Welcome to Magical Girl Flesh Horror~! You are some kind of awakened magical flesh (?), which must now try to spread the values of happiness and justice to the mysterious world outside yourself while fighting evil andgrowing!
You are in a lightless void. You are hungry. You need to eat. You are so hungry. You extend appendages outwards instinctually. Seeking food.
WEIGHT. LARGE.
It rests all around you. You feel yourself inside it. It does not move, it makes no sound, and it simply sits, motionless, your form the only source of movement and heat.
FOOD?
One of your tendrils pulls part of it into yourself, and you feel, for the first time, the delight of nutrients entering yourself.
FOOD!
You rapidly pull the object into yourself - The inner flesh is stripped first, easily integrated into the collective. You mimic collections of organs, growing networks of nerves, and muscular systems before re-integrating them into your FLESH. Acids, structures, fluids, all those and more enter your rapidly expanding sphere of knowledge - Mimicked without true understanding, yet.
MORE.
The hard structures providing internal cohesion are integrated next - Slightly slower, but easily enough. You cannot shape and mold them, not in the same way as your FLESH. But they bend easily enough and can provide more structure to your insides - More room for expansion. You feel yourself grow larger - More room to EAT. More room to STORE. More room to GROW.
Next is the outer flesh. This is more delicate - You integrate it and gain knowledge of it, in a way that you did not with the inner flesh. Then, as your FLESH creeps its way through the last of the hard structures, entering through its orifices, you find a prize - One last bit of flesh you had not consumed. You integrate it and mimic it like all the others, only to find it suddenly overwhelming you. If the prior integrations were splashes of knowledge, this is a flood. It is too much, it is overwhelming, you are BURNING-You are THINKING-You are DYING-You are LIVING-
Your first true thoughts are blank. The sensory overload had caused you to lash out, appendages forming and flailing everywhere, causing what you now think is…disorder. You are more comprehending, now. You were not alive, then, not truly - Not in the way you are, now. You could not think, could barely see, could not feel - Beyond that ever-present hunger. You were so hungry - And you were fed. The weight surrounding you was massive, but you had greedily swelled to encompass it, flesh burbling and bubbling in anticipation of the feast that awaited you. You know what you had been fed, now. In some ways, it intrigues you - In other parts, it revolts you, some part of your newly integrated brain trilling in alarm - And isn't that funny? You have all these new words now. These new associations. You know what a brain is, now. You know what funny is, too. What words are. They are strange concepts to you - Because you are truly aware of them as concepts now, rather than vague impulses.
You know that you ate the body of a human. Someone who died so that you could live. Your DONOR. The idea of death frightens you. You do not want to die. You want to live and grow and feed. So should everything else of flesh, shouldn't it? You think things shouldn't die. Dying is bad. It's…evil. The word brings a flood of associations, neurons sparking in your faux brain. Sensory organs, barely developed enough to perceive the absence of sensation around them, are suddenly repurposed to process them - Flashing images, lights, and sounds that only succeed in conveying brief flashes of incomprehensible words and emotions. Good? Justice? Love?
These are all very confusing to your overworked faux-brain. You think for a second about shutting it off, re-integrating it into the collective, and allowing yourself to simply burble contentedly in your flesh until you grew hungry once more. You decide against it - Who knows if you'd bring it online again? No, you'll just…slowly…acclimate yourself to these memories and thoughts. Maybe you'll find something interesting!
— YOUR FIRST MEMORY.
HORROR.
NOTHING BUT SCREAMS AND FIRE.
IT BURNS. YOU HATE IT. YOU HATE YOURSELF FOR CAUSING IT.
YOU SEE SOMEONE IN THE LIGHT.
A FIGURE - SHINING.
THEY HAUL THE WOOD OFF OF YOU, GRUNTING WITH EXERTION.
MAGICAL GIRL ORION STARLIGHT GRABS YOU OUT OF THE RUBBLE.
"WHY WOULD YOU SAVE ME?" YOU WHISPER, BARELY CONSCIOUS.
"I SAVE EVERYONE." SHE REPLIES, THE WORDS BURNING THEMSELVES INTO YOUR MIND.
SHE IS PERFECTION.
SHE IS EVERYTHING YOU WANT TO BE.
YOU WILL BE JUST LIKE HER, ONE DAY.
I PROMISE.
—
Your newly formed mouths and vocal cords (what a concept!) sing out the wordless tune running through your brain, as you receive them directly into your equally newly formed ears, even as you start work on your magnum opus, inspiration struck by your pilfered memories - Using much of the materials you've acquired thus far, even with your Flesh slowly generating more to make up for the pieces you're shaping. Your first creation was something instinctual, not an autonomous being, but rather an extension of your primary body - Something you could best describe as a broadcaster, like the radio towers your DONOR's memories inform you of. Something that allows you to grow and expand further so that pieces of yourself can operate beyond yourself! It doesn't allow you to go very far right now, but it should be enough for your first vessel (or maybe even vessels!) to roam…using all the knowledge you've acquired! You'll bring love, justice, life, and happiness, as…well, you'll come up with a good name eventually! But first, you have to focus on your Flesh.
Your first creation, after all, must be absolutely perfect!
—
Welcome to Magical Girl Flesh Horror~! You are some kind of awakened magical flesh (?), which must now try to spread the values of happiness and justice to the mysterious world outside while fighting evil andgrowing! Let's do a brief mechanical overview so that you folks know what you're getting into!
Your true form is that of a large blob of Flesh, currently residing within the basement of what seems to be an abandoned building, according to your patchy memories! Your capacity to perform actions outside of your immobile Flesh is, of course, determined by what creatures are linked to you - Your assets! The more assets you create or acquire, the more actions you have, naturally, because you have more bodies! However, some folks might have…objections to you, especially if you spread further and further. Which is, of course, silly - You're just here to help people!
A lot of your knowledge about the world is…missing, probably due to the degradation of the brain you ate from your DONOR. So, you don't know much about things! You know about mundane everyday concepts, and you know that magic exists (and that you're magical)…but you're not sure what kind of magic you are, or what created you! You'll have to find that out! You're also not sure why the woman who you ate died, but you aren't happy about it! Nobody should die!
Speaking of eating - You need to eat to grow. You naturally can sustain yourself at your current size - How you can do that, you aren't quite sure! Probably magic! But if you want to actually grow, you'll need more food - Sourced ethically this time, of course! You've got some now, from the leftovers of the body, though, and that should suffice for creating what you need!
