Since the plan confirmed includes warding the bunker, I'm tossing in an omake about how an explorer of worlds might prepare to ward against spirits. This was originally something else that almost but not quite fit, hence the variety of references. We'll see how close or wildly off base we end up being come the update.
Watching Dead Worlds
There are things that live in the hanger-on places. Cthonaut C knows this from experience. People who work at a children's entertainment company...presumably much less experience. Nevertheless, there might be room for the equivalent of a birder's guide. Perhaps some observations? Some principles of power will go into place when people begin the wards. Though, the exact matters being warded against might be broad-spectrum, it'll help explain what not to expect.
An examination of the Intertubes finds others' notes. Rumors are pieced together in the hinterlands, obscure houses of study, something else from this opera. Records of records, phantasmal denials of allegations, inexplicable feats and disastrous failures swept under covers. Perhaps governments are seeding it, perhaps governments are failing to catch it: maintaining plausible deniability for children's entertainment purposes does discourage certain watchlist-baiting searches. Still, there are records. Some of them are even fairly complete.
From the Annotated Taynyynaut Ecologies, citing the alchemists of Dybowski:
Some things are not dead because they were not alive. They took shape, melting color into the stones and mist of places outside. Baste with human expectation and liminal architecture. Dream, serve. Perhaps they dissolve and reform under pressure, features of weather moreso than fauna. Others are predators and parasites, concrete but destructible.
The illustrations are visceral, interspersed with implausible photography. Beautiful things that wear human faces and fine robes for their gated souls. Machine-blessed remnants, clawed up from death. Faceless interlopers. Beasts resembling statues and mycelia, stone and fog coupled to branches and witchery. Grey masses are lit by colors in sprigs coiled into what passes for nature or legacy. Networks of art evoke, but cannot alone make that jump to total reality. Haunted animatronics are close enough to mechanized undead, you'll copy the signs.
The consistently hostile are worse, if more alien. Fur-spiked bagpipe Jumpers, with hummingbird probosces unfolding into deadly phonographs when they hop on their spindly limb to attack. Long-eared batlike Ushan, evoking the fat wasps of hated pupae as they dive with their grasping antennae and scary wings. Lumbering Shatun, with their hovering heart-bodies and whale-fin-arms. Burrowing gnats, disguised as resources. The tree-crushing Scorpio and its rot-blossom offspring. They linger in reservations of a dangerous mind, and come when the conception is damaged. Hopefully not going to manifest around here before things get much, much worse. But the right acids handle their stony bodies, and they're plausibly excusable as counterparts to the alkaline cleaners the Showstoppers might need anyway.
The worlds that do not necessarily exist can be used to control the ones that do. Ascension, protocol, miracles of tension launching across limits. The power to do so to a whole world or even a whole culture is staggering. The power to do so for a favored realm, potentially rendering its fellows canvas and liminality...that is theoretically achievable by a dedicated enough ghost. To a well-prepared living alchemist, they might bring to their village a new art or secret witchcraft. What traditions might have been born from these eggs passed through the adit of caustic humanity? What spirits have built their houses from houses unbuilt? But if these dead were weaving a nest, they probably would've done so by now...unless now they've been left to the right devices for it? Onto the next segments it is.
Parts are theoretical, others are practical. The experiment records are plagued with conflicting reports (and in two or three cases, the researchers battling an actual plague brought up from tainted earth). All too often someone goes farther into poetry than necessary, perhaps shifting from alchemical obfuscation to artistic expression in full. Recurring things are architectured: stairs to nowhere, miracles dug into that which should not be dug, butchers whose acts are suspicious, playwrights crossing the lines. The colors are wept and woven, alignments willed and then splashes burst. Roads to change the soulstates of those walking on them, blurring the lines of spirit and flesh like mounds half a world away. Perhaps that's why they needed less equipment, walking on safer paths with shaped spirits waking or otherwise. Urban redesign isn't practical, though it's saved for reference in case a restaurant that discourages murder would benefit.
...Cthonaut C has seen things, in the worlds dead. The desert on the threshold of death is vibrant, particularly where it chambers such artistic blossoms between madness and oblivion. The music is nice, at least. The steak...passable. Certainly better than endless halls of nothing in particular.
There is an insight.
Architectural themes, perhaps. How to walk back if someone finds themselves walking, how to rise back if they find themselves falling. Links are clicked, pages are turned, notes saved and key points written that they would be lost differently or not at all. Roads to look for in case of emergency, or to flee wildly in different emergencies. Wards that close some doors might open others.
From the Annotated Taynyynaut Ecologies, citing the alchemists of Mortis:
The context needed to create a world can be backfilled. The places of the dead can grow bones from secretarial formality, and land with the context of the arts. In severance from origin we replace the father and the mother. In severance from unity we clone the ghosts and an unlucky scientist. The degeneration can be countered, but failure to do so arranges defeat. Call for the merchant.
