We're all adventurers on a quest. To pursue opportunities with another Wing or to enjoy a cultural experience in another District. Perhaps it's time for a family reunion to reconnect with the people you love.
Distance isn't something that can divide us. Because the people at WARP are dedicated to bringing everyone closer together. And all we need... is a moment of your time.
Serving a Wing of the City - it's an honor that everyone dreams of, but few manage to achieve. Born to parents well-compensated by a powerful corporation, your road was paved with almost every advantage. You had no fear of dying in the middle of the street, in the middle of the day, down in the Backstreets because some Rats thought your organs were today's catch. You had every Ahn to buy the greatest education and extracurricular enrichment that money could buy.
Your road was perfect except for one flaming pothole: your parents worked for Loser Corporation.
Serving a Wing of the City - it's an honor that everyone dreams of, unless that Wing was named L Corp. When most kids bragged about how their parents worked for a Wing, everyone swarmed around them, wanting to be their best friend. To establish a connection whose payoff might be an offer of employment. You?
"I heard your parents worked for L Corp. Is that true?" Every head turned to you.
"I-"
"Eww! Aren't they burning babies today? You're why our Nest can't have nice things!"
Maybe you and the other L Corp. kids could've retorted that it was L Corp. keeping the Nest afloat with the sales from their unrivaled energy production and to stop biting the hand that fed them. If they were that ungrateful, maybe they should pack up, drop out of Nest L, and see how they like the Backstreets.
Except L Corp. didn't care about nest management, to which the gas masks on your and everyone else's faces can attest. As you left combat club for home, you took a deep breath of recycled air and sighed. Masks for pollution were supposed to be for the primitives in history, not the citizens of today. Today, because L Corp. held enough power to spite anything resembling regulation, even the Nest suffered from smog.
Stingy, stinky, smoky L Corp.; an actual Evil Inc. straight out of the cartoons. It's even said that other Wings excluded the children of L Corp. from their application pools in retaliation for the high energy prices and pollution. A few rumors sometimes made the rounds about a person or group planning to "fix" L Corp., but that would lead to war, and the prevailing attitude was the devil you knew... for now. Your gut said that great upheaval would happen in the future. But without a bit of upheaval in your personal life now, your fate was doomed to follow your parents, stuck as another L Corp. lackey. All you could do was study, train, and pray to your lucky star that an opportunity might open somewhere. Fortune favored the prepared.
Your star lit up with a big bang.
Elsewhere, a restoration company purchased a discounted physics-defying technology, known as a Singularity, from another company, and then somehow reworked it into teleportation. The restoration company rebranded itself as WARP and raked in massive profits while teleportation changed life as everyone knew it. With those profits, the company laid their tracks to become the new W Corp.
WARP Corporation went from restoration to warping goods with teleportation platforms to warping people with teleportation trains. They started negotiations to lease space for and around their train stations with other Wings. And over your parents' protests of your new dream employer, all this expansion surely meant that W Corp. needed a few talented hands like yourself.
Present Day
A bright, sunny morning invites the City residents to enjoy the day as you step outside your skyscraper. Not even a smoke advisory from L Corp. for the region, and the air is as clear as the sky. You take in a crisp breath as you walk past the other skyscrapers. Bored-looking blue-coat guards supplied by the Zwei Association patrol the streets, save for the lady who grins and waves at you and the schoolchildren.
Unfortunately, there's a missed call from your mother... but after your last argument ("I'm cutting financial support if you accept W Corp.'s offer of employment!"), maybe it's better to give some space and let emotions cool. Or maybe cut ties for good; since you're living away from your parents, this is a good time as any.
A tingling feeling rises in your stomach as you make your way to the WARP train station for your first day at work. You can see through its blue-film glass walls as individuals and families await their trains, while the guards posted at the entrance look on. You almost look like them with the black-collared button shirt and blue tie uniform, except for the black protective vest marked with the W Corp. logo, a W-shaped blue arrow with another arrow dashing through. One of the guards catches your gaze and nods.