You have three biomass to start with. Biomass is an asset which can only be applied to creating new Assets, upgrading Assets, and upgrading your Flesh - Think of it as a currency. Each Asset has certain keywords, which you get to determine! Keywords are intrinsic traits, abilities, and features of assets. These can be as simple as Claws or Toxins, as abstract as Smart or Lucky, or as mysterious as Symbiotic or Psychic. Don't be afraid to get creative with it…but be aware of some things.
You are a flesh monster. This quest is about being a flesh monster. Expect your assets to be flesh-oriented, and likely horrifying as a result. Feel free to play into that…or try to subvert it! Who says flesh creatures have to be a purely horror aesthetic? I will happily adapt to whatever you determine is fitting, but it will remain within the flesh aesthetic. However, don't be too afraid about fucking with biology - You're also magical!
Keywords determine power. The more keywords something has, the more powerful (or talented/experienced) it is. Something with only Claws or Toxins will be around the same level of power as something with only the keyword of Psychic - But in different ways. You can upgrade Assets…or recycle them if you want, to recoup their biomass! They're all You, in the end (so don't worry about this being an ethical dilemma). A Smart Asset is just a You with more brainpower for thinking, which can be helpful…in some cases. It all depends on how you want to play things - Do you want to create a single, high-power many-keywords assets? A swarm of low-power single-keyword assets? A mix of both? Flipping between the two as you see fit? The world is your oyster! I will reward experimentation, and getting wacky with it - Just keep it to one or two words, hah!
You're not the only one with Keywords (nor is creating things the only way for them to gain keywords!) Keywords can be gained with experiencing life, exploring situations, and so on, so forth. I imagine you understand the gist. If you get a medical degree, you'll gain the Keyword of Licensed Doctor. If you go through boot camp, you'll become a Soldier. Most people (including yourself, to some extent) have Immutable Keywords - Things that they can't change about themselves without significant work and change. You may lose your license, but you'll never lose your Medical Knowledge without some serious effort. You can't change that you're Combat-Trained even though you got a discharge from the military. Etc etc etc - Expect these to change (not disappear) through narrative moments, not actions, if ever.
Biomass isn't the only thing that can be used to create Assets…but it is an integral part. Otherwise, you can't control it! You'll also gain resources, which are essentially objects of interest, that you can expend to add certain keywords to assets. As an example, you could find a ring, with the Keyword of Diamond, and then you could spend it and a unit of biomass to gain an asset with a keyword of your choice and Diamond. These can also be recycled, so don't worry about "wasting" them.
With all that out of the way, let's get to the fun part: Putting what you've learned to work! Remember, you have 3 Biomass, and a Keyword = 1 Biomass!
Biomass Options
Create an Asset.
Create an asset and pick as many keywords as you'd like for them, so long as you have the Biomass!
You must devote at least one Biomass to this Option this turn.
Modify Yourself
You currently have the Immutable Keywords of Magical Biohorror, Broadcaster, Immobile, and Idealist. You may add keywords to this, which will not be immutable and can be recycled and changed as you wish!
Voting is open! Feel free to vote in plan format if your choice needs it.
Specific action votes should be formatted like
[] Create Asset: Swarm
[] Modify Yourself: Friendly
[] Create Asset: Swarm, Friendly, Huggable
Hope this helps!
Super Spy has been rendered down to its base elements once more. While not as defenseless as its second iteration, due to the magical charm shielding it and the poison sacs hidden in various places around its body, many of the modifications added to it have been removed. It certainly looks a bit more wooden than it once did, though you've done your best to disguise it, and you've only cut back on the number of sensory organs a little bit.
Kudzu is no longer just a flowering plant - It is a miniature ecosystem which has supplemented the Mossbed. The plants drink of your blood, root themselves in your flesh, and provide you with bountiful nutrients for it. You entwine with them, and they with you, and from the center of this beautiful union sprouts the Kudzu's primary form - A sapling, that perhaps one day, will mature into a mighty pillar. Flowers hang from your tiny branches, now - The sun shining down on your lustrous fur. Soon, the harvest will be ready. Aren't you beautiful?
Name
: Emergency Scavenger
Keywords
: Scavenger, Invisible, Imperceptible, Split
Description
: Even you aren't sure what this part of yourself looks like. Its very nature rejects your complete understanding of it, allowing you to merely understand vague sensations and shards of knowledge from existing within it. You know you have multiple limbs that are well-suited for grabbing interesting things. You know you can swell yourself to store items you come across. You know that your flesh can split and divide itself to best squeeze through barred passageways, contain large things, and cover as much ground as possible. But all of these disparate pieces refuse to come together in an understandable whole, as a result of the magic you weaved when creating yourself. The added invisibility woven on top of that helps prevent it from giving you, and anyone else, you assume, a headache from gazing in its direction.
Name: Tunneler Keywords: Ground-Penetrating Radar, Tunnel Boring, Productive, Lithotroph Description: A worm-like creature, it is approximately the size of a small adult and has larger jaws to accommodate more dirt and rocks. The jaws are very strong on their own, though - Capable of ripping up and chewing through basically any form of rock you could think of. It oozes a slight slime that solidifies the dirt and rock around where it digs, to ensure that its tunnels don't collapse as soon as it leaves. Its radar, while not great at 'visual interpretation', enables you to guess where tunnels, underground objects, and any underground biological signs are, so you can avoid them!
Name: Sabrina "Slick" Johnson
Keywords: Snakewoman, Mage, Rebellious, Blunt, Unyielding, ???, ???, ???,
Description: Sabrina is the first person you ever met! She's really nice, and calls you kid - You think she views you as being a lot younger than you functionally are. But it is nice, sometimes, to be treated like that. And you know she only means well. She's a snakewoman, who lives with her mother - Though that's only temporary, as both would be quick to reassure you. She doesn't like to talk about her personal life much, but you think that as time goes on, she may or may not choose to open up to you about it! Either way, you're glad to have her as your friend.
[X] Plan Super Spy
-[X] Create Asset: Disguise, Fast, Perceptive
To sculpt the flesh of your first vessel is a task you devote all of your attention to, not making any time for personal improvements. You can't afford to make a poor first impression, after all! Well…you do need to check out the building around you, first, but you have some ideas for that…
First things first, you ensure you have plenty of sensory organs. You want to be able to see, hear, taste, smell, and touch everything! You figure five of each is a reasonable number for your first vessel, maybe a few more for touch and sight. But, of course, then you run into the problem of spacing…well, if you're going to make yourself fast, you'll need plenty of legs, won't you? And each leg can fit a few sensory organs on it! It'll be so easy - And it'll even help with the first impression part, since you'll have so many mouths and tongues and vocal cords to talk to people with! Plus, if you just make yourself not have any bones, you'll have no obstacle to just swapping around your sensory organs for a quick look with a quick rotation of your small central core, and you'll be able to utilize all that extra space for more muscle to improve its speed! You're so smart!