The photography is unearthly. Countless copies march from a towering city. Smiling masks, smiling ghosts, and terrible violent dolls at the edge of ruins. Perhaps the first instinct of a reality is to bite: whether it is born, dying, or both. Exaggerated anchors of the context backfill with the force of refracted existence from their queens and kings. It is too mature to be a child's vision of the world alone, and yet it bears the affectation of childhood illness. Something learned. Something judged. Something hurt. Two or three stories were beaten into frameworks for two or three more. All their bit parts lived, for a certain value of living. Emotionally stirring, but mostly helpful for concerns with the surrounding landscape and cthonautics. Can't have the woods deciding to add extra haunts on a whim, can we?
The happy smiles of people who tried. The strained smiles of people who failed, but accepted it gracefully. The dying grimaces of those who could not sustain the burning stressors. The empty stares of machines disguised as other machines. Each contributes to something that almost was. And that's what this is, isn't it? The study of almosts.
From the Annotated Taynyynaut Ecologies, citing the alchemists of Skutnik:
The Plan to store information across layers has failed catastrophically in integrity after initial success. However, the work of the Fourth Dynasty persists in anti-structural architecture through accumulated karma. How this differs from the lyokonics of France or the liminal architecture zones is yet to be determined. Certainly, submachine technology provides the appropriate confluence of space and data jurisdiction to consume the empty world. But the network of SHIVA and a handful of otherworlds cannot explain all levels at all times. Not when it succeeded at containing mutation.
The blueprints are incomprehensible to the layman. A cthonaut's intuition and some rough conversion to models reveals a ghastly assemblage of spaces, putting far more attention into arranging metaphysical connection than physical reality. Layered construction twists in puzzling protuberances, looped and duped. Machinery flows, botnets and piping powered by crystallized wisdom of all sources. Squares become rings, perhaps because of some constraint where room-scale curvature was differently confusing to its alien design placed outside than in. Not the first megastructure rodeo for some people involved. But that said, the bunker is probably not nearly so monstrous nor tangled. It will be simpler without needing to account for rooms overlapping themselves, or deciding the next dimension over is a comfier direction to stretch.
In pictures from the outside of outsideness, clusters of cubes hang in the void. Wires and beams flit to other shapes in haphazard beauty. The papers explaining it span ostensibly centuries, some of them possibly achieved in distortions of time, accelerations of processing, or worlds that might not actually have been. Other alchemists stumble through theory and practice, crude emulations exploding into monstrous citadels and linking up ruins like they'd always been there. Maybe they had, when they were young, and merely came home at the hands of mistaken builders letting go. It does explain a lot about failure states, and how to keep wards from bursting or forcing unwanted growth.
Not everyone involved is confused, though probably everyone involved is confusing. Between a half-dozen alchemical traditions ranging from Kikiyama and Gough to Kennedy and the Librarian, perspectives are plentiful but precision less so. A confluence is achieved about the bounds of dreams and games. How to turn one world into another to the point a boundary can lose meaning, and how that means a carved past proves effective in the present. Motifs recur: the collection of effects, the opening of gates, the promise of some passage by portal and the long fall. That's relevant for bugfixing and how these haunts all hang together. But, it's just edge cases for closing walls and doors. Isn't it?
...Time passes. You are, back into practical concerns, Cthonaut C. You've chit-chatted perhaps more than necessary with BSI's budding cybersecurity team and the occasional estimator at a supplier. It's definitely off-topic by now. Unless that bunker is much, much worse than you thought (it's already a bit ridiculous) there shouldn't be any need to go into all the emergency depths of alternative extrusions. Maybe how to maintain shape if things lead to walking beyond reason...?
Everett's a wonderful boy, but he's had a rough time and wouldn't wish American Wonderland Syndrome on anyone. You've had to spend a pretty penny on ghost hunting equipment lately, but there might be room for emergency equipment. Special emergency equipment. Apparently it's American Wonderland Syndrome because the taynnynauts weren't just oneironautic spies after all. And knew what they were doing, go figure.
Shipments start trickling in, deliveries arriving over the course of several days. Right. Well, might as well put some labels and instruction sheets in case anyone tries to use what you brought to work.
Witch bottles, check. Rosemary, needles, wine, bottled up and blursed. Bury them or let 'em moulder on a quiet shelf to Impale, drown, and repel evil bit by bit (more like a spiritual net or barbed wire than a shield). Throw or burn to use as a counterspell, counterattack spell, or magician's first hand grenade. Not that strong, mostly shock and attrition, but better than nothing.
Wide-range detector pack, check. Bunch of scanners and projectors crammed in a box you can cart around, all the cameras next to each other and a radio transceiver to boot. Spectrometer extending into infrared and ultraviolet, somebody managed to make it do radar and lidar. There's a bunch of motion sensing stuff too. Even got infrasound and ultrasound for all the oscillating. Sure, flicking between cameras shows you the same thing a bunch. Actually seeing much on the X-ray or millimeter-wave means you have bigger problems in stabbing range. Honestly, you'll just put a few sticky notes as key bookmarks in the user manual and hope that the cart doesn't get lost. Getting the darn thing man-portable must have been a small miracle. How they got the Geiger counter to differentiate takes up a handful alone.
