Does taking risks have any benefits? Does fighting capes—or fighting in general—help us grow and enhance our powers, or is it just like spending souls to level up in Dark Souls? What you say here will determine what my plans will look like in the future.
Also would this work? Base Energy (Create it ourselves, converting our body mass into energy. Think E=mc2.) → Absorb (Absorb energy from external sources, sunlight, electricity, etc. Think conduit drain from infamous.) → Control (Manipulate and direct energy in "surroundings" in various ways. Uses that instead mass as a battery) → Conversion (Convert energy into different forms after releasing It—heat, electricity, etc.)
Does taking risks have any benefits? Does fighting capes—or fighting in general—help us grow and enhance our powers, or is it just like spending souls to level up in Dark Souls?
That is a simple question, with a complicated answer.
Yes, but also no.
You yourself do not gain any true benefits from taking massive risks. You are not rewarded anything by putting yourself in the spotlight. You might put yourself in the spotlight anyway for some plan, or to gain some type of advantage or acknowledgement, but nothing will be given to you by anyone or anything else for the risks you take.
The problem though, are the parahumans themselves, and more specifically their shards.
I have been asked before if the shards will take interest in you due to your Out Of Context nature, and I have replied yes, they will.
Because of their interest, you might not have as much choice in taking risks as you want. Yes, you could put off that massive battle with many other parahumans to instead sulk in the shadows, it's where your best suited after all, but the shards won't like that. They see you, and all they see is a locked box covered in gold and gems, with writing on it saying "You cannot open me, yet who knows what lies within?" And they are tempted as all hell to try and open you anyway.
They will take picks and hammers and go at you to attempt to gain your secrets. They will fail, but that will just make them more desperate.
So yes, it is best if you stay in the shadows, you can make a big enough Impact from them anyway. But maybe, just maybe, you should give the shards that conflict they want, to feed them some small amount of data and stave off their intrusions, or else you might find that they may just result to... Drastic measures.
Also would this work? Base Energy (Create it ourselves, converting our body mass into energy. Think E=mc2.) → Absorb (Absorb energy from external sources, sunlight, electricity, etc. Think conduit drain from infamous.) → Control (Manipulate and direct energy in "surroundings" in various ways. Uses that instead mass as a battery) → Conversion (Convert energy into different forms after releasing It—heat, electricity, etc.)
It would work. You wouldn't be able to create more energy obviously, but you could use the energy you already had.
Energy ---> Absorb ---> Control ---> Convert
It would cost 1 Soul for the base, another 6 Soul for the Tower, and would allow you to absorb all the energy around you in a six hundred foot radius, change it into whatever you wanted, and then release it. (Or once you have the energy possibly use it to reinforce yourself.) You wouldn't be able to create more, but you can use what you have.
Be wary though, the human body was not ment to contain so much energy all at once, and your powers don't come with safeties like parahuman powers do.
If you absorb all the heat and power from lungs fire, and don't release it or do something with it soon, you might just test whether the theory of spontaneous human combustion is true or not.
If you absorb all the heat and power from lungs fire, and don't release it or do something with it soon, you might just test whether the theory of spontaneous human combustion is true or not.
I think this will not be effective against most capes except those who have if they do not have an artificial limit on the number of charges.
Simply because shards can manipulate a truly gigantic amount of energy transferred almost instantly. In Lung's situation, he will most likely return to his previous form in a few moments.
But on the other hand, it would be foolish to underestimate such power. A big bang is still a big bang.
But I still think that the tower of manipulating fate would be more useful.
[X] Plan: Strategic Chaos
-[X] Exposition - Assess the Situation
—[X] Gather intel by observing the deal subtly
—[X] Scout safehouses and labs, focusing on security weaknesses like broken windows, lazy guards, etc.
—[X] Don't overstay or act suspicious
-[X] Rising Action - Controlled Chaos
—[X] Wear mask, gloves, and grab our gun
—[X] Timing is key as the deal nears, most Merchants will be distracted. Pick a weak, high-impact location and go
—[X] If needed, steal a car for a quick getaway
—[X] Set a diversion by smashing car headlights or calling the police or PRT on another safehouse
-[X] Climax - Silent CHAOS!