Hmm…but you want it to be able to look sorta like one of those humans…don't you? You whirl around at top speed around the basement in front of you for a moment as you think, then pause with a thought. You fold into yourself, tentacles rapidly intertwining and forming into a new, vaguely human shape, only wobbling a little bit, and that'll be worked out in no time, once you work out how to balance yourself. Perfect! You'll just have to let yourself change your colors a bit…and then you'll be able to fit in just fine! Probably. Eh, worst to worst, you can just blend in against a wall or pretend to be an…animal or something.
Creation Report
Name: Super Spy!
Keywords: Disguise, Fast, Perceptive
Description: This little ball of fun is a real good time to be! With dozens of muscular tentacles sprouting out of a small central core, you're equipped with lots of sensory organs available at a moment's notice, due to the high agility, low weight, and high speed of the Super Spy! You can bounce around rooms, slither through open windows, and in general, be as fast and sneaky as you'd like. It's also equipped with disguise capabilities! While it is capable of mimicking the human form, it's definitely not very good at it...but don't worry, it can disguise itself as a number of other things -Perfectly rounding out its Super Spy capabilities!
This Asset has been logged into your Memories! For future note, I won't necessarily take plan names as the names of assets, but this one was just too fitting to not be called it.
Well, you now have…
1x Super Spy!
With some brief extra-fast exploration of the stairwell of the building connecting your basement to the rest of the place, you determine…wow, five whole floors! Or, well, one's the lobby, and one's the roof, but…you know! That's six places! You figure each one will only take you a little bit, though…
Time for some mild explanation! As your Assets move through the world, they will be, naturally, unfamiliar with the Locations they come across. As they explore these locations, they will find and explore various 'Sub-Areas, which will exist as 'points' within a location. To give an example, let's say you're exploring a market - You might find a stall that sells notably strange goods, or a mysterious fortune teller! The subsequent encounter will mark the location of this Sub-Area down for you to revisit at any time you wish. However, when all the Sub-Areas of a Location are explored, the Location will coalesce into a single entity - And all sub-areas can now be checked 'at once' for any new encounters/changed situations/interesting events! You don't need to spend hours and hours dodging crowds to visit the interesting stalls in the market, after all - You're familiar with it! At certain scale points, Locations can 'combine' into bigger locations as well, but we'll address that when we come to it.
You do not know what day it is. You have no current passive gains. Your current Goal is to Explore the Abandoned Building! (No Time Limit). Your current Biomass is 0.
Your Current Assets Are: 1x Super Spy
You don't know any fully explored areas.
You know of the following areas that have yet to be explored: The Abandoned Building
(Known Sub-Areas: Lobby, First Floor, Second Floor, Third Floor, Fourth Floor, Roof)
Asset Situations
Explore [Sub-Area] with [Asset]
Explore the sub-area of a location! Make sure to specify which asset is exploring - This will have an impact!
Biomass Options
Create an Asset.
Create an asset and pick as many keywords as you'd like for them, so long as you have the Biomass!
Recycle An Asset
Recyle an asset or parts of an asset. Make sure to specify which asset and/or which keywords. Important Note: This can be done in the same 'turn' in which you create a new asset with the biomass from the old asset!
Modify Yourself
You currently have the Immutable Keywords of Magical Biohorror, Broadcaster, Immobile, and Idealist. You may add keywords to this, which will not be immutable and can be recycled and changed as you wish!
QM's Note: To give an example of an 'Exploration' vote…
[] Explore First Floor with Super Spy!
And a 'Recycle' vote with an 'Asset Creation' vote…
[] Recycle Super Spy
[] Create An Asset: Huggable, Friendly, Spiky
Or a 'Partial Recycle' vote with an 'Asset Creation' vote...
[] Recycle Super Spy: Fast
[] Create An Asset: Friendly
[X] Explore ALL THE ROOMS with Super Spy, one after another!
-[X] Make a new Asset if we find biomass(Not sure what exactly, but preferably something with keywords for combat, we should vote for this, maybe remove fast from our super spy to make our combat thingy more powerful and go about the same speed as the Spy)
-[X] Go carefully, using our senses on everything, the walls, furniture, floor, ceiling, check if there is anything hidden, if there is a door, hole, entrance or something like that only pass part of a limb filled with sensory organs through it instead of entering, if it looks like something noticed us and is going to pursue, run fast and hide when we have the chance and there is enough things and/or distance to not be caught while disguising, fight if we can't flee.
[X] Explore ALL THE ROOMS with Super Spy, one after another!
You are determined to explore all of the building, and you have the speed to do it all relatively quickly! You'll start from the bottom and work your way up. With that, you bravely whirl your way towards the stairs, starting at the Lobby.
The Lobby is a wide empty space - Almost cavernous, to your new eyes. Perhaps this place was important, before it became what it is now? You can imagine many people passing through here…but now, there is nothing like that. The floor is faded, where it is not outright ripped apart or coated in dirt and dust. The paint and paper on the walls is peeling. The windows are boarded-up, clearly not touched for months. The door…is blockaded shut, from the inside. Was this perhaps the work of your DONOR? There is one thing that looks as new as the day that it was presumably brought in - A place of honor, behind a desk that perhaps served as a reception area.
It is evil. It is wrong. You can sense the fear coming off of it, the hatred, the malice concealed behind a captured grin. It is a poster, caged behind glass and steel, depicting a man. The man is smiling towards you, not out into the lobby, towards you. His eyes follow you, no matter where you go in the lobby, always smiling. His left hand bears a hammer and his right hand steadies a beam, his clothes incongruous with the work he is doing - A suit and tie for what should be workman's garb. The poster practically shouts out the words emblazoned beneath the man: "TRUST IN US - UNITED STEEL CORPORATION OF ALERIA." You should destroy this, as soon as you can. But it will be dangerous. You know it. (Discovered ???)
You scuttle away from it in haste. It is clearly contained, for now. A problem for later. You continue to explore the Lobby, but there's little else here…you do find one thing, though - A door to a small office. A quick search inside shows that it's largely cleaned out, but…it seems they didn't bother to take out the trash beforehand. You dig through it, savoring the feeling of so many unique items of trash - Glass! Metal! Cardboard! But what's most interesting are the small bits and pieces of paper with scribbled pieces of writing on them, clearly swept into the bin en masse. You're able to piece together a loose chronology, based on their position in the trash…"Rent week late", "New tenant incoming", "Roof leaking" at the bottom, the least recent notes. Towards the top, things start getting less normal, clear signs of trouble start showing. "Walls cracking." "Building repairs too expensive, make do with patches - Call Jeremy". "3 weeks late on rent!!! Evict them if not in by next month." No more new tenants. The notes stop, coated by a layer of trash…and then there comes one final note, just at the top - "Moving Day." It seems this was an apartment building, before…well, whatever happened.