Divining circuit, check. Okay, it's more 'small table' than 'circuit'. You put a little crystal ball next to an 8-ball toy, cartomancer's tarot deck, some coins for the Book of Changes, a pair of jiaobei, small mirror, dice, chalk, powder, Ouija board... How many answers will be from what you're trying to do and how many will be from atmospheric randomness will be fuzzy at best. But it's a wide attack surface to check, so you'll at least get the big omens.
Airgapped computer, check. Leaving it with a text to speech program open is imperfect, but after that digital haunting the keyboard is just a nicety for anyone physical. Best to have a canary in the coalmine if something's just going to hop right over and taunt you, salt and spacetime or not.
Gas masks, check. You don't expect the animatronics to have access to chemical weapons (if the military cleared out properly), but it smells bad down there and it's the principle of the thing.
Sage incense and lighter, check. Sometimes you just need to set things on fire, and beyond that the sage smoke helps with certain cleansings.
Duct tape, check. WD-40, check. Bandages, check. Minifridge and minifreezer, check. Flashlights, check. Extendable pole, check. Wooden planks, check. Hammer, check. Nails, check. Axe, check. Several ropes and climbing protection anchors, check. Salt in unreasonable bulk, check. Screwdrivers, check. Spare screws, check. Safety gloves, check. Safety glasses, check. Chain links, check. There are many things that need to be opened or closed, ideally at safe distances. Besides the flashlights and gloves, ideally most of this doesn't need to be used and goes on a storage cart. Less than ideally, you'll need to exfiltrate, seal, and figure out who needs which new explanations and who needs to be sworn to secrecy.
Donor blood storage...check. That might take more explaining. Ideally, the fewer questions a hospital or a coroner has to ask about massive blood loss the better. Practically speaking, some people might not last the trip into town without help. The people going in will need to be read in on what those overengineered entertainment machines can do, nevermind what the ghosts add. Avoiding 'industrial accidents' is less easy when they think a ribcage is a perfectly good football. Still a bit sore over that, frankly. Not like you can teach avoidance of a judo throw in the middle of a blood donation guide...And before it goes bad, you'll practice calligraphy. Bury some parts out of sight and bolt others behind plating, and let dead bits of matter obstruct the roaming of spirit.
You're preparing. Frankly, you don't have the time you'd like to make this practical. You know just enough to know some of what you definitely don't know, and those known unknowns have the run of a probably insufficiently demilitarized bunker. The broader problems can wait.
[X] Plan: Securing the Showstoppers
-[X] Better Showstopper Security (DC 55)
-[X] Lobby for Charon Corp License Deal (DC 80)
-[X] Find new Brand Deals (DC 40)
-[X] Surveil Emily Brook (DC 55)
-[X] Arcade Game Brainstorming (DC 55)
-[X] Ward the K-9 Bunker (DC 75) (Charles)
-[X] Graduation Party [THIS TURN ONLY]
-[X] Graduation Celebration [THIS TURN ONLY]
-[X] Work on some personal projects
-[X] Chat with the boss (Charles)
-[X] Buy a Maize Machines Computer
Felix Booze Roll: 8
Not Bad Stuff Happens!
NATIONAL ACTIONS:
MARTIAL:
[ ]Better Showstopper Security
DC: 55
33 + 7 (Felix Martial) + 5 (A Man With A Giant Brain) = 45
Bare Failure
For once a problem with the Showstoppers doesn't involve ghosts, violent injury and lots and lots of paid leave and therapy. Instead its just the cruel logistics of construction that come to bite you in the ass. That and warring cults. One of the construction companies that you regularly partner with is headquartered in Connecticut. They shipped bulk steel for building up the Hudson, through the Eerie Canal and onto the Great Lakes. However with the uptick in wackos shooting at each other, what the media is calling the 'Connecticut Cult War', the movement of materials out of the state has been difficult. Apparently the warehouse holding the steel they were shipping to you was occupied by members of some cult for a month. While eventually the cops were able to burn the cult out this has still led to a delay in your building efforts. Thank god they threw in a discount for the steel.
That was what you got out of Charon Corp's Sales Department this quarter. Just a simple form letter. A polite but firm 'no thanks' from the company. You knew that Charon was supposedly incredibly cagey with their business dealings, but this was almost insulting. Fuck that, it was actually insulting. They didn't even have the balls to call you and tell you why they refused your offer? You had been prepared to just write them off entirely as a lose cause until a few weeks later when you had gotten an E-Mail on your computer from someone at Charon Corp. They were using the name of the company's stupid mascot, but the address checked out and they actually provided a bit of illumination on why you had been turned down.