—[X] Use layout knowledge to infiltrate. Take or destroy money, drugs, and weapons. Destroy non-profitable items like drug-making supplies
—[X] If there are guards, try and Use non-lethal force like pistol-whipping or breaking their legs with a pipe
--[X] This may be redundant but avoid killing unless absolutely necessary. We don't want that kind of heat right now
-[X] Falling Action: Regroup and Gaslight
—[X] Exit quickly without drawing attention
—[X] Head back home, maybe change cars
--[X] Stay quiet, review, and hide the loot
-[X] Resolution
--[X] reintegrate slowly, maintaining cover as a confused background character
It would work. You wouldn't be able to create more energy obviously, but you could use the energy you already had.
Energy ---> Absorb ---> Control ---> Convert
It would cost 1 Soul for the base, another 6 Soul for the Tower, and would allow you to absorb all the energy around you in a six hundred foot radius, change it into whatever you wanted, and then release it. (Or once you have the energy possibly use it to reinforce yourself.) You wouldn't be able to create more, but you can use what you have.
Also, guys, this is our starting power. Any objections? I've put some thought into it, and I think we should be able to snowball with minimal effort, as long as we do a lot of research into how things work. We might also want to consider a second power like Observe form the Gamer or a copy of Tattletale's power, or even a Thinker power focused on understanding things.
[X] Plan: Strategic Chaos
-[X] Exposition - Assess the Situation
—[X] Gather intel by observing the deal subtly
—[X] Scout safehouses and labs, focusing on security weaknesses like broken windows, lazy guards, etc.
—[X] Don't overstay or act suspicious
-[X] Rising Action - Controlled Chaos
—[X] Wear mask, gloves, and grab our gun
—[X] Timing is key as the deal nears, most Merchants will be distracted. Pick a weak, high-impact location and go
—[X] If needed, steal a car for a quick getaway
—[X] Set a diversion by smashing car headlights or calling the police or PRT on another safehouse
-[X] Climax - Silent CHAOS!
—[X] Use layout knowledge to infiltrate. Take or destroy money, drugs, and weapons. Destroy non-profitable items like drug-making supplies
—[X] If there are guards, try and Use non-lethal force like pistol-whipping or breaking their legs with a pipe
--[X] This may be redundant but avoid killing unless absolutely necessary. We don't want that kind of heat right now
-[X] Falling Action: Regroup and Gaslight
—[X] Exit quickly without drawing attention
—[X] Head back home, maybe change cars
--[X] Stay quiet, review, and hide the loot
-[X] Resolution
--[X] reintegrate slowly, maintaining cover as a confused background character
Soul: 4
Time: March 31st, 1pm
The Merchants don't have much of a concept of information security. That was your first thought when you started investigating the upcoming "Big Deal". Though maybe the word "investigating" wasn't exactly correct, all you really had to do was ask around a little, and inquire about a few things, and you had basically the entire plan of the deal in your hands.
Honestly, with how open they are with their plans, your opinion of the skill and investigative proficiency of the BBPD is just constantly lowering.
The deal was fittingly simple for the Merchants. They will be meeting with the client in a secured location-which you surprisingly hadn't discovered yet-and will be facilitating a simple swapping of goods, money for drugs, cash for product. A good amount of the Merchants gunmen will be there, as will both the capes. If you had decided to hit the deal itself, you likely would have done some good damage to either their reputation, their product, or to the gang itself, but you had decided to use the deal to your advantage in a different way. Hitting them on the Homefront. their stash houses and product storage.
And while searching for a good target, you had once more come upon an opportunity.
The main headquarters of the Merchants.
The location was found by chance, accidentally mentioned in a conversation with a passing drug seller. An abandoned cannery near to the water. It has three buildings, is rusted out to all hell, and would probably fall apart in a light storm.
It's also the main center for Merchant operations. Currently at least. Skidmark seems to like to shift his main base every three or four months. You personally don't think it has anything to do with any type of strategic planning, and is just something he does at whim when he gets bored of the current place.
And during the deal, its going to be mostly deserted. Both capes will be at the deal itself, and since only the most trusted subordinates work at the main base, its guards will be a good portion of the gunmen they bring along.
Its a perfect opportunity to strike a blow against the Merchants, a critical blow as well, not just something that could be made back and forgotten in a months time.
But, as to be expected with an opportunity as good as this, there's a problem. If you do this, you probably won't be coming back. It will be less defended than usual, yes, but it is still the current main base and stronghold for Merchant operations. Less defended here means less than twenty guards.
