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"When you're at the bottom, the only way is up."

Those are words to live by. Words to convince yourself that not all things are as doom, and gloom as they look. But you've been sitting at the very bottom for a very, very long time now, preparing, and biding your time. With each passing day, it's getting hard to see the light.

You can't wait for another day.

It's time to climb. El Dorado awaits.
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Mechanics and Fun Stuff
To preface, this will be the first time where I am I running a mechanic "heavy" Quest (discounting AGG, and the like), so it will be subject to changes – and I am always open to hearing inputs to make it better. There will be a lot of awkward moments where I try to write in this style. When all else fails, though, I will always fall back onto the narrative.

Stats, Skills, and Skillchecks

There are two main components to this Quest: Stats, and Skills. There are four Stats: Fortitude, Prudence, Temperance, and Justice – and they hold a certain narrative power in that they shape the Main Character in ways that Skills don't. For example, people with high Fortitude aren't just tough in body, but also in mindset; aggressive, and defiant. Consequently, people with high Justice are people with a high amount of self-import. They uphold their own belief, and follow their own Justices, rather than those that the City fed upon them.

Skills, however, refer to the technical side of things. That doesn't mean they don't get pointed out in the story, and that people won't note it – but they don't shape the Character's personality as strong as Stats. For example, people with High Prudence are smart, and curious intellectuals, and if they have a high Melee, then they're simply good at fighting in close combat as well – if that makes sense.

So what is the Technical Side of Things refer to? Here we go to Rolls. In this quest, all rolls will be rolled through a d10, and each Checks will have their own Difficulties which you have to roll higher, or the same to pass (i.e. rolling a 4 or 6, when the Check requires 4 will result in a Pass). Here Skills play an important role as a Direct Modifier relevant to the Check. Example: If a Stealth Check is to be done, and you have Stealth at 3, then you will roll a 1d10+3.

Stats also play a role here, not as Modifiers, but as Difficulty Handler. That is to say, the higher your Stat is, relevant to the roll, the easier the check is to pass. For example, say that you are about to be Ambushed. This corresponds to Fortitude and Instinct. Say that you have Fortitude I, then you will have to roll a Hard Difficulty Check, which requires you to pass 7. Meanwhile, if you have Fortitude III, then the Difficulty will be reduced to Easy, meaning you have to pass a 2. Higher than that, then you will simply Auto-Succeed.

Easy (3) - Medium (6) - Hard (9) – Very Hard (12) – Improbable (15) – Impossible (18) –

So to Summarize, Stats act as your Foundations; increasing them increases your Base Power. Meanwhile, Skills are your Expertise.

Stats:

Fortitude:
Strength, Endurance, and Physical Prowess. Defiance. The Essence of Instinct; of survival in the face of fierce adversity. It is said that those of high Fortitude have lived their life surrounded by bloodshed, their face forced onto concrete by the legs of those above them. However, it's not enough to simply take those punishments lying down, swallowing the bitter tears of humiliation; they have to rise up, and fight back. Skills: Melee (Combat)s, Instinct, and Endurance.

Prudence: Rationality. Sanity. Mental Prowess. The Essence of Insight; to look further beyond what's allowed. It is not one's measure of Intelligence, but rather their Rationality — their Curiosity to uncover the truths, breaking down not just others, but also one's self; all the while, keeping their wits about them. Only by doing so can one walk tall, unweighted by madness. Skills: Technology, Insight, and Ranged (Combat).

Temperance: Patience. Empathy. Sympathy. The Essence of Attachment. It means to understand another's view; sympathizing with their opinions, and empathizing with their pains. It is Kindness, but it is not Generosity. Those with high Temperance are well aware of the Line's existence, the necessity to toe it, but to never cross it, for it would mean to be consumed by another's ego. Skills: Empathy, Negotiations, and Stealth (Combat).

Justice: Repression. Will. Power. The Essence of the Soul. It is a Scale that is required to be eternally in equilibrium, leaning neither right, nor left. The Expression of one's vision — those with high Justice is said to be unswayed, and unmoved by others; their Belief an indifferent straight, and narrow path. They know what Right is, and what is Wrong, and so walk their path without hesitation. It is one's right to enforce their Will onto another. Skills: Repression (Combat), Vision, Ego.

