The Butcher's Bill
'ware spoilers, O ye archive reader or new participant; this will be updated as things go on.
Name: Currently, your name is Orchid; it was a gift from Jill
Health: Okay. Your loved ones would like you to stop making this your default state
Fashion: You have a supply of skirts, cargo pants, and light tops, though the crowning jewel of your fit is a jacket tailored for your wings; on the back is a burning dollar bill and the words FUCK CORPORATE.
Weapons: Your weapon of choice is your .45 bottom-barrel revolver; you have 49 rounds available, 15 of which are in speedloaders
Intangible Assets
First Aid training; a doctor saves your life. You keep people comfortable while they die.
Time at the gun range; you know gun safety, use, and maintenance. You are most comfortable with revolvers and pistols, though with time and ammo learning another firearm shouldn't be difficult.
A talent for dream logic; there's something so strangely familiar about the alien world that has come, isn't there?
Your privacy; your mind is your private sanctum
Forklift certification; this body knows how to drive forklifts and other retail vehicles. And really likes it.
Hope; you saved three lives. Maybe you can do better than you did...
A curiosity about your own sexuality; something is going on here. Maybe you should find out what.
An unwholesome past; When faced with violence, or escalating to violence, you can replace one offered Loss with "your veneer of stability", as long as you have it to give up.
A community; FIFTY TO SEVENTY PEOPLE? INCLUDING REAL DOCTORS? WHO ELSE IS HERE?
Valet of the alien world; You will receive more information when examining the new alien life of Domus. When attempting to give peace a chance, you can mitigate one level of damage that may result.
Five years Inside; your time in the timehole that was Durance-on-Bay has stuck with you. For better, and for worse, and for worse still, you are a Convict in addition to who, or what, ever else you are.
Kayleigh's Oath; you are to mind and watch Kayleigh, and she is to prove that she has a place in your society. Her failures are yours to correct, and if you intentionally cover up her misdeeds you both will face exile.
Knowledge of the back-up hiding spot; you have been entrusted with the knowledge of where the children go when they don't want to be seen.
The regard of the gods; they still love you, and they are watching.
Tangible Assets
A Home; Currently a single building divided into two defunct businesses (Jillian's Farm & Fleet and Dirty Dick's Crab Shack), your home has space, tools, tractors in potentia, generators that might be encouraged to work, a deep and wide selection of clothing, snacks, some real food, supplies to garden, firewood for your Eternal Soup, medicine, and a roof that doesn't leak yet.
A Glass Garden; these plants are not enough like the ones that you know. Their life is alien to this world, but they're edible and nutritious, and "safely" inside Jillian's Farm & Fleet. People are getting used to the strange produce.
The Roof Garden; grown by your young power atop Jillian's Farm & Fleet, this glass garden produces fruit and nuts every day, and various vegetables every few days. People are getting used to the strange produce.
Proper nutrition; at least for now, you have the vitamins, food products, and assorted bits to ensure everyone gets what they need and to pay special care in case someone gets wounded or sick.
A keycard; Provides access to the labs at Threshold Innovations, Ltd. It's labeled Nicole Bartman, who died for you, mostly because you killed it. It was an accident. It. It was an accident...
A phone; none of the Contacts exist any more (though you can still manually call the numbers, maybe), but it's charged, it has slots for 2 more data splinters at a time, and the screen is even intact. Haven't had time to see if it works yet.
2 data splinters; up to a terabyte of storage space each, small enough to slot into your phone. One is barely used at all, containing only recordings from the mysterious person whose comforting voice was not like yours. The other, uninvestigated, is labeled
PICS 4 JESSIE; the dots over the 'i's are little butterflies.
Two weeks' worth of preserved produce; if you want more, you need more jars and other materials related to jars. Like lids. For the jars.
Romance novels; possessed of a variety of pairings, sexualities, and gender identities. Frustratingly useless as a sex ed tool, yet compelling. You've read three of them and taken extensive notes.
A crime drama novel; unread
Barkley; a plush wolf who is a Good Boy
Just So Much Snacks And Candies; good for energy on raids
Tires; MANY spare tires
Nine roadside emergency kits; each containing a glass-breaking tool, road flares, a portable jack, pop-out road cones, and heavy-duty scissors
Several boxes of condoms; dubious for their intended purpose, but there's gotta be SOMETHING you can do with waterproof, stretchable sorta-balloons.