With this new knowledge acquired, you whirl around and begin to scamper up the stairs once more, eager to explore the first and second floors, where people lived! On these two levels, the floors are still stable - Rotting, but not yet rotted. The wood feels unnatural - As if it should be alive, not dead and pressed and folded into this shape. But it is preserved by the virtue of the closed windows and its distance between the ground and the sky. Squatters and vandals have clearly been here, in the past, though none are present now. Some of the apartments are just empty, their tenants having vanished into thin air or been picked clean. Others are full of things - Things you feel power from or can feel food in. It's a strange sensation, like a twitch you can't see. One of those powerful things smells like death, though. You'll leave that one for last, on this set of floors.
You slip into the first of the apartments that catches your eye. A family lived here. They don't anymore, and were hasty to leave - Or perhaps to be evicted, you think, your eyes picking up the signs of a struggle, and the broken belongings left behind. How many could there have been, from the setup of their home…three? Four? Five? How many children, how many parents? Your eyes glance around and make a quick estimation, reconstructing the home - It had to have been just three, two parents and a child. So much shattered…Doesn't leave much that you can take, exactly, though - Just the detritus of people who are no longer here. Maybe you'll be able to find them later? As you start to leave, your tentacles chance over something, and it's as if a shock goes through you - You flip yourself over to look at it, and see a tiny wooden rocking horse, split in two. You pick it up and cradle it close to yourself, hanging both parts from one of your less important tentacles. You feel power within it. (Gain Broken Toy - Keyword: Split)
The next one of interest is empty - The tenant clearly had time to leave. But what's interesting about it is what came after. The walls are coated in painted words, conversations played out over years and painted over in turn. A veritable mural consisting mostly of symbols you think represent animals, names painted in dramatic style, and occasional words that mean nothing to you. You reach out and touch it with one of your more tactile tentacles, and feel the layers of paint - Dozens upon dozens. This place…is…was…popular for this sort of thing, for some reason. You take note of the most recent paintings, the names and signs on them. You will recognize them, if you come across them again.
The final apartment of interest before you search the one that reeks of death seems empty at first glance. But your ears hear differently. This one's connection to the ventilation system is blocked - Something's in there. You scuttle over to it, heaving yourself up to it with your tentacles. A single tug on the grate is enough to pull it off, so clearly someone was using this space. Within is…a book? You pull it closer to yourself, feeling it - And you don't feel anything special about it. You pull it open and start to read through its densely packed words, handwritten in a cramped style. It details the day to day life of a young factory worker, someone angry at the world. He talks about something called 'the Great Crusade', how he can't sleep at night anymore because of it, how he dreams of screaming men and burning fields. He talks about the United Steel Corporation, and how much he hates them. Your non-occupied tendrils writhe slightly at that, thinking of the poster downstairs. But he also talks of hope. Hope of a better life, somewhere abroad, away from the FRA - Though you don't know what that means. Later parts of the journal talk about 'Necrocracy' and 'Necrocrats', an idea and a group which the author seems proud to belong to. He talks about how he's just waiting for his passport to be approved for travel to the 'Necromantic Council Republic of Runval'. The entries cut off there. Did he leave? Were his plans halted by whatever wound up happening here? You wonder…and you cradle the book close to yourself. Even if it is not powerful, it holds meaning, and you will reread it to learn more things, soon.
With book and toy clutched tight, tentatively, you approach the door that smells of rot and death. A simple twist sees it open into the sight of another empty apartment, but the smell permeates it regardless - It comes from the walls themselves, the only access point a tiny hole in the wall. You squeeze one of your tendrils into it to see what could be causing the scent - And find a scene of death. Rodents, clutching their paws in a death rictus of agony, dried pools of blood by their mouths. Rotting away in the walls, the person who poisoned them fled before they could clean up the evidence of their crime. You mourn for these rats, as you gather them towards yourself. Their deaths will not go to waste. They will be integrated into your flesh, and perhaps even reborn, in some way, though you cannot revive them in truth. You hum a mournful tune from one of your mouths, even as the others gorge themselves on the poisoned bodies, fresh blood dripping onto your tentacles. (Gain 1 Biomass, Gain Rat Poison - Keyword: Poison)
The third and fourth floors are in worse shape then the ones below. Cracks show across the walls, and in a few places, sunlight shines in from above - Holes in the roof hastily patched over with netting or simply not fixed at all. The wood warps in on itself in places and clear water damage is everywhere. Nobody has been here for quite some time, which makes the few things of interest you find all the stranger…
One apartment holds a molted snakeskin pinned to the wall with nails - Abnormal in that it is the size of a large child. You pull it down, careful not to rip it, and drape it across yourself, feeling it shiver with power. (Gained Shed Snakeskin - Keyword: Refresh)
Another has a business card, half-wedged into the doorframe, for Namreh's Theater of the Soul. The tickets alongside it are clearly expired, but you note down the address on them. Perhaps a place to visit, later?
On the fourth floor, you find a room completely exposed to the air - It must have been the primary beneficiary of many rainstorms, for in it you find flourishing clumps of moss where a bed must once have laid, now but a seedbed for the plantlife. You take care not to eat all of it - But it nourishes you regardless. (Gain 1 Biomass)
And finally, in the last room on the fourth floor, you discover perhaps the strangest thing of everything you've seen thus far. At first, you think it's a human, jumping back in fright and instinctively trying to disguise yourself - But they sit completely still on the chair they're on. Then, you think it's a corpse. But as you creep closer, you pick out the lines and joints on it, you see the artificial make of its skin, and you realize that for some reason, somehow, there is a perfectly preserved wooden doll of a human in the fourth floor of this apartment building, abandoned to the elements. You reach out and touch all over it, setting down all of your cargo, trying to determine what it must have been used for. You see grooves and openings on its back, and slide into it, feeling your way around the complex internal structure, making the arms lift and the legs move. This is a work of art that someone made, and then, what, chose to abandon here? It can't have been here for long, given the state that the clothes are in - It's dressed in a simple white blouse and long blue skirt, pristine in their simplicity. Well, you're not going to let it go to waste. It's much bigger than most anything else you've grabbed thus far, and you struggle a bit with the weight, but this will definitely be worth it. (Gain Doll - Keyword: False Humanoid)
With your entire entourage of items in tow, you slowly make your way up towards the roof, weighed down by the items you've got and the biomass you've absorbed, doing your bare due diligence of caution by peeking a tentacle out - And then freezing when your tendril spots someone, who is most assuredly staring back at you, alerted by the door to the roof creaking open. Someone who is most assuredly not human.