As the glass doors slide open, a blast of icy air greets you. The light pouring through the glass walls creates a bluish glow throughout the station, while blue neon lights run across the floor. Transparent information light panels float in the air with departure and arrival times. Next to one, an ad plays a commercial jingle as a pretty WARP travel ambassador enjoys a sandwich with her family ("The first stop of any tour is always HamHamPangPang!"). Even the janitors are in uniform, armed with a trash picker. When an uncaring patron litters and leaves, one janitor strides over and strangles the cup with their picker. It hits you that despite being a busy, enclosed space, the air somehow remains fresher than even some of the apartments maintained by L Corp.
More people are waiting and chatting, but the blaring of a train horn drowns them out. A windowless WARP train rumbles and squeals as it decelerates out of a tunnel until it reaches a complete stop.
A feminine announcer's voice plays throughout the station. "Train LW-101 has arrived from District 18. It will be available in ten minutes."
The front doors open with a hiss. An entourage of W Corp. employees, including a team of armed agents, enter the cab. Perhaps a bit more intimidating than necessary, but there's no such thing as too much security in this District and conducting an arrival inspection is nothing unreasonable. The doors close. After a few minutes, the rest of the doors open one-by-one, and throngs of passengers disembark. Passengers who, just a moment ago, arrived from the opposite side of the continent-sized City.
After you breathe a sigh of awe, you take a side corridor to the W Corp. offices, where a series of signs guides newcomers to orientation. It's a mini-maze of sky-blue hallways past a couple keycard access doors. When you arrive at a conference room, about a dozen people are already inside, but not all of them share your build of a combatant ready to keep the peace. You had to pass a physical exam, but maybe different jobs have different requirements.
Fifteen minutes and a couple more newcomers later, a middle-aged dark-haired woman in a blue blazer and skirt arrives with a folder. She scans the room, then smiles. "Everyone's here and on time."
Of course. What incompetent Feather would dare to fail on their first day?
"My name is Vanessa, Hiring Supervisor of Human Resources. It's a pleasure to meet you all." Vanessa strolls to the front of the room, where a large monitor hangs on the wall. "I'm sure you're all dying to learn how W Corp. makes the magic happen, so we'll watch a short video to acquaint ourselves with the core operations. Anybody squeamish to graphic depictions of blood and gore?"
You and the other new hires look at each other, but nobody says anything.
"You've been warned. Once we're done with the video, each of you will grab a wPhone." Vanessa points to a side table covered with blue smartphones. "When you scan your ID card on it, you'll get a personalized agenda so that your department can get you up and running."
On the screen, a grim-faced agent leads his team into the spacious cab of a WARP train like what you saw earlier. In the dim blue lighting, engineers seat themselves at the dashboard and scroll through various midair information panels. The agent clears his throat. "Those monkeys over in Sales said that HR wanted live footage of a Schedule I cleanup for an orientation video, so they wiped their asses with the first-class tickets and took the day off."
The crew's chuckles come out stiff.
"Remember to keep an eye out for the three swordsmen; PR says they're candidates to become high-grade fixers. We charge in on my mark."
Their weapons crackle with blue sparks.
He calls to one of the engineers. "Open it up!"
The door to the first passenger car slides open, and the crew barges inside. What you see next makes your insides curl, and your fellow new hires cover their mouths and gasp.
Inside the train, blood is everywhere. A skinless person, somehow still alive and sprawled on the floor in his own pool of blood, groans at the newcomers. The crew ignores him and busts into the next car, where they find more of the same.
As the crew continues through subsequent cars, they now find passengers with more of their skin, covered with bloodied, shredded clothes. They look potentially mobile but listless until they see the crew entering.
"Alert the High Priest!" A few shamble for the back of the train, groaning with every step, while the others form a barricade. They scream as one agent punches a few in the face while another stabs with their polearm. Subsequent cars have their passengers with more or all their skin and clothes intact and on high alert in barricade formations. The crew suppresses them all the same.
After about a couple dozen cars, the crew encounters a bearded man in a suit. He wears a lot of red blood paint and a fleshy necklace. Two swordsmen flank him. Behind them is an altar made of skinless humans like the one from the first car. One altar limb twitches.
The High Priest points to the crew. "The prophesied Day of Reckoning has arrived! Slay the demons!" The swordsmen draw their blades and charge, one down the aisle and another over the seats.