Charon Corp was in deep negotiations with Playfellow at the moment over the Licensing deal. Welcome Home was a hot commodity at the moment, battling it out with Sesame Street for control of the more educational side of children's programming. The board had decided that the Showstoppers, while having good name recognition in the Great Lakes region, simply couldn't compete with Wally Darling and his pals. Despite this there was some growing frustrations with Playfellow. The production company wanted a bigger piece of the pie than Charon Corp was willing to give, along with a few other undisclosed concessions Charon Corp was hesitant to make. Another attempt with a better thought out brand integration plan might go better, especially given your success in securing new brand deals.
You don't love having to get this from some freak hiding under the face of a cartoon bull named 'Molly' but its good information to have. Theres no hurt in trying again, right?
Now that you're on the other side of the great Faz-pocalypse the field of brand deals has opened up once more. It seems that Fazbear Entertainment had chosen to be fairly picky about what products they chose to endorse, citing 'quality control' and worries about 'brand dilution'. Stupid. Everyone knows that quantity IS quality and that all press is good press. You gleefully sign tens of different deals and sponsorships with various products trying to get in on the cartoon hype.
Lunchboxes, pencil cases, backpacks, toys, clothing, notebooks, musical instruments. Hell, you even signed a deal with some company that wanted to make Showstopper themed cases for custom computers. Anything that would sell to kids and wasn't entirely stupid. You even got a few offers by outside companies to make some Showstopper themed video games, though you turned those down. No sense in harming your own product launches. By the end of the quarter your revenue stream was looking a lot more in the green than it had for the rest of the year. Theres nothing quite like spinning gold out of Fazbear's missed opportunities.
Never send a teenager to due a private eye's work is the lesson you learned from this failed experiment. After the success of your new cybersecurity division you had hoped to repeat the trick by sending one of your many part time teenage employees to go dig up some dirt on Emily. You know, hide in the bushes around her house, figure out her comings and goings. Maybe even join her little support group and leak what they said back up to you. Instead the little twerp thought that you wanted him to scare Emily into not talking. So he had rolled up to her door with a few of his friends and rather unsubtly threatened her to 'stuff it and fuck off or else.'
Needlessly to say Brook was not exactly impressed by some 18 year old nerd and his dork friends and had told them to get the hell off of her property. And then called the cops. And then BSI. In her tirade of threats she had stated that this only confirmed what she thought about BSI and cursed you out in specific. While you had eventually wanted to send some guys to convince Emily that she was better off just living her life, the gangly teen had lacked the subtle skill of being physically powerful enough to cause worry and skilled enough to threaten someone implicitly without ever saying it outright. You had fired the dumbass the second he got back, but the damage is done. That little support group has closed ranks and grown in attention and volume. Theres even some rumblings about letter writing campaigns to the city council and Brighton PD about properly investigating what happened to all your 'missing' employees.
You had been kind of worried about what Bunny Smiles Games was going to do. Last time you had given them a project they'd gone radio silent for four years. Now too be fair they had been plagued with both rebuilding their product from the bottom up and dealing with fucking ghosts, but still. You had poured a decent amount of money into your video game division and would like to get a return on investment sometime soon. You didn't want them to just lock themselves up in the basement for another four years without telling you a goddamn thing again.
As it turns out you shouldn't have been worried. During the creation of Bunny Farm the team had come up with tons of ideas for various games that had been cut due to their growing ambition and technical skill. A lot of those old ideas still existed on design documents scattered across their offices, documents that had been gathered up and brought out again to be looked over during their brainstorming session. Eventually they landed on two that seemed viable, fun and a good usage of the brand: Bon and Banny's Rabbit Run and Boozoo's Wonder Show. The former was a pretty simple maze game, with one player competing either against an AI or a second player in order to beat a maze faster. The latter was a platformer starring Boozoo collecting various items in order to put on his magic show.
Given the team's confidence and skill you green lit both projects. The more machines you had on opening the day the less you'd need to rent games from other companies.
Your budet sheet has a lot of weird ass items on it this quarter, all thanks to C and his ritual. You're not even sure what half these things even are. Hobb Nails? Devil Paint? Alagadda Bane?? It was almost comforting to see shit you actually recognized show up, even though you had a feeling that both the pure white goats were going to meet an untimely end. And what the hell did did he even do with that ton of Crawl? After a certain point you decided that you didn't even want to know. You just signed off on whatever weird shit C bought, ordered everyone but the staff C had had handpicked out of the area and tired your best to not think about it. The last you saw of him before he did what he did was C hefting his newly built computer into the back of his truck before driving off to the bunker.
That night you were watching that new Star Wars movie with Sophie at home, damn what a crackerjack film, when the TV flickered and then turned off. For two hours Brighton was plunged into a black out before the power just popped back on, utterly mystifying the electrical company as to what the hell had happened. The next morning Charles was in the office, eyes ringed with exhaustion but happy in a way you rarely saw him. Pride wasn't really an emotion he wore outside of when he talked about his kid, but it radiated off of him that day. He didn't tell you much you understood, something about tapping a leyline and getting some help from a...wood spirit? But the jist was that the wards would hold up against any spritiual being trying to get in or out of the facility. He also said that the group of employees he'd take up with him had done really well and that it might be useful in forming a new 'research' division in the company soon.