QM's Note: And that's where we'll cut it for now! No vote for now, I'll get the next update out soon.
You don't know how to describe them other than a snake-person. Standing at what must be five feet and seemingly androgynous, they stare directly at you, round eyes bulging slightly. You notice that they don't have a tail, and seem to be standing on two legs, but that is definitely the head of a snake on a person in front of you, and what little 'skin' you can see beyond that seems to be covered in scales. You think for a second about what to do, as they stand stock-still, staring at you, mouth open, revealing their fangs and tongue. Resolved, you stick a mouth tentacle out from the door, beneath the eye tentacle. "Hi!" Oh, that came out all wrong! You sound far too high-pitched. No, no, redo it. More mouths. "Hi!" This time, it comes from a chorus of five mouths. So much better! You slowly start to drag yourself out through the door, weighed down by everything you've been carrying. The snake person steps back, dropping their cigarette and fumbling for something in the pocket of their jacket.
"Hey, stay back! I'm warning you, I'm a mage, so don't try any bullshit, I'll curse you!" They yell at you, their voice seeming quite feminine - But you don't want to assume, that'd be impolite. You chorus back. "No, no! I don't want to hurt you! Quite the opposite! I'm-" You realize you haven't come up with a good name. "-A friend!" By now, you've heaved your full self into view, and are disentangling your tentacles from the doll. The snake person manages to convey their distrust of you quite effectively by finally yanking a knife out of their pocket and pointing it at you. You shy back, even though you've got quite a few feet of distance between the two of you, which the snake-person takes with a note of triumph. "Hah! Thinking twice now? Yeah, bud, nice and slow - Tell me who you are and what you're doing here! Are you one of the Guard's constructs? Some tool of the Predators? Some executive fuck's pet?"
You focus entirely on one thing in that sentence. "We're buds? Oh, that's so nice of you to say, since we just met and you're, you know-!" Your many mouths smile. "I've never had a bud! That's like a friend, right?" If the snake-person was capable of blinking (which you don't think snakes are capable of), they probably would've, and the hesitation in their posture is clear. "I-, uh, yeah? But I wasn't-Whatever! Answer the question!"
"I don't know what most of those words mean! I don't guard anything, except myself! I'm not a predator, either - Well, I guess maybe? I eat a lot of things. But that makes me a scavenger, not a predator, right? I haven't eaten anything alive, and I think that's one of the requirements, but at the same time, the emphasis you put on those words makes me think that they're, like, people or things, not just words, right?" You burble, overflowing with words - With your first conversation! This is so fun! People must do this a lot. The snake-person seems to relax, slightly.
"...Alright. You seem…too…mmm…You're just a kid, aren't you? Some kinda kid, at least. Never seen an abhuman look as, uh…no offense, but whatever you got, it's definitely the most divergence I've ever seen. Sorry about the, uh, freakout, I…shoulda known better, right? Folks like us gotta stick together." They stick the knife back into their pocket, rubbing the back of their head and flicking their tongue out slightly. You blink several of your eyes. "What's an abhuman?" They tilt their head, tongue flickering out again as they speak. "...How old are you, kid?" You glance up at the sky, and try to remember how long it felt like while you were exploring the building, and where the sun was when you were inside not too long ago. "I think one day! Sorry, I don't have any kind of clock where I am! It could be two days! Or less than twelve hours! But probably not beyond either of those…"
They raise their hands. "Alright, alright, let's, uh, let's start from the beginning, here…"
After a long explanation from you, which she occasionally interrupts with questions (You got confirmation of her gender while you were talking!), she sits on the edge of the roof to think, and you hop up there alongside her, so that she's not doing it alone, and you get to talking again! She's really quite nice, now that she's no longer pointing a knife at you. Her name is Sabrina Slick! She says that's not her real name, but it's the name she goes by, so it might as well be, right? You agreed whole-heartedly, and said that you don't have a name yet, which she kind of grimaced in response to! But you think that means she's not mad, which you can't be sure of, it's just kind of…the feeling you get from her facial expressions, which, according to what little memories you have, are a lot different from normal ones.
She helped clarify some things for you, too. Like what Aleria is! Apparently you're in the Federal Republic of Aleria, which is the 'only' state in the New World 'worth mentioning'. It's March 21st, 1923, and you're in the city of Orion…which provides some additional context to who Orion Starlight is! She must be local! You don't ask about her yet, though. That seems…personal. And you like Sabrina, don't get yourself wrong, but you just…don't know. Hm. What a strange feeling arises in you at the thought of telling her. You're not sure what it is! Anyways, she also explained what an 'abhuman' is. Apparently it's the term for people like her (and maybe like you?) who aren't like normal humans because of magic! She says it's hereditary, so they're technically not human, but that it gets really complicated, so you're better off just thinking of them as people who look different! Which is fine by you, everything's just flesh in the end. Or maybe not! Maybe that's reductive. You'll have to think about it.
Regardless, she's really cagey about some things. Like what she does, and where she works, and anything about herself, and what that whole 'mage' business is. She kind of waved that one off with 'well, you're obviously one. And it's different for everyone, sorta, kinda, or, well, I'm definitely not fit to be teaching you blah blah blah' - She really can stretch out an excuse! But you're alright with that - You're happy to just have a 'bud' to talk with at all! She even promised to come by tomorrow to talk more, but she said her 'host' would get worried if she was gone too long. You asked if that was like a DONOR, and she said it was more like a landlord, but you're not quite sure how those two things go together. Still, you waved her goodbye with all your tentacles, because that's how you're supposed to do it, and she looked back, sorta-sighed, and pulled something off her neck and gave it to you. She told you to "wear it, or put it on whatever you said is your…body, or…just keep it, alright? It'll keep you safe, kid. Mage's promise." And you felt that power of her promise running through it! Or maybe it's magic. It's a very pretty necklace either way, with all sorts of interesting shapes and carvings hung from it. Then she left, just leaping over the gap between roofs! You can't wait to see her again. (Gained Charm Necklace - Keyword: Shield)
With that particular encounter done, you haul your vastly expanded stock of goods back to yourself, and start to plan for tomorrow! You've got so much to work with, now, after all…
It is March 21st, 1923. You have no current passive gains. You don't have a current goal in mind! Your current Available Biomass is 2.