An agent in the rear snaps to attention and raises his hatchet as the seat swordsman jumps, but too late; a sword stroke connects with the neck. However, another agent leaps forward and knocks that swordsman off his feet, then straddles and pounds his face in. The other swordsman gets a bunch of cuts on the other agents, but the agents swarm and pin him to the ground. One blue shock later, and that swordsman also stops moving.
The High Priest draws his sword, but his movements are shakier than an amateur's. "I-I'll smite you all in the name of God!" He screams as the punchy agent leaps into his face.
Are WARP trains supposed to operate like this?
"What the hell," mutters a new hire. "This is just a sick movie, right? What about the family trip I took a couple months ago?"
Footage cuts to the crew using handheld vacuums, which analyze the genomic and atomic structures. Over a time-lapse of eight hours, the crew sucks up or gathers the passengers in however many pieces they're in and spews or dumps them back onto their original seats.
Footage then slows to the lead agent using a genomic scanner on each passenger meat pile. "Cleanup complete. The passengers are ready for restoration." He returns with his crew to the cab.
A feminine voice announcer's voice plays throughout the train. "We have arrived at District 23. Our agents will now conduct the standard arrival inspection. Please follow their disembarkation instructions. Thank you for riding with WARP."
The crew, cleaned up as if the battle never happened minus one agent, walks through each car. Gone is the nightmare; replacing that are attentive passengers and the occasional hushed conversation. Among the passengers are three relaxed swordsmen.
The video transitions to an engineer discussing the "teleportation" Singularity; it's actually the smoke-and-mirrors of three. The first Singularity cuts reality. Engineers make two cuts to create a wormhole tunnel that connects two train stations. The trains travel the tunnel in ten seconds. However, the dimension inside the tunnel operates on a slower space-time axis. Slower to the pace of ten seconds here lasting millennia there.
The second Singularity is borrowed from another Wing, T Corp. To prevent time from degrading the train and causing it to malfunction in a different dimension, that "time" is bottled in a T-Box. As a side effect, passengers will also not properly degrade. However, confinement over thousands of years takes a horrible toll on the psyche.
The third Singularity is restoration. If the form of something changed, but the material that made it up is still relatively close together, the Singularity can revert the mass to its original state like a save point. It even reverts memories to the pre-travel state.
The engineer bows their head. "I'm sure you're worried about the KIA agent. Sadly, he's gone; Singularities are massive energy gobblers, and it's too much of a strain on our limited supplies to justify restoring non-passengers.
"That's why our various departments must work together to keep our colleagues safe.
"Public Relations uses their external connections to run background checks and assess customers. Sales hands first-class tickets to the most destructive individuals to keep them asleep in stasis for the journey or finds an excuse to keep them from boarding. And as you watched, the brave cleanup crews of General Services risk their lives to fix passengers."
Vanessa claps her hands. "Well, that's that. If anyone has any administrative questions, you can stay behind and chat with me. Otherwise, get your wPhone and head out; your Directors are expecting you in a few minutes."
The new hires, in a bit of daze, each grab a wPhone. You scan your ID card. Along with your personal information, a 3D holo map pops up with directions to a General Services conference room.
Welcome aboard to WARP Corporation.
INSTRUCTIONS. Submit a plan.
-[] Character Creation. Describe the player agent. This is for narrative flavor only.
--[] Name:
--[] Gender:
--[] Weapon:
--[] Personality Traits (three single words max):
--[] Physical Description (be it words or a "day off" picture):
--[] NPC Opt Out:
Note: Submitted characters who do not become the player character may still become NPCs, such as other cleanup agents, unless the submitter wishes to opt out. The QM reserves the right to pick and modify submissions as necessary.
-[] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
Passenger Advisory Report (Week 1)
Week 1 (Work) / Schedule II / If W<2, all agents take -15HP.
--[] Contribute W to the quota:
(Each W costs 10HP; there are six other agents who may contribute W)
No action is currently asked of the following, but it is published as advance notice:
Passenger Advisory Report's roll (Week 2): (3)
Week 2 (Work) / Schedule II / If W<5, all agents take -30HP
Note: Decisions for day off activities and agent relationships will be unlocked after the Week 1 update. Please wait for two more reserved posts.
