnus (Claw | Relation: you have his card and somehow survived)
Fixers


  • -Name: Parvati
    -Age: 24
  • -Occupation: Grade 7 Fixer

    -Preferred Fighting Style: Lightning-fast Strikes

    -Special Skills: Fast learner, Flexible fighter, Finding worthwhile sales

    -Owned Weapon(s): Spear, Trident
  • -A Taste of Taboo: Parvati enjoys the consumption of human flesh.
  • -earn enough money to eat regularly
    -keep Mai safe and happy

Merchants


Syndicate Members


Others


  • -Name: Mai
    -Age: 23
  • -Occupation: Convenience store clerk

    -Special Skills: Mental resilience, dealing with bullshit

    -Owned Weapon(s): pocket knife, training sword
  • -???: ???
  • -earn enough money to not be a burden on Parvati

 
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Rules and Expectations
Rules and Expectations

Required Franchise Knowledge

None, really. I will provide everything you need sooner or later. Beware spoilers for Lobotomy Corporation and Library of Ruina in Thread discussion, though.

If something is unclear, ask. I am always willing to clear up misconceptions as far as I can. However, the PMoon-verse is getting pretty big and I have not consumed all the existing materials. If I do end up being wrong about something, tell me (preferably with a source of the correct info) so I can fix it.

Likewise, I will not needlessly make up worldbuilding of my own; if something is not canonically known and not directly relevant to the story, I will simply say "I don't know" and move on.

Mechanics
No stats, no dice. You will be provided character sheets as needed to get an idea of the characters in play. This Quest is narrative.

Money is abstracted into a general sense of how much wealth the protagonist has compared to their current position in society. The only number you will see go up over the course of the story is their Fixer Grade... which technically goes down, so yeah. Case in point.

In combat, you will be provided a short assessment of the situation; this generally includes the number of known opponents and whatever is relevant about them, as well as the surrounding area.

Voting and Updates
I am generally flexible where votes are concerned. However, my preference is for a general overview of actions to be taken. If a vote is too far out-of-character, I will veto it.

Updates are planned to be once a week on Monday, my time (CET). Voting cycles will last as long as needed.

Furthermore:
  • Write-ins are always allowed unless I explicitely say otherwise
  • In case of a tie, I pick the winner based on which option I feel leads to the most interesting outcome (this does not always mean the best outcome)
  • No trap votes. I will throw some curveballs at you, but nothing inherently unfair.
  • Votes that benefit from detailwork or plans will receive a Moratorium, ranging between 1 and 24 hours for the players to figure themselves out.
  • Approval Voting (i.e. voting for more than one option) is prohibited.

Character Death
You have infinite retries for canonical reasons that will be explained if... or rather when the protagonist dies. I am not planning to make deaths mandatory, but some high-risk situations can lead that way rather fast. There are failure states for the Quest, but I am keeping what they are to myself. Death is not one.

Note that the only person who has this convenience is the protagonist. Every other character that dies will stay dead, barring shenanigans.

Levity and Tone
Let us face it, the City is a dystopian hellscape. It is not fun to live there. But that does not mean we will be dead serious or downtrodden at all times. I encourage having fun where appropriate. With emphasis on appropriate.

Shitposts and memes are fair game as well. Those who read my previous Quests can attest that I am my own most prolific shitposter.

Also, and this is nothing against the SV collective, but I do not trust your sense of humour when it crosses into the story. Joke votes are not forbidden, but they will be carefully vetted and discarded as appropriate in regard to my own sensibilities.

Trust Between You and I
One last thing that is important to me. I generally don't like to bring it up; enough rope to hang yourself with and all, but also because I worry about sparking ideas to begin with.

These rules are not a rulebook. They are not even a comprehensive list. Trying to close the loopholes I see will inadvertently leave other holes I have not considered. So I am just not going to do so. I am not going to threaten punishment for trying to exploit or ignore them either, that just feels distasteful.

What I do is that I trust you all not to make this a game of me versus you. I give you a lot of freedom outside of story constraints and trust that you will not exploit that freedom. I was not disappointed in my previous two Quests, so I am hopeful to make it three.
 
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Rat 2 - A Colorful Memory
A single stroke of purple.

It has been three years now, but you still remember that day so vividly. The memory stands out among the dreary day-to-day, a moment of tranquility. A chance meeting, no more and no less.

You were nineteen, scouring the streets for victims that day. After a rough week, the pack was not sure they could scrounge up enough money to pay rent and nobody wanted risk running from Sweepers or breaking into warehouses to spend the night. Some Rats can survive a night or several like that, but most do not.

So you were looking, carefully scanning passersby for hidden weapons or suspicious bulges in their pockets. Anyone dressed fancily, you disregarded. As juicy as they might be, chances are they could afford augments, making an attack suicide.

You never left the shade of the side alleys you knew so well; it may be risky for a Rat to skitter where others also prey on those weaker than them, but you had long since learned which areas they like most. Not to mention that few sneak better than a Rat; if you could not do at least that, you would not be alive anymore. Hidden by the occasional stall or nook, you moved along with the crowd.

That was when you saw her. No one could have missed it, really.

She was tall, standing out of the crowd even had it not parted before her like the sea. You did not know where to look first; the long, straight, black hair falling all the way to her lower back? The two blades slung to her hip, or the larger one on her back? The elegant snake scale coat that probably cost more than every organ in your body was worth? Or perhaps the first signs of age on her face, hints of wrinkles and dimples.

Even if you did not know exactly who she was, every single one of these things would have been an instant red flag. She had money, she was armed, she moved as smoothly as a snake slithers. She was a Fixer and good enough to grow old.