7 bottles of over-the-counter pain medication; use according to directions
Various word game booklets; they're word game booklets
Road maps; conveniently labeled
Various membership cards; possibly useful in peaceful solutions to store raids
$267.44 in various forms of money; ought to be worthless, but currently it might not be
1 mall katana; dull as fuck and more fragile than your emotional state
2 pairs of used work boots; sorta like the ones you're wearing, except they don't fit anyone you know (yet).
Roughly 1,000 feet in straps and clamps; Sasha sometimes says "kinky" when she walks past them, which gives Jill giggling fits.
1 spare 10mm pistol; unloaded
5 porn CDs and a salacious magazine; hidden in the HR office, uninvestigated
The entire contents of a supermarket minus the frozen/cooled goods; holy fucking shit.
Many notebooks; covering topics like gender, culture, defense plans, sex (this one needs more filling in), knowledge of the old world...
Gifts
You have
two potential Gifts
The Glass Thumb; you can cause a local refraction to encourage those odd glass-and-metal plants to grow, assuming you have seeds and soil. Getting them started is relatively painless; making them grow instantly, bear fruit more often, or otherwise be less like 'normal' plants and more like something out of a dream takes a toll on your body and mind.
Wings Everlasting; currently vestigial, these silver-and-stained-glass wings may one day allow you to fly.
The Mime's Knack; with some concentration, you can use one object as another object of the same "kind"; a key for
this lock as a key for
that lock, a bullet for one gun as the bullet for another gun, a seed for one kind of plant as the seed of a different kind of plant. It takes energy; rushing the job, or stretching the connection, may take a toll on your body and mind.
Familiar Strangers; there is something in you that is like refracted beings. You will need to touch them, but by that touch and some time you can divine something of their nature. Extended contact may have psychological side effects.
Familiar Strangers has evolved. You may use mirrors to contact identities you have touched before.
Glazier's Dominion; you can exercise control over glass that is not part of a living being; assembling it into new shapes, making it act 'like' another solid substance, shattering it, and more. You need to be touching the glass. If it was all part of the same conceptual object (ex. "this door" or "the windows of this house"), you can return it to its previous shape and location by touching any part of the glass; to assemble a new shape, or use pieces from many conceptual objects, you gotta touch them all. It's barely any mental or physical effort but it
will take time, and probably demand heavy-duty gloves if you like your blood being on the inside rather than getting sliced up.
Funhouse Specter; you were a reflection, once. You know this now. You can't not know it, but though you are not a reflection now, you can be again. When you do, you can move between reflective surfaces, distances scrunched and crunched together, but lingering overlong scars you with your former nature, and scores those scars in deeper.
Evolved Synergy: Mime's Decree; you can use Mime's Decree on anything that is touching glass.
Communal Effort
An abstract resource somewhat cognate to Gifts, Communal Effort is spent to call in a deus ex machina, to have relevant expertise on hand, to reveal that things are actually going Just As Planned, etc; it is spent
for people who aren't Orchid.
An old rite; for weal or woe, your community knows how to call for the judgment of Merciful Mara by the old laws, and ask her to be among you to render her justice.
Current Communal Effort: 5
Tangible Losses
Some possessions; you have no way to know these are missing, and might never find out, but there are things someone or something took which you, therefore, do not currently have.
Eleven bullets; these are only going to get more scarce, aren't they?
Intangible Losses
Your identity; you can't remember any details about yourself, and a lot of the supplementary information is missing too. What gender are you? Fuck if you know, you're not even sure what gender anyone else is. Your original name, if there ever was one, is gone, and many
other names are also gone. When exposed directly to evidence of your identity, or those other identities, you experience agonizing pain and possibly injury.
Your reflection; you have no reflection, you cannot be recorded by cameras, telescopes and spyglasses and binoculars fail to see you entirely. Praise the gods that you're audible and/or visible to the naked eye or things would be really weird.
Your shadow; the Reformed Temple of the Deep Dreamers teaches that the shadow is part of your soul. You really wish you would stop remembering that every time you look and see that you aren't casting one, no matter where the light is or how bright that light might be.
Your innocence; people have died for you. You ought to know; you killed them.
A certain artistic bent; you used to be better at this. You remember...not remember...you know you're supposed to be good at this. Why aren't you good at this any more? Why -
Tinkering; the pointy end of the nail goes down, right?
Your stability; there is something violent in you, and it wants out. It wants.
Out.
Your revulsion of your soldiering "past"; it's useful, isn't it? These memories. They're like knives left in the flesh of your mind, but that's fine. You can pull them out to cut others with.
A certain distance from authority; you played the executioner for the Convicts who elected to die rather than face exile, and in you others see the shadow of the Law of the Long Arm.