Cleaning up messes on behalf of a megacorporation in the City is not an easy, prosperous life. This is not a punk quest where we rise against the system. This is a short quest about someone in a high-risk occupation within the system who just wants to survive and find something meaningful.
These rules are here to help the player comprehend the danger surrounding them, understand their options, and develop a proper risk management strategy to survive a hostile work environment. This quest, which is high-stakes permadeath, therefore leans "mechanical" and even describes the immediate impact of given choices to let the player assess the exact short-term risk and prepare for the future.
The QM is not here to assassinate the player; the player will always have a chance to manage any perils that threaten a Game Over, and the quest has a story to share. However, it cannot be stressed enough that the setting is inherently unfriendly; expect painful choices. If there are any questions, please ask.
AP Distribution:
The player may spend up to 5AP each week to split between day off and work. More AP spent means more attentiveness to the action. Each AP costs 10HP except for resting; each AP spent on resting restores 20HP. Agents are physically unable to spend AP to put themselves below 1HP. Only one activity can be pursued on the day off, although there may be other choices to be made that do not count as an activity. There is no obligation to allocate AP into work or day off.
NPC agents will distribute, based on their effort rolls, 3AP between day off and work. Any AP not put into work is put into their day off. AP costs and resting calculations are the same as the player's.
Warning! NPC agents can skip an effort roll to take a specific action. Please pay attention to the narrative for foreshadowing.
Day Off:
Agents are assigned a mandatory day off to rest and recover. Any agent who starts work with less than 30HP despite getting a day off receives a strike. Since cleanup agents are public-facing employees due to the "arrival inspection" excuse that lets them board, they need to appear healthy. This is non-negotiable; image matters!
NPC agents will rest when: their health is below 90HP when the current or next week is a Schedule I; or their health is below 70HP when the current or next week is not a Schedule I. Otherwise, they will use the day off to convert AP into their personal lives as M, which will fuel their meltdowns.
NPC agents having a meltdown do not allocate AP for their day off that week.
For narrative purposes, each agent has a different day off; when the player enjoys a day off, everyone else is working. For gameplay purposes, everything is a simultaneous joint effort and summed as the overall week's efforts.
Combat:
The cleanup crew must deal with many passengers during a workweek. To resolve each encounter blow-by-blow, and even day-by-day, would be tedious. However, to capture the feeling of danger in a high-risk occupation while balancing crew vs. personal interests, a combat system still has merit to create facts on the ground. Therefore, this quest utilizes a simple rule to summarize combat results for work.
Rule: AP put into passenger suppression converts into W to meet the crew's quota for that week.
Quota is based on the rolls for the Passenger Advisory Report. Failure to meet the quota means that the passengers win the upper hand and deal damage before they're inevitably suppressed. Failure also triggers a performance evaluation - the agent(s) who contributed the least W receive a strike.
Passenger Advisory Report:
The schedule for each week is determined by a d6. Passengers come with instructions regarding the damage that the agents can receive. NPC agents will put forth different levels of effort based on the schedule.
Schedule I. Harsh. Includes emergency check.
Roll (1): If W<17, agents take -50HP
Roll (2): If W<15, agents take -40HP
Schedule II. Normal.
Roll (3): If W<5, agents take -30HP
Roll (4): If W<4, agents take -25HP
Roll (5): If W<3, agents take -20HP
Roll (6): If W<2, agents take -15HP
The PAR provides the weekly schedule for the current week and one week in advance.
Effort Rolls:
Six NPC agents individually roll a d6 to determine how much effort they put into work. For Schedule I weeks, they roll for major effort - they exert major effort on a roll of (3) or more; otherwise, they exert minor effort. For Schedule II weeks, they roll for minor effort - they exert minor effort on a roll of (3) or more; otherwise, they exert no effort. There may be modifiers depending on the situation (e.g., strikes), or even foreshadowed circumstances that cause them to skip the effort roll to do something else.
Major effort: 3W
Minor effort: 1W
No effort: 0W
Strike:
Three strikes and W Corp. fires the agent. The player being fired is an automatic Game Over. Fired agents are immediately replaced, and remaining agents increase their M based on closeness to the terminated.
Each strike that the NPC agent holds adds +1 to their effort roll. It also adds 4M to their meltdown per week (including the week that the strike was received).