You could only stare in awe, even forgetting to watch your surroundings for a time; her presence drew your attention like a moth to flame. You were not the only one, either. Passersby gave her a wide berth, gawking all the way. Construction and office workers, teachers and students, Fixers and criminals, all hesitated.

The Purple Tear walked the Backstreets of District 9. An apex predator daring any to oppose her, completely certain she was untouchable here. And she was right. Nobody dared move even a muscle when she looked their way.

You long since made it a habit to stay informed; every rumour you can get your hand on, you commit to memory. Every name and affiliation, just to make certain your pack does not step on the wrong toes. You are not the lone leader, but you call the shots on who the pack goes after. None of this digging and sometimes trading for knowledge is necessary to recognise her. One of the longer lasting Colors in the City; even the Red Mist herself did not manage to keep going like her. It had been over two years since anyone heard from that one. Even now after more than five years, there was no sign of her.

Yet the very much alive Color Fixer right before you was there. You did not even realise she turned until she passed less than a metre from your hiding spot.

And she was looking right at you.

You knew, just knew, that a single twitch toward your pocket knife would have seen you killed. That smile almost plastered on her face held a trace of warmth, but also a sort of playful challenge. She dared you to try her, yet never even broke her stride. Her mere presence suffocated you.

Then she was past and you could breathe again. Sweat soaked your shirt and trousers, the near brush with death leaving you reeling.

You were terrified as you should have been. But at the same time you were in awe. It was like a veil was lifted from your eyes for just a moment, making the world and all its colours seem so much brighter. So much more real. A sense of envy grasped your entire being; you wanted what she had. Power, fame, money, all of that and more.

And like the world's greatest idiot, you followed her.

Skittering from hiding spot to hiding spot, keeping your steps as quiet as possible, you followed a Color into the dangerous side alleys. You knew you could not hide from her, but that did not help; something alien drove you forward, something you never felt before. You wanted more of this sensation, this intensity. Not the thrill of certain death, but the mesmerising clarity. It felt like you could truly see for the very first time.

The Purple Tear suddenly stopped, her back to you. Your heart skipped a beat when her hand rose to the two blades on her waist.

"How peculiar," she mused, a warm yet cold voice that rang clear in the shadows, however it could be both at the same time.

You did not even see her move. Just a blur of grey, after which she held the unsheathed blade in a backhand grip. The wall to that side slowly collapsed, revealing a hideout of sorts in the back of a boarded up shop; three figures were behind at least a hand's length of solid steel, cleanly bisected. They gurgled and wailed, only for their heads to suddenly separate from their necks. Some suspicious powder lay on the table they had crowded around.

"The Snow Society, just an Urban Myth," she explained jovially while cleaning specks of blood off her blade. After sheathing it, she scooped up that powder and a few booklets. Her motions were careful yet smooth and she never averted her gaze from her work. "But sometimes it pays to fell a Star before it can ever rise."

Her words made no sense. You knew Urban Myths were the lowest actual category of stuff that Fixers were paid to deal with. Why a Color of all people would come out to deal with one, you could not comprehend. Perhaps this was like a vacation to her?

Regardless, the Purple Tear finished her work and walked away. "Skitter on home, little Rat," she told you before vanishing from sight. "These bodies will not sell."

You almost did as she said, but kept yourself together. Still in awe, you entered the hidden abode and rifled through every spot you could think of; a loose floorboard hid a small stash of bills and each corpse had some more on them. Not a fortune, but more than enough to pay rent and even afford a good meal.

The bodies, you left. Whatever sorts of drugs that lot did, you did not want anything to do with them. Or risk pointing whomever they worked with at you by trying to sell their organs. You later learned that the Snow Society was a newly formed Syndicate trying to rival Enkephalin with a new, highly addictive wonder drug that boosted all bodily aspects beyond the base human peak. Withdrawal had several dozen addicts turn into mindless berserkers two weeks after the ringleaders were killed.

Three years passed since that day. You should have died then. You probably would have, had the Purple Tear not decided to let you live on a whim. Nobody would have batted an eye over a dead Rat.

The pack was equal parts happy and annoyed, too; you were lucky enough to tide them over for another month, but only because you were stupid enough to risk your life like that. Or perhaps it was bad luck that something about her mesmerised you so.

Even three years later, you can not quite tell what it is you felt at the sight of her. Or when you experienced her effortless exertion of power and presence. Admiration, perhaps? Not for the Purple Tear herself, but what she stands for. Some now-dead packmates teased you over crushing on her; maybe they were a little right? But it can not have been just that, if it was at all.

Either way, you wanted the same thing ever since that day. Maybe one day you can shake her hand as an equal, that was what you told yourself. Yet you never stopped preparing. It can not be called honing skills, you had no money for a teacher. But you still had time that you could spend swinging your trusty metal pipe, getting a feeling for its weight and movement. You continued to memorise names; Fixers, Fixer Offices, Syndicates, anything and everything that could help you stay alive.

You even got your hands on a little treasure, something all your own. A scrap of cloth, not even large enough to cover both of your hands. It has no special properties, you do not know who it is from. Perhaps a tailour made it from a person, even. But it is yours now, the one thing you always keep pristine; the rest of the pack never touched it, they know how much it means to you.

Especially because it is in your favourite colour.

Such a humble thing, having a favourite. Nonetheless, you dare call this preference your own.

Your treasure is...

[] White

[] Black

[] Purple

[] write-in


This vote has influence on Ciel, but is unrelated to further encounters. I decided to make the default options white (the absence of all colours), black (the presence of all colours), and purple (the previously picked colour). If you want another, you can write it in.
 
Rat 3 - Money Often Costs Too Much
Your treasure is golden.