Your Current Assets Are: 1x Super Spy
Your Current Resources Are:
Broken Toy (Keyword: Split)
Rat Poison (Keyword: Poison)
Shed Snake-Skin (Keyword: Refresh)
Doll (Keyword: False Humanoid)
Charm Necklace (Keyword: Shield)
Your fully explored areas: Your Home!
(Sub-Areas of Interest: The Lobby, Empty Apartments, Mossbed, Roof)
You know of the following unexplored areas: The Street Outside
(Sub-Areas: ???) The Rooftops
(Sub-Areas: ???)
Asset Situations
Explore [Area] with [Asset]
Explore a location! Make sure to specify which asset is exploring - This will have an impact on what may or may not be discovered!
Expect Sabrina's Visit
Sabrina's coming over! You'll need to make sure she has an appropriate vessel to meet her…or maybe she could just wander down to your main body to meet you! Either could work!
Deal With The Poster
You need to investigate the Poster. That thing is evil, and you're not going to tolerate evil in your home. Maybe brute force will get rid of it? Or maybe a lighter touch would help…or maybe just investigating it some more. It's not like it's going anywhere.
Biomass Options
Create an Asset.
Create an asset and pick as many keywords as you'd like for them, so long as you have the Biomass!
Recycle An Asset
Recyle an asset or parts of an asset. Make sure to specify which asset and/or which keywords. Important Note: This can be done in the same 'turn' in which you create a new asset with the biomass from the old asset!
Modify Yourself
You currently have the Immutable Keywords of Magical Biohorror, Broadcaster, Immobile, and Idealist. You may add keywords to this, which will not be immutable and can be recycled and changed as you wish!
QM's Note: So, I realize I probably misspoke/gave the wrong impression when I answered a prior question saying that new assets will exist in time for the 'next round of actions' - By that, I meant the next round of selected actions. I purposefully spaced out the initial 'create asset' and 'send on mission' as part of the tutorial, but any assets you create during a turn can be used during this turn. To enable this - I am going to encourage you to provide names to assets you create in the future! Get funny with them, get silly with them, I'll do my best to run with it, and I'll indicate if something doesn't fit the setting. To provide an example:
[] Create an Asset: Mini-Sabrina: Snake, Friendly, Huggable
[] Expect Sabrina's Visit with Mini-Sabrina
In addition, feel free to format things as plans, and feel free to include write-ins!
[] Expect Sabrina's Visit with Mini-Sabrina
-[] Set up a fun tea party for you two to have!
[x] Plan: Housekeeping and a neighborly visit!
-[x] Create an Asset: The Undertaker: Seeker, Burrowing
-[X]Expect Sabrina's visit with Super-Spy
--[x] Have Super-Spy carry the doll and charm necklace
-[x] The Undertaker DESTROYS the Enemy Poster! No Holding Back!
[X] plan growing friendly
-[X] modify Super-spy with false humanoid
-[X]Expect Sabrina's visit with Super-Spy
-[X] Create Asset: Kudzu, Photosynthetic, Growing, Refresh from snakeskin
Your time before Sabrina's arrival is spent in a whirl of flesh sculpting. The alterations you intend to make to Super Spy are quite simple, but you get caught up in them - The doll is just so intricate! And if you want to keep Super Spy's capabilities intact, you'll need to change your design quite a bit. In the end, you wind up taking advantage of the unique structure of the doll - Super Spy is more wrapped around the internal workings, and all that wonderful muscle is, rather than put to use to propel Super Spy, put to use in ensuring the doll body can function perfectly. It'll probably be faster than a human, just because you've removed so many of the unnecessary systems that humans have to support, as well as the overall lightness of the structure. As for the 'spy' parts, well, you were a bit stuck on those. Of course, you put eyes and ears in the gaps, to ensure that Super Spy could still see in every direction and hear a lot better then your average person, but disguising seemed pointless with the new body!
But then you realized that it was the perfect tool to make up for the weaknesses of the doll itself! You had to fully absorb the doll into yourself for a bit to make sure your work was perfect, but by the time you were done, there was a solid layer of Super Spy over every visible seam, joint, and such - And in such a manner that it didn't impede their functioning! It was even capable of mimicking the flush of human skin and indenting and such when you experimented with it! This'll make it a lot harder to tell that Super Spy isn't really human…from a visual inspection. When you're standing still. And if you don't wind up spotting any of the eyes. And if the tentacles don't come out-Look, it'll pass a brief visual inspection, and really, isn't that what disguising is all about?
Creation Report Updated
Name: Super Spy!
Keywords: Disguise, Fast, Perceptive, False Humanoid
Description: Super Spy's gotten an upgrade! Now, those wonderful tentacles are put to use in manipulating the internals of the doll body you've taken for yourself, and your disguising abilities have been put to use in camouflaging the doll-like aspects of it! Of course, this doesn't mean you aren't just as perceptive - Super Spy can still see, hear, smell, and taste from every angle, due to your very well-disguised sensory organs implanted in the false skin. Plus, you're still as fast as you ever were, able to ignore such pesky human limitations as 'muscle strain' and 'being unable to detach your limbs and reattach them'. At the core of your wonderful new body remains the same old tentacled Super Spy, of course, and those tentacles can serve as extenders for your new appendages! Never worry about reaching the top shelf again!
Of course, after that, your mind wanders a bit…that mossbed looks really comfortable! And of course, you're always so hungry…so some farming might be a good idea! The moss isn't going to grow anywhere near fast enough for your tastes, of course, so you decide to tinker a bit with creating your own little variant that'll grow a lot faster (and probably taste better, too). As much as you hate to admit it, out of the few things you've tasted in your life thus far, the best you've had yet was the flesh of your DONOR, but basing it off of that is probably a bad idea, you think…so you base it off the taste of the rats, instead! Now, of course, you know enough about plants to make it feed off the sunlight and rainwater, and keep growing. But you're worried about sustainability…You don't want to damage the moss already growing there, after all! That'd be so rude, after they fed you so nicely, too. Looking over your little collection of items, you pick out the one that seems most fitting - The shed snakeskin you found! You build it into the mixture of your new plant, and it works like a charm - It'll ensure that your little garden won't wind up making the mossbed uninhabitable while it does its work.