Rabbit Protocol
When available, the crew can activate Rabbit Protocol with the approval of four agents. Rabbit Protocol summons combat specialists from R Corp. to automatically clear the quota. This also eliminates emergency and meltdown checks. Rabbit Protocol has a cooldown of three weeks.
On weeks when Rabbit Protocol is requested by the player or another agent, continue to make workweek decisions as if the crew declined. If Rabbit Protocol is actually activated, any AP that the player allocated for work and meltdown insurance fees will be returned. NPC agents will allocate their 3AP into their day off (the current week is treated as Schedule II for calculation) unless they are having a meltdown.
Emergency:
Once damage calculation from combat is resolved, a d6 emergency check is rolled on Schedule I weeks to confirm whethere any agent was caught in a drastic combat situation. If that roll is a (3) or less, a d7 is then rolled to determine who (numbers are assigned in order from top to bottom of the NPC agent list from 2 to 7). That random agent (or player, if the d7 roll is a (1); or nobody, if the agent already died) takes -100HP. However, that agent can call another agent for help; if the called agent decides to apply protection, both agents take -30HP. Otherwise, the agent takes -100HP as normal. If the player successfully receives (excludes giving) protection and their HP falls between 0HP to -20HP inclusive, the player automatically clears the saving throw.
If the crew fails to meet the quota (for both Schedule I and Schedule II weeks), an emergency automatically occurs without a check.
Meltdown:
NPC agents will occasionally have meltdowns due to the stressors in their personal lives. In their haze and distraction, they may find themselves in a potentially lethal situation during work. Meltdowns occur the week after they reach an increment of 10M, and the meltdown level is equal to M/10. During their meltdown, the agent rolls a d6 meltdown check and takes -120HP if the roll is equal to or lower than the meltdown level. Other agents can pay the 2AP insurance fee to be a protector and keep an eye on the meltdown; if the meltdown check is failed, each living protector applies protection, at no extra cost, to halve the damage (so two protectors quarter the damage to -30HP, etc.). If an agent dies before their meltdown check, the 2AP is returned to the protector(s). Agents at the start of the quest have different M preset by 1-6; subsequent agents have M preset by (7 - d6) unless otherwise noted.
Warning! Agents having a meltdown make effort rolls but waste AP not allocated for the workweek. They also cannot offer protection for an emergency or someone else's meltdown.
Relationships:
Agents, while expected to exercise professional detachment, are allowed to help each other for mutual survival. The player can talk to one NPC agent once per week to build 1 Rapport with that agent. NPC agents may occasionally talk to the player to build 2 Rapports (or may just talk to other NPC agents). More Rapport means that the agent is more willing to lend an ear for requests.
Think of Rapport as a credit line, and social capital, known as Favors, as the current balance (these numbers are not a 1-to-1 exchange, so 3 Rapports does not mean 3 Favors). The totals of current Rapports and Favors (they can be positive or negative) related to the player are tracked on the Character Sheet.
When writing requests, please describe them in gameplay / mechanical terms. There is no limit on the number of requests that can be made, nor the number of agents who can receive a request. No requests utilizing conditionals will be accepted. Unlike regular given choices, the QM will not pre-evaluate the impact of any submitted request except to veto when it goes against the rules (e.g., "Ask Alice to work 5W" when Alice has 40HP and NPC agents only have 3AP per week), so please be mindful of unintended consequences. The QM will make a good-faith effort to persuade NPC agents with any requests.
Requests have different weights. For example, requests to put forth a certain level of effort (e.g., "Ask Alice to work 2W"), activate Rabbit Protocol, or keep an eye on someone during a meltdown are usually worth 1 Favor. Applying protection during an emergency is usually worth 3 Favors. These requests are not all-inclusive, and write-ins will be evaluated on a case-by-case basis.
Warnings! Declined requests may reduce Rapport. NPC agents may also issue requests (the impact will be pre-evaluated).
Other relationship totals can be found on the Character Sheet. Summary descriptions are updated every 8 Rapport (but actual closeness remains a continuum). The QM privately tracks all NPC-NPC relationships, but the narrative will provide general insights.