(K-9 Bunker warded against spirits)
PERSONAL ACTIONS:
FELIX:
Graduation Party - 68
Graduation Celebration - 41
CONTINUED INTERLUDE [GRADUATION PARTY]
Work On Some Personal Projects - 50
While preparing for the party you'd noticed that your old grill wasn't working as well as she used to. Probably because you hadn't touched the thing in about five years. So you pulled her into the shed and got to working your magic on her. By the time the party rolled around she was firing away better than she had before. All it took was a little elbow grease, some know how and a few grey market parts and modifications.
Chat With The Boss (Charles) - 21
While you were able to have a pretty good chat with Charles at the party, for the rest of the quarter you didn't seem him much. Too busy preparing for the ritual, recovering from the ritual and working on his computer. A damn shame
CTHONAUT C:
Buy a Maize Machines Computer- 97
While you were pretty decent with computers, custom building your own was a bit too far for you. It had only been barely a thing when you were in college, and even today it was pretty rare to see anyone but the most dedicated enthusaist have their own custom built rigs. Thats why the machine Charles built intrigues you so much. Clearly he'd taken apart a brand new Eden to use as its base, but you were pretty sure there were parts in that thing that Maize Machines hadn't built. Whatever he'd done to the thing it'd become a goddamn powerhouse.
It occurs to me rather a bit late that Red Hand financing was absolutely a bloody Chaos Insurgency front given they were formed by a rogue Foundation team dubbed "The Red Right Hand" especially since said group really
Loves making weapons of anomalous stuff for their own gain.
Never send a teenager to due a private eye's work is the lesson you learned from this failed experiment. After the success of your new cybersecurity division you had hoped to repeat the trick by sending one of your many part time teenage employees to go dig up some dirt on Emily. You know, hide in the bushes around her house, figure out her comings and goings. Maybe even join her little support group and leak what they said back up to you. Instead the little twerp thought that you wanted him to scare Emily into not talking. So he had rolled up to her door with a few of his friends and rather unsubtly threatened her to 'stuff it and fuck off or else.'
Needlessly to say Brook was not exactly impressed by some 18 year old nerd and his dork friends and had told them to get the hell off of her property. And then called the cops. And then BSI. In her tirade of threats she had stated that this only confirmed what she thought about BSI and cursed you out in specific. While you had eventually wanted to send some guys to convince Emily that she was better off just living her life, the gangly teen had lacked the subtle skill of being physically powerful enough to cause worry and skilled enough to threaten someone implicitly without ever saying it outright. You had fired the dumbass the second he got back, but the damage is done. That little support group has closed ranks and grown in attention and volume. Theres even some rumblings about letter writing campaigns to the city council and Brighton PD about properly investigating what happened to all your 'missing' employees.
Okay, so the Showstoppers probably won't be able to just leave the facility. Which is good. It'd be nice to have physical defences up too, but spiritual ones are still nice to have. We can probably start on trying to fix one of them again next turn?
wow, that's a lot of failures, and i'm surprised we didn't critfail at investigating Emily (sounds almost like we let that action expire, but worse! i wonder how dogged fool would even be able to reduce that lol), at least we'll have another shot at the liminal land deal next turn, and better showstopper security is primed for a possible crit next turn?
though wait, did warding the bunker get an artificial crit due to the omake, and brand deals miss out on getting a crit since the DC is only reduced due to dogged fool? because I thought we would have one with our result being twice the DC. @mcclay is that as it should be? it's fine if it is, just want to make sure
I'm happy cthonaut got to be in the plan even if he wasn't listed in the plan, and that the result of showstopper security failing seems to be a price reduction. that with brand deals and possibly the liminal land deal should make our finances comfortable for a while, so then we'd only need to worry about actually doing all the RELOCATE actions. at least we can do multiple actions from a single category? hopefully that gets remembered next turn.
heroes would boost rolls yeah, though it's probably going to be quite a bit to secure some, since it's not like we have access to much talent? things are just at a pretty low scale. i guess Cthonaut's kid might be one? probably would take quite a while though... at least we should be fine to spend more of his actions on Evertt now their their computer's out of the way (+2 stats in one personal is a great deal and even if they're more relevant on occult, learning is his highest stat (so it's a relevant buff). I'm happy it rolled so well),
though, with how this turn went, I'm starting to worry more about being able to complete RELOCATE on time, which was listed as a legitimate threat earlier on so we can't assume it'll be fine.
it's an awkward issue, because stuff like the large amount of actions we're sinking into keeping animatronics in check is a priority to avoid a lot of issues involving animatronics that aren't in check, and it makes sense to invest in actions that help us later, a lot of which RELOCATE ones aren't really?
sort of want to take a whole bunch of the easy RELOCATE actions soon, get them out of the way with and make us seem "more on track". even it doesn't mean anything it could reassure various investors? may work well if we really want to punish ourselves and combine that with a sobriety roll (so the stat malus won't hurt us?)