A bright gold the likes of which one just does not see in the Backstreets. You found it in an alley one day, left behind by whomever once owned it. Maybe it used to be a Nest-dweller's handkerchief, perhaps it was part of some gaudy Fixer's outfit. You have no idea and you never cared. It is yours now.

Your pack understood not to touch this. The changing members may have needed a reminder or two, but there was an unspoken sort of respect between everyone. Not to mention you were one of the oldest members, together with Arin and Mu. No matter how many Rats you lost over the years, those two were always with you. You ran together, fought together, survived together. You laughed and ate and drank, as a pack should.

It was them that you first opened up about your dream to, the day after meeting the Purple Tear. Of course they gave you shit for it, a Rat with a dream is ridiculous after all. And yet you caught them saving up where they could; a coin here, a bill there. You like to count the money, so they must have known it was only a matter of time. They did it anyway, a small nest-egg that was not touched over the years, no matter how bad things got. They did not even let you use it for the pack during hard times.

You always thought it was Arin's idea; that one was too nice for their own good. Mu just went along with it, maybe she had some idea about becoming Fixers together after you began. She never said. Maybe you should have asked when you had the chance.

Tonight, that little piece of cloth is your only solace.

You have it clutched to your face, wetted by a single tear. Crying is something you rarely do, much like all the rest. Children cry until they realise nobody cares. There is nothing gained by it, nobody will take pity on you. You kept it together until night fell, when all pretenses of civility were gone; no Rat stays outside after dark for no reason.

So now you are alone with your thoughts, thinking back to today's awful events. Where you would normally lie tangled in a pile of bodies, cuddled together for warmth, it is just you tonight. Only a thin blanket to spend warmth, normally unneeded. There is no pack anymore, only you. The occasional scream from outside remains unheard in your ennui as you weep. No more tears flow past the first one, for any who could shed that many would be long ground down by the Backstreets. Just this once you do not care for staining your treasure.

Losing some Rats is nothing new. It happens all the time, really. You should stop lamenting now, this is no different from seeing all-new faces after every year. No different from going from twelve to three and back up to nine in the span of weeks.

But you can not lie to yourself: this is different. There are Mu- and Arin-shaped holes in your heart. For the first time in years, you curse the Purple Tear for showing you proper colours; it would not hurt so bad if you were still in that haze. You could laugh it off and find another pack to join. The fat stack of bills on the table would see you welcomed with open arms... that, or jumped and disemboweled in short order. Right now you are not sure if you would even care if the latter happened.

That money was supposed to be split; most goes into the pack's collective pocket for rent and taxes, the rest evenly to everyone for food and whatever other knick-knacks they were interested in. Usually more food.

Now it is just you this belongs to. One of the organs you nabbed was augmented, a stroke of luck that got you a little extra. Everyone else no longer need to pay taxes either. This is more money in one place than you ever saw, but it still does not make you happy.

You can finally start following your dream. Yet right now, you would give it up if that only brought back your pack. The things you made yourself do keep you queasy, shuddering under the thin blanket.

The mechanical and precise pitter patter of Sweepers sounds faintly through the walls, announcing the Night in the Backstreets. They do not speak in any tongue you understand, but the days where you put an ear to the wall are long over. You do not truly register their presence, even. Wet smacks and the sizzle of dissolving flesh are a familiar backdrop to your waking nights.

You can buy a Fixer license with that money. Adding your nest-egg to it, you can even buy something useful to get started with. A proper weapon from a Workshop, or some small augment. Hell, if you wanted you could sell your own body to buy a mechanical one; you might even do it just so the pain in your chest passes, were you not so revulsed by the idea alone. Humans should be humans, not machines.

Maybe if you did something different today. But what could you have done, really? You did not stand a chance. Everyone is dead and only you were lucky enough to survive.

If it were not for...

[] Zwei Association
(A Fixer Association that focusses on policing area they are paid to protect, keeping it free from crime and undesirables. They take their motto quite seriously: "Your Shield". Zwei Fixers are organised, numerous, and known to carry massive greatswords into battle)

[] The Thorns
(A somewhat new Syndicate that started growing in District 9. They do not have an official rating by Hana Association yet, but the shoulder spikes each member wears are quite indicative.)

[] An Index Proselyte
(Of the five Fingers, the great Syndicates grasping the City's Backstreets, the Index is a cult. They follow the will of Prescripts, abitrary instructions delivered per messenger to their recipients. Somehow, following these instructions always turns out well for the Index.)

[] write-in


As of right now, there is a character sheet on the front page. Apologies for taking so long, but I wanted to finish a decent-ish portrait beforehand, which needed the colour votes first.
 
Rat 4 - That Which Does Not Kill Us Makes Us Stronger
A quick note before we start: As of this point, Approval Voting is no longer allowed in this Quest.

If it were not for an Index Proselyte, then everything would be okay.

No matter how often you revisit the memory of those minutes, you can not come up with any way it could have ended differently.

The pack just finished their run, carefully inching around an area policed by the Zwei with their next paycheck in a cooling bag. You got two careless folks who were dressed a little better than yourselves; just not so much to set off alarm bells.

It happened just as you all stopped to orient yourselves in a side alley. He was among you before anyone even realised, no more than a blur of black and white. Then there was red, a familiar crimson coating the cobblestone.

By the time you saw him, it was already over. Dead sacks of meat flopped to the ground, surrounding a lean man clad in a dark suit with white cloak. He sheathed his sleek blade, barely even touched by the blood it just spilled. Heads rolled this way and that as you stared in abject fear, caught up between the instinct to flee and horror at the sight in front of you.