Death:
Agents start with a maximum of 100HP. Agent who have 0HP to -20HP inclusive after any damage calculation must make a d6 saving throw; if they survive, they're set to 10HP. The player survives on any roll except a (1); NPC agents must roll a (6). Agents, be they player or NPC, perish without a saving throw when they have less than -20HP. Surviving agents increase their M based on closeness to the deceased.
Replacements for dead agents are hired and introduced at the end of the week (in time for the next decision). Their starting M is randomized on (7 - d6) unless otherwise noted. Other values are preset at QM discretion. Agents at the start of the quest have current HP preset at QM discretion.
A dead player results in a Game Over.
Game Over:
When a Game Over occurs, the QM writes the final update and closes the quest. Game Over occurs under the following circumstances:
Player has less than -20HP
Player has between 0HP to -20HP inclusive, but rolls a d6 saving throw of (1)
Player is fired for three strikes
Other situations explicitly defined by the QM
Calculations:
Calculations each week proceed with the following steps in order:
Immediate events
Day off
Workweek (step includes requests, NPC effort rolls, and combat calculations)
Emergency
Meltdown
Relationships
NPC effort rolls, which determine the AP allocated for day off calculations, apply retroactively to the day off step.
The QM has discretion to pause calculation before any step and ask for revised decisions before resuming. Usually, this will be exercised after applying calculations that are disastrous to the player.
Proof-of-roll will be done publicly with Orokos, so it'll have spoilers after a vote is closed and before the update is posted. The roll's final result will be linked. Any post regarding spoilers should be hidden.
Due to the number of choices that usually must be made at once and the necessity of aligning them into a coherent strategy, votes must be submitted in plans unless otherwise specified.
Wing Story Path Overview
Trust is not earned; it is signed in blood. Since the player took the leap to become a Company Asset, W Corp. knows that the company interests are now the player's interests.
The player no longer receives strikes. In certain cases, the Director will also provide special assistance to the player during work. However, the player can still receive damage from failing the cleanup quota or getting caught in an emergency.
Director's Rapport
The Director now uses his own Rapport to monitor the player's performance. Completing missions increases it, and failing and skipping missions decrease it. There is no Game Over penalty for a low Rapport.
Special Assistance
Workweek special assistance is freely available to the player when the following two criteria are both met:
Rabbit Protocol is on cooldown
The current Week is Schedule I.
Once those criteria are met, overcharge becomes available. Any agent not undergoing meltdown has the option to overcharge. With overcharge, the user clears the quota. After the Meltdown calculation step, the agent is set to 0HP (to force a saving throw).
In addition, as Captain, you have Authority regardless of the circumstances. The player may prefix one request with "(Authority)" to force one agent to follow that request, regardless of Rapport or Favor. The request is still subject to QM veto if it goes against the rules for a normal request.
Warning! Fellow agents don't want to deal with tyrants. Expect Rapport decreases with all agents when using (Authority). The exact decrease depends on multiple factors and may be different for each agent.
Clashing
Your day off missions may be hampered by opponents or events. As with combat, mission conflict will be resolved with a quota check (this day off quota is separate from the workweek quota). When the risk is unknown, the opposition will roll a d6 to set the quota, plus or minus difficulty modifiers (minimum quota is set to 1).
There is no emergency check for failing the day off quota, but other penalties (such as damage and decreased Director Rapport) will apply.
NPC Assets
During day off missions, the player can request backup from up to two NPC assets who have chosen the same path. When participating, they will make effort rolls based on the instructions provided to contribute AP for the quota. Assets do not have M or HP. Instead, they take ST damage, which makes them unavailable for the number of weeks equal to the ST count.
During each workweek, assets are busy performing their regular work, which may hamper their availability for your next decision. A d6 determines their availability.
(1): Injured. Gains ST +1 and thus unavailable the current week.
(2): Lightly injured. After making an effort roll, if done so, gain ST +1.
Ji-Min: Player agent.
Her side-swept black bangs are tucked under two prominent side bangs, plus light freckles. Wields two Kukri knives. Tactical, Awkward, Honest.
Marked and unmarked spoilers below!
20/90HP.
Wing - Serving W Corp. as a Company Asset
Former Cleanup Captain from General Services.