I guess for now it might be a good call to hold off on obviously non-essential actions when there's stuff that seems more relevant? so for instance rather than producing a cartoon we can do initial advertising for brand awareness? (the latter seems like a priority among RELOCATE, especially since it needs to happen years in advance and later on we'd do a different set of advertising...)
big exception for that are actions that stand out as buffing future actions (like getting new computers), is a big opporunity(time limited deals for stuff we might need later), or that we can assume unlocks more RELOCATE actions(getting access to the lower bunkers for the rogue animatronics/a possible quest). for instance sunk cost fallacy says that if we don't attempt the Charon corp deal next turn this turn's attempt is entirely wasted (more seriously, next turn the deal is more worth taking than last time due to the higher success chance).
one last thing, and possibly a conversation topic worth following up on, can anyone who knows what's going on say if we need to worry about that getting that info from someone claiming to be molly? anything dodgy going on we need to bear in mind? (if it's a rogue actor, that might benefit our negotiations since they don't know what we know, but we might be playing into a scheme)
The smell of cooked meat wafts from the backyard of a suburban home, the bright mid-June sun almost obscuring the damage neglect has done to the home through sheer summertime whimsy. The hotdogs being cooked are cheap, bought from the grocery store just a few days before most would throw them out, and the char on them is bordering on unpleasant. But to the partygoers, trapped in this moment of blue skies and bright days, they taste divine. You stand before the grill, only sightly disassociating, as you sip on your fifth beer of the hour and clumsily maneuver the dogs from the grill into their awaiting buns. In a better world Jack would be here, hand on your shoulder, telling you how you were doing this all wrong. You'd grumble, laugh and complain to Rosie about her husband. She'd roll her eyes and go back to talking to Linda and Emily as the kids played around their feet. Charles and Susan would be chatting in the corner, maybe Richie would come over and join them.
You're shaken from the reverie by a cough from behind. You turn, dog still grasped in the tongs you're holding. "Ro--" You stop mid word, seeing Sophie flinch. "Oh, Sophie!" Your voice hitches up into Fun Uncle territory, trying to hide your mistake. In this moment, with the summer sun shining right behind her, she looks just like her mother. Jesus christ.
"Oh, I was just gonna ask for another hot dog." She says, voice as neutral always. You're used to it by now, you lie to yourself, and just nod and plop a hot dog down on her paper plate. "Of course, anything for the woman of the hour! Just don't spoil your appetite for dinner."
She'd gone to the local butcher shop with that Jenny girl and picked out a few steaks for her graduation dinner. It might sting your pride as a man a bit to have your adopted 18 year old niece be better at selecting cuts of meat than you, but the girl had a real talent for it. Honestly she wouldn't be wasted as a butcher, she was weirdly precise about what parts of a cow tasted the best.
You two spend a quiet moment together, her slowly eating the dog while you cook at the grill. The party moves on around the two of you, though only barely. Its a small gathering, one thats mostly made up of your employees and a few old friends of the Walten's. The only person Sophie had invited from school was Jenny, which made your heart hurt a little. You had really fucked up her life in every way possible, huh? It wasn't enough to take her family away, you'd almost ruined her chances of having a normal social life due to how fucked up everything had made her.
Those thoughts are washed down by the rest of your beer. You reach into the cooler and grab another cold one while moving onto a train with a nicer station. "So, Sophi..." you start carefully, trying not to spook her. "Its probably time to start thinking about what you're gonna do now that you've graduated." You'd been meaning to have this conversation with her for a long while and now was the perfect time to do it.
"Oh, yeah." She ways, a little wariness and hesitancy breaking through her voice. "I mean, I haven't given that much thought about it. College might be cool but like..." It'd take her away from Jenny, whose family had basically disowned her. And sending her off to college wasn't your...favorite choice. It made it harder to keep her old memories from coming back.
"I'd love to send you to college, kiddo, but the funds just aren't there right now. Maybe when we reopen the restaurant and get some real cash-flow in we can re-visit it, but right now its just not doable." You lie.
She nods at that and frowns. "Then I don't really know what I'm gonna do. Maybe get a job at some burger shack, I guess." She doesn't like the idea, you can tell.
"C'mon, as if I'd let Jack's get flip burgers for a living." You roll your eyes as you turn towards her, letting the last hot dog start to burn. "Kiddo I've been thinking about this for a while and I think it'd be best if you came and worked for me, at BSI."
She freezes before shifting uncomfortably. Shes always been...nervous around anything related to the company. "I mean, that sounds great Uncle Felix, but I don't know. I wouldn't want to be a burden on you."
You wave her concerns away with a hand. "Nah kiddo, you wouldn't be a burden. Sides, its what Jack and Rosie would've wanted for you. Its your family business, its only right that you get to continue their legacy." You lay it on thick. She won't run for this bait. She can't.
You see her battle between guilt and discomfort, hands scrunching up the bottom of her Letterman jacket. You know how this battle goes, guilt always wins. "That...sounds like it could be cool, yeah." Her words are tense, forced out. "Sure, I'd like that" she lies.