EXP Requirement:

Stats: 100 (I) -> 500 (II) -> 1000 (III) -> 2000 (IV) -> 4000 (V) -> 6000 (EX)

Skill: Rookie 100 -- Adept 200 – Skilled 400 -- Veteran 800 -- Master 1600 -- Legendary 3200

Combat Mechanic -- Note: May Subject to Change. It's a bit finnicky, and suggestions are welcome.

So. Combat. In Path of Greed (name temp), you will be fighting a lot. This follows similar Basis as normal Skill checks, with the exception that you will be clashing against enemy diceroll instead of pre-decided Difficulty Requirement. But if you're concerned about not having a Combat Skill, then you don't have to worry, as each Stat Umbrella has a Skill that would correspond as your Combat Skill. This means that you don't have to level up Melee, if that is not the type of character your MC is.

Fortitude – Melee; Great for Direct Clashes, Keeping the Enemy's Attention on you, and away from your friends

Prudence – Ranged; Opens up Ranged Options, though Requires Ranged Weapons. Always Attacks First.

Temperance – Stealth; Assassinations, and, Avoiding Clashes for One-Sided Strikes

Justice – Repression. Deals Sanity Damage, and perhaps Soul Damage as it grows. Loss of Sanity could lead to certain effects. Repression could be blocked or dodged, but if it gets through, the Damage can't be reduced through means other than Innate Mental Resist (Ego) or special circumstances (no Sanity, etc), or item (i.e. Moonstones).


Additionally, Health Points correspond to Fortitude, while Sanity Points correspond to Prudence. Without any increase from either Stat, you will have 20 HP and SP divided into 5 States to reflect your status, from Healthy/Normal, to Lightly Wounded, Wounded, to Heavily Wounded, to Critical. Each Rank Increase in the Stat adds 5 Points into the pool.

Of course, this does not account for other effects that augmentations, or Armor brings.

Update: Additionally, upon reaching a certain level of Injuries, you will receive a debuff. You receive no Debuff from Healthy, to Lightly Wounded, but upon reaching Wounded to Critical, you will receive a debuff to your rolls:

Healthy - 0
Lightly Injured - 0
Injured - -1
Heavily Injured - -2
Critically Injured - -3

Damage is: Enemy Roll vs Your Roll. If defends, Winner Roll – Losing Roll – Armor. If Attacks, Winning Roll is damage – Armor. If Dodging, Roll Best of X (X being your Dodge Skill), and compare against enemy attacks. If win, no damage, but if lost, full damage. Unless enemy uses Stealth, or has Special Skill to ignore it, there will always be Clashes.

(Example: Lily and Ran both attack. Lily Rolls 7, Ran Rolls 12. Lily loses. Gets 12 Damage.
Lily Defends, and Ran Attacks. Lily rolls 7, and Ran rolls 13. Lily loses. Gets 6 Damage
Lily Dodges, and Ran Attacks. Lily rolls 8, and 7. 8 is taken. Ran rolls 7. No Damage.)
 
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The Missing Syndicates of District Eight
Incidentally @SoothingCoffee , was this a relatively 'hard' non-Burning Men encounter due to how low the roll was?

They're a relatively hard "weak" encounter. Like you said, they're slightly well-equipped Rats. The Gang Leader might be a bit stronger, but that is that, and this is this. Just as Lily has pointed out, if this was before she got her Fixer's License, she would be the one getting her shit pushed in.

And finally... is the white bar underneath our sanity just a copying error, or does it represent something else?
That's a formatting error. Should be fixed now.

I do kind of wonder how things would have gone if she won the Negotiation checks. Maybe telling the Iron Plate Gang they're messing with the wrong Office? Or maybe offer them a scrap of legitimacy if they let Hailey go?
First one, basically. It would have been difficult, not just because Lily's not particularly good at it, but because the Iron Plate Gang got stakes in this. They just formed their own Gang, and claimed a Street as their territory. It used to be owned by a larger Syndicate, but it's gone, and nobody cares enough to contest their claims. They attacked you for the same reason why Syndicates raid Offices -- Infamy. Fame. Reputation. Legitimacy. As it is, they're just hobo-punks squatting over the place. Of course, they're also serious about the money, and you could try to argue which one's more important to them, but they're dead now so /shrug

Such are the challenges of forming a new Syndicate.

The Missing Syndicates of District Eight

Just like Fixer Offices, Syndicates come and go. There's always this metaphorical "bar of entry" for both Fixers, and Syndicates where you got be this tall to pass. Most couldn't meet that bar. So Syndicates straight up getting destroyed, sometimes even without anybody noticing it, is not something new.