The Proselyte paid you no mind. Though blindfolded, he studied a piece of parchment, then glanced around. "Seven, eight," he finished counting the dead, then nodded. "Good. Thirty-five Rats, all beheaded. That is my Prescript complete."

Then he left without so much as looking your way, long black hair trailing behind. Perhaps he watched you and the blindfold hid it, but not a word was spent on you. His mission was complete and though he could just finish you off, he did not. You were below his notice, even as the pipe in your hand shook.

Visceral anger bubbled in your guts, hot like fire. But even that could not overcome the fear, the knowledge that going after him would be death. Proselytes of the Index are powerful. Terror doused the flames as fast as they sprung up.

So you stood there in this alleyway, surrounded by the remains of your pack. All of them gone in an instant. You were powerless to protect them and you hated it. The anger turned inward then, from the Index to yourself. If you were stronger, this would not have happened.

You hated it.

You wanted it to stop.

Then you snapped out of it, but could not quite flee the scene yet. Eight dead bodies, freshly killed. Money was the issue, always was, you thought in that moment. But with enough money you could also solve some issues. Start getting stronger, follow your dream at last. They were all hollow justifications, you feel now. Hiding your greed, your desperation.

So you put down the filled sack, drew your knife, and got to work.

Your cuts were precise as always, but only the numbness that followed the anger kept you from collapsing. You moved through the day in a haze, so familiar to the past yet completely unlike it. All because some elusive force decided to order a man to kill Rats that particular day. All because you took this alley and not the other one.

After filling every sack you took off the corpses and stuffing all their belongings into your pockets, you marched on. Be it luck or the Proselyte having killed other Rats too, you made it to the dropoff point without incident; then to another and another, not stupid enough to try selling all the harvested organs in one place. Money changed hands, but today it did not make you happy.

Then you skittered home, still free of other packs. You somehow kept it together until the moment the door closed behind you and only you.

You did not really do much of anything since. Simply lay there and wallowed in misery. Living as a Rat made you numb to the many ways you or yours could die, but you never encountered such effortless brutality before; only the shining beacon that is the Purple Tear compares, but she did not come for you.

You want revenge on the Index and its Prescripts, but can not conceive how. Proselytes are the lowest rank and thus weakest members, yet a single one could slay you a hundred times in a single minute. You remember the face of the one who attacked you, but half of it was hidden by a blindfold.

And honestly, does it matter? Even if you got strong enough to kill a single Proselyte, that would not stop the Index. Killing all the Proselytes will not stop the Index. People die all the time in the City, the one you are after may already be dead by the time you get strong enough.

That does not mean you can just let it slide, though.

No.

The shivers stop. You slowly slide the cloth off your face and stare at the ceiling, hidden by near perfect darkness.

A deep breath is taken.

Blaming the Index is meaningless, in the end they all just follow orders from someone else. Maybe one day you can find out who that is and kill them. But you know one thing for certain: you do not want anything to do with that damned cult, or any cult. Mindlessly following whatever their Prescripts tell them, the thought is inconceivable. It is the same as being dead!

You sit up in the dark. The noise of Sweepers outside has passed, but the digital clock on the nightstand says there are still ten minutes until the Night In The Backstreets officially ends.

For now you just breathe. Your clothes are sweaty, but not so much that you need to wash them. Clammy hands rub each other for a little more warmth. You stick them under the thin blanket to absorb its warmth.

"Watch me," you then tell the empty room, eyes closed. "Arin, Mu. I will go where no Rat ever was. I promise."

Were you speaking to the living, those words would be meaningless. Rats can not afford to make or keep promises, having to break every single one sooner or later. Just another bitter reality in the City. But right here, right now, you vow to them and yourself that this is a promise you will keep no matter what.

Then you stand and turn on the light. It is deceptively soft, as much as anything can be in this hole. Weak bulbs that use less power, but at least they do not sting your eyes. You shuffle about the room to check yourself over; no traces of blood on your purple coat or dark slacks, blond hair unruly as always. You brush it a few times, not that that helps much.

Then you store your money. All of it. As great as it is to have, you will get nowhere sitting on it. This is all you have left of your little family, their own broken dreams among yours that yet takes breath. You will use every last coin.

Once the clock shows 4:34 AM, you open your door and scurry along. Head kept down and through the side street your little hovel opens into. Neon signs begin to glow already, diners that welcome customers and try to entice the early birds. You are among them today, but your mind is elsewhere. If anyone sees the money in your wallet or makes the connection with the pouch at your waist, you may be very dead very quickly.

You move through familiar streets under cover of night, clothes rustling ever so faintly. Along the way you think about recent events; if that Proselyte killed Rats in just this neighbourhood, then you have somewhat free reign for today. It will be a bit until other packs realise there is some space up for grabs and move in. By then you will not be one of them anymore.

You deftly jump over a beartrap that has been there for months. Its teeth are encrusted with dried blood, you know that even without seeing it today. It is always in the same spot, not that you ever learned who it belongs to.

A number of people are out and about, but most of them skitter through shadows like yourself. Better dressed people walk in the streetlights' shine and no one is dumb enough to try for them. You almost run straight into another Rat going the other way, only hearing their light steps in the last moment. You dodge right and they dodge left, you both pretending not to have seen the other. Whatever business they have, it is important enough to be out before dawn just like yours. An unspoken truce among the lowest, to live and let live when far more dangerous beings may lurk nearby.

It is in the twilight hours that you reach the Hana Assocation branch office. First of the twelve associations and often seen as the greatest, they grade Fixers and their offices, as well as all the City's dangers. It is here that your journey will truly begin, as it has for so many before you. Even the Purple Tear and Red Mist once walked up to such a quaint office building much like you. It is hard to imagine that all Colors started like this, but it also makes them feel a little closer to you.