"Great!" You beam at her, giving her a $100 smile. "I'll go over what positions are open and get back to you in a few days. Hopefully we can have you starting as soon as next week!"
"Wow, super." She grimaces and gives you a thumbs up. "I'm gonna go back to Jenny, but color me stoked about this."
As she walks off you catch C's eye across the yard. His expression is unreadable as always, but you catch a hint of disapproval. He couldn't have heard your conversation from all the way over there, right? And if he did, so what! He didn't know what it was like, being in your position. No one fucking knew what it was like. That holier-than-thou asshole would do the same if he was in your shoes. Hell, he'd probably do even worse!
You take a deep breath and calm down, throwing the now partially carbonized hotdog still on the grill into the trash. Asshole that he was, he had a good point about setting up a paranormal division within BSI. You were already dealing with fucking ghosts and the world was getting stranger and stranger every day. Even if Regan won and started to put this country back on track things would get worse before they got better.
It was also an option for where to place Sophie, ontop of many others. As you drank your beer you seriously thought about where to put your 'niece'.
[ ]Engineering: The nerds, eggheads and black-thumbs of BSI. The people who kept the animatronics running, the coding working and everything maintained and in ship shape. Since Susan 'left' its been a bit rudderless, mostly focusing on just keeping the rot from setting in. Its a dangerous job, anything that involves working with the Animatronics is, but its not as bad as it could be. It'd give Soph lots of chances to learn about how things work behind the scenes at BSI. (Learning Primary, Stewardship Secondary)
[ ]Security: Both the poor souls who guarded the physical space of the Facility and the main office as well as your new cyber-security division. Armed with bulky flashlights and the burning desire to make minium wage, Security is a dangerous job. The most dangerous, in fact. However it would teach Sophie a lot about how to deal with the bullshit that comes with running the company, as well as some the shadier side of corporate America. (Martial Primacy, Intrigue Secondary)
[ ]Marketing: The ones who actually helped make money for your company. Public relations, brand deals and much more. Sophie is not the most...natural fit for this position, but shes gotta learn to talk with people and crunch numbers some day, possibly. Having her interact with others more might also help her make some friends beyond that Jenny girl, which is probably good for her mental stability. (Stewardship Primary, Diplomacy Secondary)
[ ]Occult: You'll have to actually make this division, and it'll be entirely under C's control, but maybe Sophie would be a good fit in poking at the weirder things in the world? This is very, very risky vis a vis her learning about what exactly happened to her family, but it might be worth it. Maybe she can calm the Showstoppers down. Maybe she'll get so wrapped up in the occult that she won't look into her seemingly 'mundane' family tragedy. Maybe maybe maybe. (Primary Occult, Secondary C's Choice. Locks in an Occult Action next quarter)
((ough, sorry this took so long again ;~;. Voting is open immediately.))
[X] Marketing: The ones who actually helped make money for your company. Public relations, brand deals and much more. Sophie is not the most...natural fit for this position, but shes gotta learn to talk with people and crunch numbers some day, possibly. Having her interact with others more might also help her make some friends beyond that Jenny girl, which is probably good for her mental stability. (Stewardship Primary, Diplomacy Secondary)
[X]Engineering: The nerds, eggheads and black-thumbs of BSI. The people who kept the animatronics running, the coding working and everything maintained and in ship shape. Since Susan 'left' it's been a bit rudderless, mostly focusing on just keeping the rot from setting in. It's a dangerous job, anything that involves working with the Animatronics is, but it's not as bad as it could be. It'd give Soph lots of chances to learn about how things work behind the scenes at BSI. (Learning Primary, Stewardship Secondary
[X]Engineering: The nerds, eggheads and black-thumbs of BSI. The people who kept the animatronics running, the coding working and everything maintained and in ship shape. Since Susan 'left' it's been a bit rudderless, mostly focusing on just keeping the rot from setting in. It's a dangerous job, anything that involves working with the Animatronics is, but it's not as bad as it could be. It'd give Soph lots of chances to learn about how things work behind the scenes at BSI. (Learning Primary, Stewardship Secondary
[X] Marketing: The ones who actually helped make money for your company. Public relations, brand deals and much more. Sophie is not the most...natural fit for this position, but shes gotta learn to talk with people and crunch numbers some day, possibly. Having her interact with others more might also help her make some friends beyond that Jenny girl, which is probably good for her mental stability. (Stewardship Primary, Diplomacy Secondary)
[X] Occult: You'll have to actually make this division, and it'll be entirely under C's control, but maybe Sophie would be a good fit in poking at the weirder things in the world? This is very, very risky vis a vis her learning about what exactly happened to her family, but it might be worth it. Maybe she can calm the Showstoppers down. Maybe she'll get so wrapped up in the occult that she won't look into her seemingly 'mundane' family tragedy. Maybe maybe maybe. (Primary Occult, Secondary C's Choice. Locks in an Occult Action next quarter)
[X] Occult: You'll have to actually make this division, and it'll be entirely under C's control, but maybe Sophie would be a good fit in poking at the weirder things in the world? This is very, very risky vis a vis her learning about what exactly happened to her family, but it might be worth it. Maybe she can calm the Showstoppers down. Maybe she'll get so wrapped up in the occult that she won't look into her seemingly 'mundane' family tragedy. Maybe maybe maybe. (Primary Occult, Secondary C's Choice. Locks in an Occult Action next quarter)
Gosh I don't wanna deal with her "waking up" and us dealing with that shit… security is straight out the window, most danger and she gets a nice upfront view for all the trauma to come running back. I don't think she'd fit in marketing, especially with her meds and their effects.