But this is different. Ever since the Pianist Incident, Syndicates have been missing left, and right -- and were they be minor Syndicates, people wouldn't bat an eye. But these also include long-staying Syndicates, old major Syndicates that have been occupying the territories of District 8 for years. Even the Fingers aren't left alone; the Middle's influence growing quiet, and the Index vanishing out of thin air, their white robes can sometimes be seen on the street, covered in dirt, and blood. And from their ashes, come new Syndicates, and they are, if not as bad, then worse. The Loud Orchestra, a "Syndicate" of maniacs who worshipped the Pianist, turning people into instruments in hopes of recreating the Pianist' discordant sound, their numbers rising to a speculated dozens. There are the Dreamers, mysterious unknown cannibals who kidnap people into their factories, processing them down until "they're down to their essence". One-Stroke Gang, a group of Rats turned into roaming Bandits who kill anything that meets their eyes, leaving behind a trail of blood behind them.

And it's like a dam has been broken -- more, and more, newer Syndicates begin to form. They're an inspiration, so to speak, for these newly formed Syndicates. Most of them died quick enough, but some stayed, and they stayed.
 
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How Dodge Work
Oh yeah, since I was reminded of it, I never really specified on how Dodging works. I'll add that in the "Combat Mechanic" on the front page. But --

So, Attack is Attack. You deal damage with it. And Block is Block. It reduces damage if you lose, and negate it entirely when you win. Simple enough. But how does Dodge work?

Dodge works by doing a "Best of X" roll, where "X" is the level of your Instinct Skill -- and I pick the highest result, and put it against all the other attacks. It's a high-risk high-reward type of thing. For Example:

Lily has 2 Instinct, so if she were to dodge she would roll 2 1d10+2 (Modifier from Instinct). So say she rolls an 8 (6), and a 7 (5), then I will pick the 8, and compare it against the enemy rolls. Say, in this case, you are being attacked by 3 Rats. They roll (3, 7, 5)-- this means that none of their attack will hit you. Of course, if say one of them roll a 9, this mean they'll get to attack you head on. So say the 3 Rats attack, and roll (3, 9, 2). You dodge the first attack, but get hit by the second, and then dodge the third attack.

Edit: Additionally, Succesfully Dodging an Attack will Give you a 1 Temp HP. Temp HP fills up your Health Pool, but will Fade Away once Battle is Over.

At high enough Dodge-skill, this makes Dodging really effective, though it is also high-risk.

Or at least, that's the idea of it. This mechanic's still rough around the edges, ultimately, so I would like to hear tips, and tweaks to make Dodge work better (more rewarding, etc).
 
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Codex: The Fingers, and the Middle
The Fingers

Before we could go into the Middle, we should start with going over the Fingers. The Fingers are, in essence, the Five big Syndicates which rule over the Backstreets of the City. The Thumb, Index, Middle, Ring, and Pinkie. You could say that they are the Syndicate equivalent to the Associates of the Fixers. They're dangerous folk powerful enough that not even the Wings, or the Heads would interfere with willy-nilly without a good reason. For the big part though, they keep the Backstreets relatively stable by virtue of being the only Syndicate large enough to 'govern' the other Syndicates.

The Middle

The Middle, if you try to summarize them into a quick few words, are nastily stubborn control freaks. Control, that's the one word to note. Control. You can even see it in the way they are organized: twenty-three Administrators in total, each assigned to control each twenty-three Backtreets; Managers, led by the Administrators, assigned onto each Neighborhood of the District, and Agents, led by the Managers, assigned to the Syndicates 'associated' with them, making sure that none of them go against the will of the Manager, and then the Administrator. Sharply, and tightly-dressed men and women in suits (color, and theme code dependant on the Administrator; supposedly, they have a theme they stick to every month, to keep things fun, and the people motivated) known for their masteries in various weapons, and martial arts.

Of course, their control vary from Backstreet to Backstreet, Neighborhood to Neighborhood. District 8, for example, or those within the Center North area of the City are considered to be where the Middle is strongest, as that is where their control is the most absolute. Seeing this, one might compare them to the Thumb, and while similar, they're completely different. The Thumb respects Authority in general, the Middle respects only theirs. Coincidentally, such similarity, and incongruity has made the two Fingers to often clash together, and they, oddly enough, seem to go quite well together with the Index -- though that doesn't mean they don't feud, and war against each other every now and then.