Creation Report
Name: Kudzu
Keywords: Photosynthetic, Growing, Refresh
Description: Kudzu is a wonderful little you that you've whipped up. Integrating nicely into the Mossbed, you're already starting to flower, petals of flesh and fur opening up ever so-nicely. The sun shines on you. Wind blows through your home, whistling through the soft rat fur you've grown. You can feel yourself spreading, slowly, entwining roots with the other plants and exchanging your delicious lifeblood for their nutrients. It feels so nice. Part of you will be here, from now on. Sipping in the water from the roots of your fellow plants. Feeling the warmth of the sun, and the coolness of the night. It's so nice to be a plant. It makes you want to take your time with things. You wonder if the rats would have enjoyed it, being a plant with you. You hope they would've.
Once you're done planting yourself into the Mossbed, you take a second to relax and enjoy it. A second turns into a minute. A minute turns into an hour. By the time you snap out of it, it's nighttime. Being a plant is nice, but you take care not to turn your full attention to it, from now on - They operate on a different timescale from what you're used to, and you might've wound up missing Sabrina's visit! That would've been sad. Speaking of, you spend the rest of your time before her arrival cleaning up a bit around the place with Super Spy…nothing fancy, but the dust does taste different from what you're used to. Dissolves all the same, of course, but it's not even useful biomass, which dampers the fun a bit. Still, by the time of her expected arrival tomorrow, you've gotten the place a fair bit cleaner than it used to be! Except the dirt and dust on the glass of the poster. You didn't dare touch that thing yet.
—Cut would be here—
You're waiting patiently on top of the rooftop when Sabrina arrives, and, oh boy, she's bringing another person with her! You focus your hearing on them from the rooftop away, and you can just make out their conversation…
"...What're you…about…is that…just a…"
"...Promise…look…I dunno…we'll…"
And then Sabrina hops over the gap, easy as can be! You really envy her fearlessness - That's quite a drop, after all! Her guest is a bit more dignified, taking a second to look down, adjust their posture, and hike up their skirt slightly to make a proper leap, though Sabrina is waiting on the other side to catch them if they misjudge the distance. You get a better look at them, now that they're at the edge of your rooftop. They're a seemingly quite normal human, looking to be about middle-aged, who seems to be presenting fairly feminine, wearing a pleated skirt, jumper, and a cardigan. You don't really sense the same sort of power you get off of Sabrina from her…could it be that she isn't a mage? Sabrina jogs over to you, with the other person brushing off their skirt and stepping down from the ledge to walk at a more leisurely pace. "Uh, hi, kid…" She seems to be searching for a name, only to realize you never gave her one. "You look different! A lot more…" She narrows her eyes slightly, flicking her tongue out. "...That's the doll you were hauling around the other day, isn't it?" You nod, excitedly. "I'm so glad you noticed, bud! I took your reaction to heart, and decided to try out a more suitable appearance!" The person finally reaches you and Sabrina. "Sabrina, honey, is this your friend? She looks…" Sabrina interjects. "This is my, uh, mother. She's the host I was talking about. I mentioned you to her and she, uh, decided to come along." Sabrina coughs, slightly, her tongue flickering in and out several times. Perhaps she's nervous?
"No worries, bud! I'm so glad to meet more people." You offer your hand to Ms. Slick. "It's so nice to meet you, Ms. Slick!" She whirls to glare at Sabrina. "Sabrina Johnson! You're introducing yourself using your street name? You know that I forbid that while you were staying in my home, and you go behind my back when-" You decide to interrupt whatever's going on here by leaning forward and taking Ms. Slick's hand to shake it. "As I said, it's so nice to meet you, Ms. Johnson." She turns back towards you, an apologetic smile on her face. "I'm so sorry about my daughter. Just leaving you alone in here-" She freezes slightly, and you tilt your head. "What is it, Ms. Johnson?" Her tone is slightly strangled as she pulls her hand back slightly. "I-Your, uh, your, uh, hand, it's just…" She inclines her head down to it, and you and Sabrina both look. Nothing unusual to your eyes…Oh, maybe she's feeling the difference between the flesh and the wood? Or maybe she spotted one of the eyes…you can't really tell.
Sabrina flicks her tongue out. "...I told you, you know, mother. She's an abhuman like me. Last time I saw her, she was all…tentacles. You just didn't want to believe me." You nod. "It's true! This used to be a doll, but now part of me's inside it, and it's much better for talking to people. Sabrina pulled a knife on me because she thought I was evil! But I'm not evil, so we talked it out, and now we're buds! And now I look a lot less evil, I bet." Ms. Johnson's smile is definitely a bit strained. "Well! Uh. You, uh, invited Sabrina over, and I was wondering what sort of friends Sabrina had made, so…I was just figuring I'd come along, but…you know…I'll just…wait up here." She coughs, and you shrug. "If you say so, Ms. Johnson! Mind the parts of the roof over there, and there, and there - They've got some cracks on them! And, of course, the holes." She nods faintly, and retreats towards the ledge. You clap your hands together, creating a clacking sound, and turn towards Sabrina. "So, bud! Let me show you around my home!"
What follows is a guided tour of mostly empty apartments and the Mossbed. Sabrina seems to be politely following along, though she does apologize for her mother (and why would she do that?). When you reach the Mossbed, she seems to react with a mixture of shock and…well, she didn't admit it to your face, but you know hunger when you see it. Snakes eat rats, don't they? Well, you're sure your bud would never eat you, especially after you waved at her from within the Mossbed, with one of your flowers. After that, there's not really anything interesting, though, except the Lobby…and the Basement. And you're not showing her the Lobby, not until that thing is gone. So, you decide to show her the basement, instead!
"So…this is where you, uh, woke up, kid? And where your…" "My main body is!" You nod, glad she's getting it so well, as you descend down the stairwell. In a flash, you're by the door leading into the basement, pulling it open. Sabrina takes the final step down and freezes, staring into the basement, even as song pours out from within - Nothing with words, just the tune you've got in your head that you've been singing. Her mouth opens slightly, fangs protruding, and her tongue is flickering in and out very quickly. "...Hey, kid?" "Yes, Sabrina?" A dozen replies come forth from a dozen mouths. "...Please close the door." "Of course!" You do, cutting off the chorus. She turns to face you, as Super Spy, and puts a hand on your shoulder.
"Kid. I'm going to be very very frank with you. Never show that to anyone who you don't trust with your life. I would never, ever, do anything to you - But that is…there are…" She struggles to find the words, and you can feel her grip increase! It's not uncomfortable, but she clearly seems to be a bit stressed. "That is…some people would not like what I just saw in there. They would not like you. And, uh, though, there's only some of them here, in the FRA, but they know a lot of very powerful people." You tilt your head, and she lets go, leaning against the wall and hugging herself with her hands. "Fuck-Sorry! Sorry, I didn't mean to curse. I, just, I didn't think I'd have to explain, uh, politics to like, a child." You tilt your head back and forth. You wouldn't know if you'd call yourself a child. You're aware of what one is, but your scale of maturity seems to be…different from a human. And of course, there's the matter of your DONOR. But you don't think that's what she's concerned about.