The air is warmer on the inside, courtesy of a heating grid that the association can afford. The entire building stood out from the urban jungle already, mostly clean and without any visible damages while a neat sign above declared its purpose and whom it belongs to. Even the most ruthless Syndicate would not dare strike at an Association Office without good reason.

You immediately feel out of place upon stepping inside, suddenly bathed in white light that hurts the eyes. The receptionist's eyes are on you, too; you can feel her gaze, dissecting your every motion. She clearly notices the pipe haphazardly strapped to your back. It is hard not to hunch over reflexively, find a darker corner to hide in. Years and years of experience scream at you to not be caught in the open. It is just the two of you. If she wanted, she could kill you without anyone ever knowing.

Nothing happens for a few tense seconds. When you finally manage to look up, her expression shows no hostility; she does not seem to have measured you up before even though you know she did. Her white suit is ironed and immaculate, much like the visitor area itself is clean and tidy.

Taking a deep breath, you stomp on your instincts this once and move forward. The receptionist waits patiently until you stand before her before greeting you: "Welcome to Hana Association East, Section Six. What is your business with us today?"

Not a word is spent on the early hour or your being armed. Then again, you know she could kill you with a flick of her wrist; she knows that, too. Your throat is dry, but you force out the words you always wanted to speak.

"I want to become a Fixer."

Your voice is soft, much like it always was. Some called it weak, but it rarely ever breaks and neither does it now. But there is neither ridicule nor denial from the woman; if anything, what wariness the receptionist still held is gone. She immediately turns to business, falling into a sort of monotone that tells you she repeated these words a thousand times: "Of course. To obtain a Fixer license, you need to fill out these forms. In addition, the processing fee and assorted sums must be paid up-front."

She names a number that has you wince. Knowing it would not come cheap was one thing, but being confronted with it directly is still different. Maybe she waits for you to say you do not have that much money, even if it is just chump change for her. But instead you simply nod and draw your wallet, no matter how much it hurts.

She does not become friendly afterward, but there is at least a trace of warmth when she offers you a pen. Or maybe she is just pleased that you do not make trouble for her. Perhaps both.

Regardless, you then spend half an hour filling out paperwork. The Hana take everything in triplicate, your citizen ID and personal details as well as information about previous occupations and the like. The section about ongoing lawsuits confuses you even as you make a cross at 'No', at least until you realise this covers being in debt.

Though it is early, two other people come in while you work away at one of the small tables they set up just for this. Each time you flinch and risk a peek, but both wear the same white uniform. Hana Fixers without doubt. You get wary looks from each, though they lose all interest when they see the papers you work on.

With a faint sigh you place the last signature and return to the receptionist, who stops idly spinning another pen between her fingers faster than the eye can see. She receives the papers and studies the pages, then nods. "Very good, this is all in order."

You then have to wait another ten minutes before she hands you a card carrying your name, a Fixer identification number, and a prominent 'Grade 9' stamped on it. The Hana's seal makes it official and you receive the ID card with reverence.

"You will begin as a Grade Nine Fixer," she explains and you hang on her lips. "You are free to apply to any Fixer Office or form your own, a catalog of options is presented in the room over there. Hana Association recommends not to act as a one-person Office and find employment at an established one. In addition, all cases you resolve require a written report be submitted to Hana Association. For more details, you may consult this guide."

A booklet out of sturdy paper is handed to you. A quick skim down the table of contents tells you this has everything you need to know about your new obgilations, up to and including the taxation of every Fixer Grade. You clutch it to your chest like a new treasure and nod.

"Okay. Thank you."

She huffs, breaking the professional mask and throwing you a wink. "Don't thank me yet, fresh meat. Lotta folks have no idea what they're getting into. But being polite'll get you places," she praises with a smirk. "So I'll give you a freebie: it doesn't really matter which Office you go to. Associations don't take Grade Nine's and all the Grade Nine or Eight Offices just grab what jobs they can get. No specialisations or anything."

You soak up everything and thank her again, then hesitate. "If I may ask, what is your Grade, ma'am?"

"Six."

That one word makes you firm up unconciously, almost standing at attention. Just like you thought, she could break you to pieces without breaking a sweat. The receptionist huffs over your reaction and makes a dismissive motion. "Good to know you know how things work. I could probably go higher, but I like being safely behind this desk."

You have opinions on that, but know better than to say them. You just nod and glance to the room she indicated earlier. "Erm, is it okay to come back later to look at the different Offices in the area?"

"Sure, these services are offered to all Fixers. Anything else?"

She slipped back into her montone, but you notice the twitch of her brows and the hint of annoyance. Seems her patience is running out pretty quick now. You decide not to risk bothering her further, thank her again, and wish her a calm day.

Leaving the Hana Office, you feel like a weight is lifted off your shoulders. The atmosphere in there was stifling for some reason. Yet the edges of your Fixer ID dig into your palm. That sensation grounds you as you stand in the shadows. It is sturdy enough not to break even though you squeezed it hard, faintly reflecting a nearby streetlight.

You did it. You are a Fixer now. Even if it is the lowest Grade, you made the first step.

Despite the awful yesterday, knowing this draws a faint smile onto your lips. Step by step toward your goal.

Next up, your stomach aches in a reminder that your last meal was a full day ago. So you quickly dart away and toward a cheap diner you know. Dawn breaks in the meantime and you slowly start to see people you recognise in the streets.

It is the same crowd, the same colours, smells, and sounds. Yet today the City feels a little different. Instead of skittering around, you force yourself to walk amidst the throngs of people; nobody pays you any mind, the faceless mass accepting you without complaint.