Due to this problem of hitting the main stronghold being a likely fatal mission, you currently see two ways you could go through with it.
The first way would be the most simple. Gear up as much as you can, steal a car, and ram it though the front doors, maybe crushing a few guards in the process and hopefully causing enough chaos to let you get away with what you want to do.
The second option is more dangerous, but would also let you do more damage before you got caught. You could buy or steal a few propane containers, and rig them together in a makeshift bomb, that you would then place at the edge of the property and set off with a makeshift fuse. The most dangerous part comes into play with setting it off with a makeshift fuse, as you are about eighty percent certain it would go fine, and twenty precent certain it would just blow up in your face, reducing you to so much red mist.
Or, you could just not hit the main base, and go after one of the many side stashes as per your original plan.
In the end, the choice is up to you.
Plan:
[] Go all in
- [] With a propane bomb distraction
- [] And go in straight through the front with a car
- [] Write-in
[] Get back to the original plan
[] Write-in
(A.N. Roll a D100 to see how good of a place you find to attack. Rolls a nat 100.)
We might also want to consider a second power like Observe form the Gamer or a copy of Tattletale's power, or even a Thinker power focused on understanding things.
[X] Go all in
- [X] With a propane bomb distraction
- [X] If anyone gets lucky and sees our face somehow, take them out. Lethally. If we're going to do this, we can't have loose ends.
[X] Go all in
- [X] With a propane bomb distraction
-[X] Any guard we find still inside the base after the explosion, we take out as quietly as possible. A little sneaky sneaky.
[X] Go all in
- [X] With a propane bomb distraction
- [X] If anyone gets lucky and sees our face somehow, take them out. Lethally. If we're going to do this, we can't have loose ends.
And it wasn't even your fault this time! You weren't even involved in what had killed you! It was shear dumb luck. Incredibly stupid dumb luck. Like, seriously, how?
You were simply at the library, on a computer, checking out PHO. Seeing if the website had any new or interesting information to provide you.
Then suddenly, Hookwolf in his wolf form was seemingly cannonballed through the library wall at incredible speed. And then he was also cannonballed straight through the space you occupied.
Killed by fast moving ballistic nazi murder wolf of ow and pain.
Try putting that on a gravestone.
Once more, fucking Brockton Bay everyone.
Oh, and of course, this all had to happen right on Christmas Fucking Eve. Because in Brockton Bay, assholes don't take holidays apparently.
So once again, death, then life.
----------
Void.
Blackness.
Movement.
Ligh-
LIGHT!
----------
Soul: 104
Time: December 25th, 1am
You came to hearing the rushing of wind, and the chiming of bells.
God. Your head fucking hurt.
Your head hurt, and you now knew so, so much.
It was as if your brain was a computer, and someone had just downloaded all the files on all of NASA's hard drives directly to it.
You tried to push past the headache, and looked up to get a view of where you were.
It didn't help things, it didn't help at all.
You were in the air, that was certain. You also seemed to be going quite fast through said air in what seemed to be... A sleigh?
Wait a fuckin' moment.
No...
Oh No...
You looked down at your self, you seemed rather large, but you wouldn't call yourself fat. You also seemed to be wearing an all red fur covering, outlined in white.
You looked upwards, to the front of the sleigh, and saw what seemed to be reins, drooping down onto the floor in front of you, those reins lead to what seemed to be reindeer in front of the sleigh, covered in chiming bells and pulling it along as they galloped.
Through the sky...
FFFUUUUUUUUUCK...
And so you sat there, in horror, in a sleigh going through the sky, pulled along by reindeer at Mach Fuck, as the realization of who you were slowly set in.
And only one though was able to come to the forefront of your mind.
Oh No...
----------
Santa "Saint Nicholas" Claus
- Age Uncountable
- Lives at the North Pole
- Is friends with everyone, lives with his wife and their elves
- He Sees You When You're Sleeping, He Knows When You're Awake, He Knows If You've Been Bad Or Good, So Be Good For Goodness Sake: Your Santa Claus, and you know everyone. You know their schedules, you know their jobs, their lives, how they act, who they know, everything.
-- Santa's Presence (Personal Skill): Your Santa Claus, the most jolly man in the world, people cant help but like and trust you.