"So…let's start from the beginning, I guess."
QM's Note: And that's where we'll cut it! Rest of the update coming soon.
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Prologue - Part Five: Sabrina's Story of How the World Came to Be
Once upon a time, there was the Old World. The Old World was full of nations who varied greatly in strength, size, and governance. Most of them didn't like each other very much, and so there were a lot of wars all the time. Then came the First Evil. Nobody knows his name, now, because it was expunged from history. He came to destroy the Old World, in a tide borne of flesh and bone, to remake it in an image of his liking. Armies of the undead marched at his command, led by soul-bound evils, versions of himself, and horrors beyond measure. The nations of the Old World united to stop him in the First Crusade. That was centuries and centuries ago - It's what we count years from. Ever since then, there's been…a sort of convention against all the magic that the First Evil used, and it's prohibited by the international order laid down by those nations, who formed a sort of organization - The United Crusader Nations of Virtue. Now, uh, a lot of that's bull-a lot of that's not necessarily true. But it is what they believe, and they used to enforce it all over the world. Now, as time went on, the UCNV kept expanding, but the core members sorta…stayed the same, because they were expanding into the New World, you know? They formed big ol' companies, Corporations, to manage their 'vassals' in the New World - Their colonies. And every so often, they did a great big purge of a bunch of people, another Crusade, to get rid of all the magic they don't like, or if any nation decided to adopt it as standard practice. Didn't matter if they'd never even heard of the UCNV, or their laws, if they used it, they got put to the sword and put under the management of 'benevolent Corporate guidance'. The big ones were called Grand Crusades, and they only happened every few centuries, and the small ones were just, you know, Crusades.
And then, during one of those small Crusades, something happened. One of the big core members, Runval, had its entire royal family killed. They fell apart, into a civil war - And look, I don't know everything, I was just a kid when that happened, but what came from that were the Necromancer Cadres. An underground group of revolutionary necromancers who wound up winning the Civil War. The UCNV freaked out, obviously - The Necromancer Cadres hadn't come out of nowhere, but nobody had thought they'd win, and the, like, Runval remnants didn't want their buddies stealing a bunch of land and, like, 'status' from them, so they kinda tried to keep it quiet, you know? So, they declared another Crusade. I think it was…the Eighth Grand Crusade? Nobody calls it that anymore, because, well, you'll see. So, uh, the UCNV declared war on Runval.
And Runval didn't lose, which was big. The civil war had given the necromancers a lot of corpses, and they weren't idiots on the political front, either. They got a lotta people onboard, promised them way better lives, espoused this whole theory called 'necrocracy', where the undead worked for the good of the people and enabled them to live lives of leisure, instead of, you know, working. I dunno much about that. Plus, they had all the benefits of being, you know, part of the UCNV's core, and all the technology and industrial stuff that comes with it. So, Runval's fighting the UCNV to a standstill, and they start leaning on the Corporations real hard to give them more manpower and resources - And the Corporations don't like that. So, they all get together, and decide now's a great time to exercise some autonomy. Get some independence going, you know? Since, when's a chance like this going to come again? So, they make an offer to Runval - And Runval says yes, because not losing isn't the same as winning, you know? And they declare war on the UCNV, under the banner of the Federal Republic, you know, what we're in today.
And that's really when things kicked off. The Great Crusade. The worst war in history. Lasted eight years. And, uh, to make a really long story short - Runval and the FRA didn't win, nobody won, really. But they didn't lose, either. Runval developed something, some kind of…soul bomb, that's what all the papers said. They tested it, and they sent the results of that test to the UCNV, and the UCNV suddenly decided that they'd had enough of this whole 'war' business. They came to terms. The Treaty of Runval. Independence and open markets for the FRA. Peace and open borders for Runval. The UCNV stays as it is. This was…five years ago or so.
And I'm…pretty sure that, whatever you are, kid? Whatever's going on down in that basement? The UCNV would not like it. And most other places would probably want to get your hands on you because the UCNV doesn't like what you're doing. So. Be careful, alright? Don't show it to anyone you don't trust.
—
After that, you have a lot to think about. Sabrina says her goodbyes, and takes her mother back to her place…but she does give you instructions on how to get there, if you ever want to drop by, now that you're…well, now that you have a body that won't instantly identify you as being too abhuman. Are you even abhuman? You're not sure. You had a DONOR. But...you aren't her, you're fairly sure. You're not sure what you are, or why you're here. You want to be a magical girl. You want to help people, and save people. But what does that mean?
You think the only way to figure it out is by doing. And that means getting out into the world, and finding people who need help, and helping them! And maybe learning some more about the world, while you're at it.
It is March 22nd, 1923. You gain 1 Biomass per Week. Your current goal is to find someone who needs help, and help them! Your current Available Biomass is 0.
Your Current Assets Are: 1x Super Spy
1x Kudzu
Your Current Resources Are:
1x Broken Toy (Keyword: Split)
1x Rat Poison (Keyword: Poison)
1x Charm Necklace (Keyword: Shield)
Your fully explored areas: Your Home!
(Sub-Areas of Interest: The Lobby, Empty Apartments, Mossbed, Roof)
You know of the following unexplored areas: The Street Outside
(Sub-Areas: ???) The Rooftops
(Sub-Areas: ???)
Asset Situations
Explore [Area] with [Asset]
Explore a location! Make sure to specify which asset is exploring - This will have an impact on what may or may not be discovered! Feel free to include write-in instructions if you so desire.
Visit Sabrina
You can visit Sabrina whenever you want, if you need her help with something, or if you just want to hang out! Make sure to write-in what you're visiting her about if you so desire.
Deal With The Poster
You need to investigate the Poster. That thing is evil, and you're not going to tolerate evil in your home. Maybe brute force will get rid of it? Or maybe a lighter touch would help…
Biomass Options
Create an Asset.
Create an asset and pick as many keywords as you'd like for them, so long as you have the Biomass!
Recycle An Asset
Recyle an asset or parts of an asset. Make sure to specify which asset and/or which keywords. Important Note: This can be done in the same 'turn' in which you create a new asset with the biomass from the old asset!
Modify Yourself
You currently have the Immutable Keywords of Magical Biohorror, Broadcaster, Immobile, and Idealist. You may add keywords to this, which will not be immutable and can be recycled and changed as you wish!
QM's Note: Got this out a lot faster than I hoped, but I think the split works anyways!