Even the food tastes better; maybe it is because you decided to treat yourself with some of the middling options instead of the cheap stuff, but the super sweet coffee invigorates you and the sandwiches make you feel full. Throughout the meal you peek at your new ID and feel a surge of confidence.

Today marks the first day of your new life, for good or ill.

But you still have a decent amount of money burning a hole in your pocket. Rent will be no problem for a few weeks, tax season is still months away. Now is the perfect time to spend it all and you will do that. The question is on what.

After eating and taking a quick walk through an area policed by Zwei Association to clear your head, you decide to ask someone who knows better than you. The receptionist lady is still on duty by the time you return to the Hana branch office, she even recognises you by the look she gives. Seeing that she is not busy right now, you approach her.

"As a Fixer, what is the most important to spend my money on?"

"Good question," she muses, thankfully willing to indulge you. You take note of her red hair as she mulls it over, tied into a bun that makes her seem more stern than she is. It seems almost silky and gleams in the office lights. She definitely has enough money to afford caring for it, is what you realise when she finishes thinking.

"Okay, there are two really big things to start with: augments and equipment, well weapons mostly. Both are important, but I'd say you should start with augs. Whatever sort of Fixer you wanna be, get started on it the moment you can. You won't get much fighting done at Grade Nine unless you go looking for it, anyway. Can be a good way to grab some more jobs though, I guess?" She shrugs off the notion and waves toward you. "The other thing is that you can lose a weapon unless it's bionic. Or someone can steal it if you don't pay attention. Losing a limb or your heart or eyes is much harder, you get me?"

You nod. Her reasoning makes sense, although you personally feel that information is equally as important as either of those things. Then again, that is probably much harder to buy at your Grade.

"Great. So yeah, augs over weapons is what I say. And don't skimp on quality if you can afford it. One good aug or sword is better than a shitty version of both."

Again you nod, having received her wisdom. You quickly disregard the idea you had earlier to buy as much as your money can afford. Stretching each Ahn as far as it can go works for food, but not this.

It is also Rat thinking, and you are a Rat no more.

"I got it, thank you very much."

"Heh, don't mention it. Ciel, was it?"

You freeze up for a moment, wondering how she knows your name. Then you realise she must have seen it on your paperwork. For some reason she barks out a little laugh at your reaction. "Name's Giano. Drop by if you make it to Grade 8, I'm curious how far you can go."

"I will. Thank you again, Ms. Giano."

She waves you off and you head into the adjacent room to look at the local Offices. But the matter you spoke about remains in mind. Before actually going to any of them, you will spend the rest of your money. There are countless options in Workshops and enhancements or weapons, you can get just about anything as long as it is not too fancy.

[] Follow Giano's advice and get an augment
-[] (optional) write-in what type, what organ, or what effect (be as precise or vague as you want)
Examples: Strength augment, enhanced eyeballs for toggled low light vision

[] Pick up a decent weapon first
-[] (optional) write-in what type, a particular Workshop, and/or what else it can do (be as precise or vague as you want)
Examples: A concealable weapon, something that can change size, a Stigma Workshop burning axe


No write-ins beyond the subvotes. I will say if a proposed option goes above Ciel's budget.

We also have a nine hour Moratorium. Please do not vote for 9 hours.


-Ciel receives a new trait.
(Noting Ciel's current traits for posterity, so people coming in later do not need to brave spoilers)
Traits
-A Stroke of Purple: Even if it was ultimately nothing, Ciel will never forget that encounter.

-Beloved Gold: Ciel dares have a favourite colour. It shines bright like the future they envision.

-Indexed the Index: Due to past grief, Ciel will never work with members of the Index unless there is absolutely no other way. They are wary and distrustful of religious groups of any kind.

-Ciel's occupation changes from "Rat" to "Grade 9 Fixer"
-Ciel's Wealth will change from "Well off (for Rats)" to "Completely Broke (for Grade-9 Fixers)" after the currently voted purchase

-Unlocked Contacts, to be found in Dramatis Personae
-Added Hana Fixer Giano to Contacts
 
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Grade 9 - 1; Mankind Has Legs so it Can Wander

"When you know what you want, and want it bad enough, you'll find a way to get it."​


[] Follow Giano's advice and get an augment
-[] Get the best leg augment you can afford, one that helps for kicking and running, and train yourself a little on fighting with kicks.

You were given advice by a higher graded Fixer. Even if Giano weren't good enough to get accepted by Hana Association, her Grade alone would be enough to do as she suggested. Getting an augment first is not even in question .

The room you were shown to does not just have a catalog of Fixer Offices for you to peruse, though. It seems to be a general purpose information desk; Offices, Associations, even a scrapboard with local, yet unsolved cases can be found here. You give that one a wide berth upon realising there are no more than two Urban Myths on it. All the rest is Urban Legend and higher, far out of your paygrade.

Instead of checking out potential employers, the first thing you do is look around for a decent workshop that deals with legs in particular. You feel that is a good start; mobility has been your best friend all your life, both in the few fights you took and the many more times you ran away. There are a number of general workshops dealing with body modification, but you also find two that specialise on leg augmentation not too far away.

After carefully reading both entries, you mull it over for a bit. Both are well recommended and the prices are similar, so you ultimately pick the one closer to home and write down the address.

After that is the time to check Fixer Offices. Although, much like Giano said, there is little to really choose here. None of the Grade Nine and Grade Eight Offices that take bottom-rung Fixers have noted specialisations; they mainly compete by the number of successfully completed missions without ever saying what those are. Some offer 'a job for everyone who applies', which is both tempting and alarming. Places who will take anyone often expect a lot of wear and tear.