-- Santa's Workshop (Personal Skill): You've got a workshop, a big workshop, and you spend all year making toys for good boys and girls there. But that doesn't mean the workshop cant make... Other things.
-- Santa's Sleigh And Santa's Reindeer (Personal Skill): Santa has a sleigh, Santa also has reindeer, when combined, they can get you anywhere around the world in an instant.
- Possesses his work shop, his sleigh, his reindeer, and the many presents he makes before he gives them away
- LIGHT(100/100)
(A.N. Marty Crimbless)
(A.N. 2 AN Harder. Work + Holidays = Pain. That is all.)
[X] Go all in
- [X] With a propane bomb distraction
- [X] (Merged Plan) Kill any guards that you find, sneakily
Soul: 4
Time: April 2nd, 10pm
'This is a stupid idea.'
It is a thought that has been constantly fliting through your head for the past few minutes.
'This is a ridiculously dangerous, ridiculously stupid idea. But if it works, it will cripple the Merchants for months.'
Its the main thought that is running through your mind, as you kneel at the edge of the cannery's property, right next to the wall of one of its two smaller buildings. In front of you is what could only be defined as the most makeshift of bombs. Something that even Wile E. Coyote would probably balk at trying to use. All it is is three propane tanks strapped together, with a wick running between all of them.
The wick was just a piece of string that you soaked in gasoline, and you were just praying that it didn't blow up as soon as you ignited your lighter.
How you got into this situation was completely of your own making, and you have absolutely no one but yourself to blame.
For the past few day you had been preparing for your "all out assault" on the Merchants main base of operations, and you believe you had done pretty well for what you had available. You were wearing both sets of clothes that you owned, thinking that some extra padding could never hurt, and hoping that it might help you in someway, somehow. You carried your pistol in in the back of your pants, not exactly the best place to put it, but it was the best you currently had. You also had across your chest a completely DIY bandolier, which held within it four Molotov Cocktails, ready for you to light and throw.
You didn't want to think what might happen if one of the bottles got shot while you were still wearing it.
The propane tanks you had bought or stollen. You got two of them for thirty three bucks, and you stole the last one an ancient grill that the Merchants at your warehouse were using, and that somehow still worked.
You had also stolen a pocket knife from one of those Merchants, because you were probably going to be slitting some throats tonight.
You tried not to think about it.
You didn't really succeed.
You move to start the bomb.
You ignite your lighter.
Nothing explodes.
You light the wick.
It doesn't immediately go off.
You run like hell.
----------
You stand directly across the street from the cannery, in an ally way in between two building, leaning up against a garbage can and waiting.
Its been a couple minutes, and nothings exploded yet.
You're just starting to wonder if the wick put itself out, and if you should go look, when the bomb finally goes off.
You had set up the bomb to be a distraction, and it certainly was one, but you had just wanted to distract the people in the cannery.
You didn't mean to make an attempt to wake up the whole city.
The explosion was loud, bright, and most definitely distracting. It sent a fireball up fifteen feet into the air, broke a couple of the windows around you, and you hear it set off some car alarms.
'Well,' you think 'at least the PRT will be able to quickly find the place after I'm done.'
With that most definitely reassuring thought in mind, you walk your way across the street, and simply walk your way though the front gate, and into the canneries parking lot.
The lot is deserted, only a single car-rusted all to hell-sits in the lot. The front gate didn't have any guards, and it doesn't look like the front door does either.
No, wait, now it does. Someone just exited the front door, and seems to be looking off to your left, towards where the bomb exploded. In his hands he wields a rifle, one of the guards probably.
You pull out your pocket knife.
You start jogging.
He turns your way and finally sees you.
You jog up to him casually, seemingly like just any other Merchant, perhaps you're just another one of the guards, coming to report on the explosion, he opens his mouth to say something.
In goes the knife, straight to the jugular. Out goes the knife, pulled out to the side. Down goes the guard, grasping at his throat and choking on his own blood.
You grab his dropped rifle, a bolt action of some kind.
You walk casually into the building, away from the convulsing and dying guard. You don't pay attention to it, you knew you'd have to kill people, you can focus on any problems with doing so later. When your life isn't currently in danger of sudden cessation.
Walking away, you hear as he kicks his last.