Regardless, the Middle's priority for control has made them incredibly vicious, and dangerous. Nothing goes in their control without their okay, and this 'okay' depends on the culture that the Administrator, and the Managers cultivate over their control, and they would do anything to assert, and gain control. Anything. Kill, murder, torture, mutilate, and so many countless horrifying acts -- they'd do each and every one of them willingly, one-upping one act and another, grinning or stoically, if it means they would gain control.

Supposedly, their Iron Fist Tyranny over the Backstreets make things fairly stable. Not peaceful, or non-violent, but stable -- predictable, and expected. Static, so to speak. Of course, tyranny is still tyranny, and that 'fairly stable' state could change anytime on the whim of the Administrator, Manager, and Agent. If an Agent one day decides on a whimsy that the Syndicate they're attached to is not 'up to standard', then there's nothing that Syndicate could do. Similarly, if a Manager decides that the neighborhood they're controlling should have every pregnant woman killed... and if the Administrator of that Backstreet decides on a whim that... well, you get the idea.

But what happens when they lost control? Well, they'd do anything -- no, they'd do the most extreme, most destructive, most poignant course of actions to establish said lost control back. They are stubborn, insanely so, in a way that can be compared to the Index's obsession to the Prescript, and the Thumb's obeyance to their own Structure -- only, the Middle does not have such a thing to depend on. They stand above all else, thus they only have themselves to follow and rely on.

... Even if it means razing everything down to the ground, even if it means all that's left to control is only ashes and nothing else, so long as they have that control back, they'd do it with a laugh.
 
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Codex: Hello Corporation
Hello Corporation -- Connect the World

Before there was a Hello Corporation, another "H" Wing stood in its place -- but one thing led to another, and that Wing fell following the destruction of its Headquarter (and the death of their key members). The Fall of a Wing isn't something one might call common, but it's just something that happens. But that's neither here, nor there. From its ashes, Hello Corporation took the Fallen Wing's Mantle, and became the new Wing of District 8.

Within months, District 8 was restructured -- and arguably, still is -- though it would be more accurate that it was the Nest that received the major of the attention, and what happened to the Backstreets was a trickle down effect. Well, such restructuring would take time, so maybe it's only a matter of time before the Wing turns its gaze onto the Backstreets? But before, what exactly was being restructured? Well, to understand that, one must understand Hello Corporation's Singularity: Communication. Connect the World -- that is their motto. Wide-ranging, all-reaching, unrestrained, and completely unobstructible. The City, united all at once, reaching full understanding. Simply calling it communication would be an understatement. They are a Wing, after all.

Of course, what they're offering, and how they're using it is an entirely different matter. Entertainment. Specifically, movies, and television, and radios, and podcasts. Action, and comedy, and thriller, and horror. Reality Shows. Those sort of entertainment. It's Culture. Which returns to the restructuring of Nest H. Flashy neon lights, and skyscrapers with humongous screens plastered on them, running ads, and trailers of the new, and the old, and classic movies, or series. Home for aspiring actors, and actresses; directors, and producers, and managers. Everywhere you go, you'll find something to enjoy. People walk these streets, earphones attached into their ears, eyes on their portable screens, or closed listening to their podcasts, and radios. Cinemas, and theaters, and studios, and cinema theaters studios line the streets. Those of "classical" tastes would rent floors on high-rise buildings, looking down on the Backstreets proper, watching the real raw action. Pop references replaced by newer pop references, and old pop references quickly phased out, or considered niche and classic.

In Nest H, people smile, and laugh seemingly without worry. They live their lives to the fullest, enjoying, and consuming entertainment -- even as they work themselves to the bones, they'll always have something to talk about with each other, something to enjoy, and listen, and watch. Connected.

Connect the World, that's the motto of Hello Corporation, written personally by its CEO.

In the Backstreets, Rentals begin to pop up, and Cinemas start to be built. Cameras, recorders, television, and radios being sold at varying prices. Tapes, and CDs. Turn on a Radio, and you can listen to almost a hundred of stations for free -- more, if you open a subscription. Look into the newsletters, and you can select podcasts to personally sign into. There are new scholarship programs replacing the ones from the old H Corp -- no longer are they searching for bright scientists, and researchers, or engineers (though some engineers are still looked into), now they search for artists. Actors, and actresses. Brilliant creative minds. Directors with a vision. Writers. Sensationalists. Visionaries.

Connect the World.
 
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