You are not quite sure you have a choice, but decided to stay away from those unless you must go to them. Of the rest close enough to your neighbourhood, you decide randomly to pick Dexter's Office. It is a newer Grade Nine Office, led by a Grade Eight Fixer called Dexter. There are a lot of Offices named after the founder, you notice.

Nonetheless, you get that address as well and grab a dozen more just in case, then make the best of your remaining day. Giano is gone by the time you reemerge, the counter now manned by someone else. You offer a soft nod in passing and keep your head down.

First stop is your augment. You move through unfamiliar streets to get there, neck a little itchy and highly tempted to try hiding in the shadows. The crowds thankfully protect you as much as they do everyone else, or perhaps there is no danger here in the middle of day. Things become even more orderly as you enter a street full of workshops; you quickly notice they are all about vastly different things. One for arms, one for legs, another for regular weapons, and so on. A beauty workshop is squeezed between two others, the sign offering genetics changes that include hair colour, eye colour, and physical sex. Not the first one of those you see, but also not one you really consider.

No, your target is LegLock, right in the middle of the street. A stylised human silhouette is depicted by the neon sign above, switching from standing to a high kick. Then it jumps, backflips, and stands again before repeating the sequence.

Cautious eyes follow you as they do everyone else, you realise upon approaching the door; there are Fixers watching this street. Not the Zwei, you would have noticed them on sight. No two of the guards here look the same, but they are all attentive.

Thankfully, everything after getting inside is simple. The attendant passes you a catalogue of options, answers a question of yours, and carries your order to the professionals. Focus on running and some kicks is ultimately a simple augment, so they can easily squeeze you in.

Two hours later, you wake up feeling much the same as before. An apprentice watches you with clear boredom and runs you through the improvements after dressing; the muscle fibres and bones across your legs were strengthened to the point you can jump a dozen metres high, hop down twice that height without harm, and run several times as fast as before. They have an indoor gym where you can test out all of this, mesmerised by the air roaring in your ears as you leap ten metres forward in half a second.

"Just keep in mind this is only your legs," the apprentice cautions you on the way out. "LegLock takes no responsibility for any injuries to your upper body obtained while using our product. Likewise, please mind the safe heights you were informed about, injuries caused by exceeding them can not be named as reason to demand a refund."

"Okay. Makes sense," is really all you can say to that. Once you reach the door, the procedure already paid beforehand, you wave weakly. "Have a good day."

"You as well, dear customer."

There is no real emotion in it, but you did not expect much. Meanwhile, you are brimming with energy despite waking up from a surgical procedure not too long ago. It takes a considerable amount of willpower not to vault across the streets just because you can. Instead you simply walk away, a soft spring in your step. You feel so light now!

Then again, so does your wallet. You put as much as you could into those improved legs, there is only enough for a few days' worth of food left.

Despite yourself, you crack a grin at that thought. The more things change, the more they stay the same. You are a Fixer, you even got an augment, but you are still dirt poor.

Seeing that a nearby clock declares the evening, quite literally because it shouts the time, you move a little faster to your final destination for the day. As intuitive as augments may be, they still take practice; you sometimes break into a run without realising and have to slow yourself back down. But some hiccups like these are much better than having your bones snap, or some muscle tear from shoddy workmanship.

LegLock is a low-Grade workshop, but they still offer decent quality; you could not even afford most of the better packages, this was one of the cheapest options.

You try to split your attention between getting used to the better legs and keeping an eye on your surroundings. Nothing really happens until you reach Dexter's Office, though.

Actually standing in front of the place makes you wonder once more. It is on the ground floor, a simple sign atop the door to an office space that can not hold more than three rooms. Light shines out the windows to each side of the door and you see a pair of figures sitting at a desk. One of them faces your way, their head turning ever so slightly even as they continue filing paperwork.

You knock twice, then wait a moment for one of them to open the door. He is massive, you realise upon actually standing before him; sporting broad shoulders and a full, black beard. Smoky eyes scan you from head to toe, then he grunts.

"What d'you need?"

Well-honed instincts scream to run as fast as you can, but you force yourself to stay. A momentary, awkward silence follows before you manage to get your mouth to work as well: "I'm here to join the Office."

A brow raises and he grunts again, then steps aside. "Come in. Dex, fresh meat."

"Really now?" a friendlier voice answers. You see the owner a moment later, only slightly taller than you and similarly slim. Dexter's features are softer than the mountain who now returns to the desk, though his gaze is just as analysing. He waves you closer. "Don't be shy now, let's see what we have. Grade Nine?"

The question is unnecessary, you both know the answer. You still nod and come to stand before Dexter, license in hand; he taps a hand of dark brown steel against his chin as he studies you. The artificial limb juts out from his overalls, similar to his flesh-and-blood hand with exception for the colour and several lines indicating the plating. Not that anyone would mistake that for a real limb. The wrist is oddly thick as well, you imagine there is some gizmo inside.

"How's your knowledge of the area?" he finally asks.

"Pretty good," you say. You lived here all your life after all. The response draws a nod, chances are he expected that.

"Weapon experience?"

You know he is glancing to the pipe you still carry. "I know how to use that and I'm okay with a knife."

"Alright, alright. Ready to work?"

"...yes?"

"Great, come on over here to sign."

You follow his lead with great confusion, unseen only because his back is turned. This was easier and far faster than most of the interviews you managed to get over the years. Dexter passes you a single sheet of paper with a very simple contract; you almost forget to read it in your excitement, but stop your hand just in time to give the thing a quick once-over. Then you nod and sign it. It really is simple; you work here and only here as long as the employer and yourself agree that you do, no paid sick days or leave. At least one job successfully completed per week or the contract is void and you are out. The Office takes half of the reward from each job, but pays you a set fee per job completed.