Through the main doorway of the cannery, you enter into what seems to be a reception area of some kind. You don't think this cannery was ever supposed to accommodate visitor of any kind when it was open, but maybe this was just used as a main lobby to display notices and schedules and such. Directly across from the entryway is a desk, and to the left of that desk-from your perspective-is a door. The door has a sign above it that obviously wasn't there when the cannery was in operation, written on it are the words "Main Lab." You head towards it.
There are two other doorways in the reception area, one on the left wall and one on the right, but you ignore those for now.
The door opens into a hallway, which itself has multiple doors, but you focus on the open one at the end, through which is the main lab.
You also encounter in this hallway another guard, in fact you almost run into him after you open the door. He opens his mouth to speak, but you don't give him the chance.
You first use the rifle you acquired to shove him back a bit and get a little space, and he's driven back with an "oomph" of air being forcibly pushed from his lungs. You then aim your rifle towards him like a spear, and thrust. There's no knife on the end of it, but it's still a long piece of metal with a small and blunt end. You hear a crack as the end of the barrel connects with his throat, breaking his windpipe.
He goes down just like the last.
You use the sling on your rifle to put it over your shoulder, and lift up the over guards gun, an AK of some kind. You unlatch the mag and check it, you guess there's probably about seventeen rounds in it. Good enough.
You step over the dying guard and into the main room, its about what you expected for the merchants main head quarters. A large room with a lot of tubes, piping, and other chemical supplies. There is a couple other doors into the main room, but those aren't important right now. What is important is the Merchant with a pistol currently sniffing a line of coke from a table in the corner of the room.
You lift the AK.
"BANG!"
The sound reverberates loudly through the room, echoing and echoing again, he goes down with a scream. You see him twist as he falls, trying to grab at a spot on his back, but he hits the ground first. You start walking over to him, he's still screaming, he also seems to be crying. You aim the gun at his head.
"BANG!"
The Merchant goes silent with the shot. You lower your rifle.
The floor under The Merchants head is stained red with spreading blood.
You notice the gun shaking in your hands.
You move on.
You put the gun under an arm and use your arm to hold it there, with your other arm you grab your lighter and place it into the hand of the occupied arm, then you pull out one of your Molotov's.
You light it.
You throw.
And it shatters in flame against the equipment.
you do this twice more, spreading the flame slowly but surely around the room.
As your about to reach for the last Molotov of the doors to the room bursts open, and another Merchant runs in. He's initially waving his gun around wildly, but once he sees the flames, he starts to panic. He doesn't seemed to have noticed you.
You Aim.
"BANG!"
You Miss.
He jolts and looks over at you, he's definitely noticed you now.
You fire again.
"BANG!" "BANG!" "BANG!"
The second and third shot hit, and he goes down without a sound.
Your done here, people have seemingly started to notice your presence, and they would have definitely have heard those last few shots.
But instead of starting to walk to the front door to leave, you head toward the door the other Merchant came from, and start to walk the halls.
You think you stumble through the old cannery for a few minutes, it all seems to be a bit blurry though so you cant exactly tell. But you eventually find yourself ending up in what looks like a basement of some kind.
And in that basement you find what seems like the Merchants main vault.
Stacks upon stacks of cash, money counters, what your pretty sure are a few printers, and in the corner a gun rack with multiple different kinds of firearm inhabiting it. You grab your last Molotov, light it and toss.
You stay and watch the blaze for a bit.
But as you begin to turn to leave, there is a loud "WHUMPH" sound from above you.
You look upwards just as the celling caves in.
----------
You're there again.
That black void of too much light and no light at all.
But somethings different this time.
You're too aware.
The stars that are people still shine as brightly as they ever did.
But you are not moving towards them.
Because this time is different.
This time, you can think.
This time, you can choose.
[] Who Are You?
----------
Hello everyone! Let me introduce the final unlock. People.
I think you all remember the D&D analogy that I've been using. Well, to use it again, up until now I've just been giving you the character sheets of the people you play as, now you can make your own.
That's right, you are going to create the person that you will next inhabit.
The system I've been using is this.