Engineering seems safe(The ish turns into ehhhh into a mmmm), you'd have a bunch of laid back, quirky nerds that would probably work decently well with her being antisocial. Also she needs to find out eventually. Having her figure out the animatronics first and then eventually revealing the other stuff sounds good. Granted we will keep this running for as long as possible.
I just don't think it's sustainable.
Oh and occult. Giant risk, but I can see the positives. I'm only considering it because C would be watching over her. I trust C. I like C. He deals with paranormal shit all the time, maybe that includes horrifying family trauma that needs to be resolved for peace and harmony or whatever.
[X]Engineering: The nerds, eggheads and black-thumbs of BSI. The people who kept the animatronics running, the coding working and everything maintained and in ship shape. Since Susan 'left' it's been a bit rudderless, mostly focusing on just keeping the rot from setting in. It's a dangerous job, anything that involves working with the Animatronics is, but it's not as bad as it could be. It'd give Soph lots of chances to learn about how things work behind the scenes at BSI. (Learning Primary, Stewardship Secondary
I'm voting for engi, I think she'd do best here and out of all the options except marketing, it's the safest. Also the most rewarding I think.
[X]Marketing: The ones who actually helped make money for your company. Public relations, brand deals and much more. Sophie is not the most...natural fit for this position, but shes gotta learn to talk with people and crunch numbers some day, possibly. Having her interact with others more might also help her make some friends beyond that Jenny girl, which is probably good for her mental stability. (Stewardship Primary, Diplomacy Secondary)
[X] Marketing: The ones who actually helped make money for your company. Public relations, brand deals and much more. Sophie is not the most...natural fit for this position, but shes gotta learn to talk with people and crunch numbers some day, possibly. Having her interact with others more might also help her make some friends beyond that Jenny girl, which is probably good for her mental stability. (Stewardship Primary, Diplomacy Secondary)
[X]Engineering: The nerds, eggheads and black-thumbs of BSI. The people who kept the animatronics running, the coding working and everything maintained and in ship shape. Since Susan 'left' it's been a bit rudderless, mostly focusing on just keeping the rot from setting in. It's a dangerous job, anything that involves working with the Animatronics is, but it's not as bad as it could be. It'd give Soph lots of chances to learn about how things work behind the scenes at BSI. (Learning Primary, Stewardship Secondary
[X] Marketing: The ones who actually helped make money for your company. Public relations, brand deals and much more. Sophie is not the most...natural fit for this position, but shes gotta learn to talk with people and crunch numbers some day, possibly. Having her interact with others more might also help her make some friends beyond that Jenny girl, which is probably good for her mental stability. (Stewardship Primary, Diplomacy Secondary)
[X]Engineering: The nerds, eggheads and black-thumbs of BSI. The people who kept the animatronics running, the coding working and everything maintained and in ship shape. Since Susan 'left' it's been a bit rudderless, mostly focusing on just keeping the rot from setting in. It's a dangerous job, anything that involves working with the Animatronics is, but it's not as bad as it could be. It'd give Soph lots of chances to learn about how things work behind the scenes at BSI. (Learning Primary, Stewardship Secondary
Marketing seems to be the safest in terms of physical danger and emotional well-being. It would force Sophie to interact more with people, potentially improving her mental health and social skills, while giving her a broad understanding of how the company makes money. The diplomacy and stewardship skills gained here could be crucial for long-term leadership roles, even if it's not her strongest area initially.
Engineering is another solid choice, focusing on practical skills and company operations. While there's some risk, it's much less than Security or Occult, and the skills she learns will always be useful.
[X] Marketing: The ones who actually helped make money for your company. Public relations, brand deals and much more. Sophie is not the most...natural fit for this position, but shes gotta learn to talk with people and crunch numbers some day, possibly. Having her interact with others more might also help her make some friends beyond that Jenny girl, which is probably good for her mental stability. (Stewardship Primary, Diplomacy Secondary)
Edit: I add engineering in case I will change my vote in the future.
[ ]Engineering: The nerds, eggheads and black-thumbs of BSI. The people who kept the animatronics running, the coding working and everything maintained and in ship shape. Since Susan 'left' it's been a bit rudderless, mostly focusing on just keeping the rot from setting in. It's a dangerous job, anything that involves working with the Animatronics is, but it's not as bad as it could be. It'd give Soph lots of chances to learn about how things work behind the scenes at BSI. (Learning Primary, Stewardship Secondary