Dexter snatches the paper once you signed it, almost gliding across the room. "Great! Welcome to the team, ah, Ciel." He has to check your signature for your name, but does not let it bother him. "We got a few jobs lying around over there on the board. Nothing big, but good to get started. My Office has nine other Fixers employed at the moment. If you got questions, come to me or Rocky over there."

"It's Rookwood," the aptly nicknamed mountain of a man drawls from his seat, though without any heat. He offers you a simple nod afterward. "Dex is in charge here, but I'm the guy who does the paperwork. If you need help filing stuff, come to me."

"Got it. Thank you."

He snorts and goes back to work. You spot the handle of a super-sized battleaxe by his side as well; that makes it pretty clear this guy is not just here for the paperwork.

A clap of Dexter's hands makes your head snap back to him. He is still smiling, hand reaching for his semi-organised desk. "And with introductions out of the way, I think I got just the thing for you to start. Came in just thirty minutes ago."

So saying, he hands you another paper with job description. Your first job, you guess. It is about finding a pet cat that ran off this morning. You squint down at it, then at the man before you. Memories of catching strays to eat in the past compel you to ask: "How many of these do you get every day?"

"Less than you'd expect," he retorts wrily. "Maybe one a day. Good thing is if we do find one, chances are we'll get another job from the same customer soon after. Bad thing is we only got till Night In The Backstreets to find the pets. Think you can do it?"

You frown down at the paper, then nod. "I can at least try."

And try you do; after buying a kebab for dinner, that is. Knowing where the client lives, you carefully comb through the neighbourhood in search of a cat and even find the beast just before nightfall; it is trapped under an open crate that seems to have dropped on it. The cat tries to run the moment you let it out, but your improved legs mean it does not get far; your trusty coat gets scratched, but that is fine.

After racing the cat to its owner,who thanks you and gives you the reward, you then make your way home. It was no great accomplishment, but you are one for one in jobs taken and completed. You can do this.

The next day, you are at the office for a few hours figuring out how to file the paperwork. The guidebook Giano gave you is a great help and Rookwood can answer what few questions you have.

That done, you quickly pick your next job. There is nothing else to do and the next week becomes a bit of a routine; file reports in the morning, pick up a job, and complete it until the evening. None of it is dangerous, just busywork people do not want to do. You carry stuff around the streets, clear out a flat after the tenant was evicted, and stand guard for some sort of transport with four others. Nothing happens, the five of you just try to look intimidating with your weapons in hand. Nobody asks what is being transported and you do not care beyond being paid.

In your free time you try practicing kicks, but find it harder than expected. Snapping out the limb is one thing, but you can not quite figure out how to move it right. Experimenting tells you that you probably need to ask someone for help with that; Dexter may know, considering his build. But at the very least, you know you can deliver some nasty knees to the groin if you have to. Or full-body tackle someone; that will hurt you too, but them much more so.

What you practice more is jumping, though. That is a lot more useful than you expected. You can clear smaller buildings instead of having to walk around the block. Few people even bat an eye at you beyond some wary glances.

Overall, Dexter and Rookwood seem happy with your performance, too. They are both Grade Eight, you gather over the week; the only ones higher than you, really. Everyone else is about as fresh, if less motivated to do this mindless busywork. You get some looks from whoever else comes to the Office while you are there, but nobody talks to you beyond the operator and his assistant. Nobody really seems to be talking to each other at all.

You wonder if you should be the one to break the ice with someone when a single clacking noise alerts your senses. It is the eighth day since you joined Dexter's Office and you are out delivering a parcel to a different part of District 9. Not far out from the area you call home, but outside of it.

And you left the Zwei territory that allowed you to start debating the pros and cons of trying to find allies over just doing your work to progress. Danger is near. Your senses immediately go into overdrive, pulse quickening. It was a footstep, you know that oh too well; whoever it belonged to is somewhere behind you.

Ordinarily, you would rush down the empty street to escape, preferably into some sort of crowd. But this time you just keep walking, pretend you did not hear. It is nerve-wracking to stay in immediate danger, but just bolting may make them pursue. You need to know who they are first. A Syndicate? Other Fixers trying to get the messenger bag slung over your shoulder? Cannibals after your liver?

With all attention on your surroundings, you soon notice motions in the shadowy corners. Careful, subdued noises and the occasional whisper make it to your ears. More than one, but less than five, the noise level tells you that much. If they are augmented enough to trick your ears, you are already dead, so you trust your body.

All of them are behind you; most glimpses you get are from the corner of your eyes while pretending to look around the buildings. It feels familiar in a sense that you need another twenty metres to connect; these are Rat tactics. Stay behind them, stay hidden, stay ready, wait for the target to lower their guard and stop on their own. Run at the first sign of being discovered.

You used the same strategy not too long ago, together with everyone else. The reminder of Mu and Arin's deaths still sends a stab of pain into your gut, but you soldier on and keep thinking.

If these are Rats, you can startle them into fleeing with a few words unless they are really desperate. Alternately, you can just run for it; your legs are stronger than anything a Rat can bring to the table.

Or... you turn the tables on them instead. You know they are there, but they do not know you know. Even if they are not Rats, getting the drop on them is a huge advantage. The downside is that you need to use yourself as bait and make them commit first; if you turn around right now and charge, they will just scatter. A Rat only fights with their back to the wall.

You still have enough time, too. The evening is an hour or so out and you are almost to your destination.

[] Just book it

[] Scare them off

[] Turn their ambush back on them


-Added Dexter's Office to Contacts
-Added Dexter and Rookwood to Contacts

-Ciel's Wealth changed from "Completely Broke" to "Barely Afloat"
 
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