- Name (what their name is)
- Age (Their age)
-Job (what they work as, doesn't have to be an actually recognized job)
--Job Description (A description of what they do for their job if needed) (Include parahuman powers if parahuman)
- Family And Friends (Family they have, friends they are close with, and maybe acquaintances)
- Special Skills (stuff they've gained or learned how to do over the course of their life) (Include parahuman powers if parahuman)
- Misc (where they live, how, what, and how much they own, money, daily routines, lifestyle, injuries, disabilities, etc) (basically a mini bio)
- State Of Life (This determines how much Soul someone has, there are five different states of life. Prime, Moderate, Tilted, Listing, and Edge. With Prime you get 3 Soul, Moderate and Tilted get 2, and Listing and Edge get 1. Be aware though, its called State Of Life for a reason, and its not just a number. The higher up their state of life and the more Soul they have, The better their life is in general. People with a Prime state of life are quite literally in the prime of their life. they have family, friends loved ones, a good job, and anything they could currently want. While people in the Edge state of their life... Well, i think you all already know about that. Most peoples state of life is usually Moderate.
So when choosing a State Of Life, be aware that the person you are taking over is now dead, and is instead you. Are you really willing to do that to someone in the Prime of their life? are you willing to tear them away from friends and family for more Soul or good Skills? the choice is up to you.)
This is how you will be creating the characters you inhabit in the future, but be aware of a couple of caveats.
The first in that your range of reincarnation is only five miles from where you died, and no further. It doesn't matter if you try and spend Soul to extend it, this is a limit the Gods set in place, and you cant change that.
The second is that while you can reincarnate into Parahumans, you will need to spend Soul to keep their power if you do so. Parahumans need soul to take over because you are convincing the passenger that you are in fact still the same person, and that it doesn't matter that the brainwaves changed so much and no you did not experience brain death are still the same person. Soul cost varies with each Parahuman, but Thinkers and Shards that are higher up or do lots data gathering usually will cost more.
Third is that I, as the QM, reserve the right to veto characters as necessary, I will try not do so, but I will if needed. An add on to that to help avoid such a thing is to try and keep the character reasonable and likely to be where you are. I can believe that their may be one or possibly even too retired CIA spies or black ops operatives in Brockton Bay, but no more than that. In the capital however, you would get a lot more options.
A final little note is that, yes, you absolutely can use this power to completely and utterly Break The Game in whatever ways you want to.
So when choosing a State Of Life, be aware that the person you are taking over is now dead, and is instead you. Are you really willing to do that to someone in the Prime of their life? are you willing to tear them away from friends and family for more Soul or good Skills? The choice is up to you.)
Fuck, yes. No price is too great for the survival of the human race. If we want to kill a scion then we must make more parahumans or get strong enough to be on his level, and if that means making decisions that are 'scummy as fuck,' so be it.
Sacrifices have to be made, and I'd rather carry the weight of murdering, sacrificing, and traumatizing dozens of people into becoming parahumans than let all of humanity face total multiversal annihilation because we were too soft to do what needed to be done.
I think it would be a bad idea to acquire a parahuman power, especially when we can create our own powers. I think the perfect magic for us would be self-sacrifice magic.
We can sacrifice the lifespan of these new bodies to strengthen something like a powerful soul-bound magic item. And we can sacrifice not only lifespan, but also health, strength, blood, flesh...
I think it would be a bad idea to acquire a parahuman power, especially when we can create our own powers. I think the perfect magic for us would be self-sacrifice magic.
We can sacrifice the lifespan of these new bodies to strengthen something like a powerful soul-bound magic item. And we can sacrifice not only lifespan, but also health, strength, blood, flesh...
Agreed, This is what I'm working on right now. Since knowledge is power, I thought making a thinker power would be a good first power so we can safely gain more info and hopefully help us gain more skills in the long run. I call it, "Hyper Brain." I know, the name sucks but I think of a new one later.
"Hyper Brain"
Base: Efficiency (1 Soul) Gain conscious control over our brain's processes. Fun fact: Our brains constantly forget things to avoid overloading us. Each day, they filter out non-essential information however, this allows us to control that process, retaining and managing data as we choose. Also, drugs won't effect us and we can control our body to a lesser degree.
Tower: Hyper-Processing (1 Soul) Gain Supercomputer-level processing, allowing real-time analysis and decision-making, staying several steps ahead. Essentially, it makes us Sherlock Holmes on overdrive. And no, it doesn't make us robotic. we still feel emotions, unless we make ourselves stop producing the chemicals that makes us "feel."
Edit: How about the name "Mindforge?"
Edit again: Disco Elysium. The Name Is now Disco Elysium