Parental Bonds - For every former +4 Rapport with your mother, contribute +1AP in addition to the effort roll (total: +4AP) during missions and skip availability rolls
Patricide - Decrease Max HP -10
Cleanup Crew
(...)
Former Azure Squad
Mother (Eun-Ji). (Rapport formerly +16). She is loving with you.
Likes to change her appearance. Vivacious. Former L Corp. technician, now "robot" asset.
Katherine. She is warm to you.
Long, black hair. Piercing red eyes. Wields rapier and a parrying dagger. Confident, Sarcastic, Detached. Elite (Skips availability rolls as an assistant during missions and gains +1 for any effort rolls).
Other Notables
Vice President. They wear a patterned suit and has curly blue hair. Peaceful. W Corp.'s Vice President of Southern Affairs.
Acting Director Pankaj. Pudgy older man with short black hair. Shaved face, not shaved hand. Acting Director of Branch 12's General Services. Formerly with the Vice President of Southern Affairs.
Director Puck. Spider-leg brain box with the W Corp. logo across the front, a.k.a Director Box. Director of Branch 12's Engineering.
Avetis. An older lady with curly short brown hair from Internal Affairs. Reporting for Vice President.
Uma. Has enough muscle to pass for an agent. Inspections Captain from Engineering.
Dias. Wears a cravat, and her robe and vest are black with gold trim. Her long hair, brown like her skin, flows behind like a queen's cape. Leader of the Udjat.
Chelsey: (Rapport +8, Favors +0, 0M, Calm). She's warm to you.
Her black ponytail, tied by gold ribbon, flows when she skates. Charming. Wields scimitar and roller skates. Fixer from Udjat. Amicably resigned from W Corp.
Kimber: (Rapport -1, Favors +0, 7M, Calm). He's distant to you.
His dreadlocks are mostly black with some gold strands. Loyal. Wields scimitar. Fixer from Udjat. Amicably resigned from W Corp.
Rama: (Rapport -8, Favors +0, 26M, Strike +1, Calm). He's hostile to you.
Black hair with golden eye earring studs, because W Corp. isn't dress-coding help from Lady Dias. Belligerent. Wields scimitar. Fixer from Udjat. Amicably resigned from W Corp.
Cleanup Crew (During Ji-Min's Service)
Helena: -20/100HP (Rapport +1, Favors +0, 5M). She was cordial to you.
Thin with deathly pale skin, long white hair, slightly sunken pink eyes, and small blue stud earrings. Wields utility pen. Jumpy, shy, paranoid. Died in Week 2.
Dorian: -20/100HP (Rapport +1, Favors +0, 12M, Strike +2). He was cordial to you.
Buzz cut with maybe one muscle augment too many. Wields gloves. Hearty. Died in Week 3.
Miguel: -20/100HP (Rapport +4, Favors -1, 22M, Strike +1). He was cordial to you.
Dark-blue hair tied into a bun and wears blue-tinted shades. Wields sword. Chill. Died in Week 5.
Lian: -50/100HP (Rapport +4, Favors +0, 10M). They were cordial to you.
Light purple hair with an indistinct face that could blend into a crowd. Wields harpoon umbrella. Ready, willing, able. Died in Week 6.
Sumaiya: -20/100HP (Rapport +8, Favors +1, 20M, Strike +1). She was warm to you.
Shoulder-length black hair with a little blue beauty mark on her cheek. Wields baton. Responsible. Died in Week 6.
Naveed: x/100HP (Rapport -3, Favors -1, 7M). She was distant to you.
Black ponytail hair with prosthetic arms covered by sleeves and gloves. Entitled. Wields drill arms. Died in Week 10.
Kerry: -30/100HP (Rapport +10, Favors +0, 10M). He was cordial to you.
Short white hair, black eyes. Wields dual swords. Neutral, Blunt, Empathetic. Died in Week 11.
Clover: -50/100HP (Rapport -7, Favors +0, 11M). She's distant to you.
Ginger with four heart-shaped pigtails tied by sky-blue ribbon. Wields spear. Excitable. Died in Week 12.
Bahij: -90/100HP (Rapport +10, Favors +1, 26M, Strike +1). He's warm to you.
He's broad like a fixer with a W Corp. logo undercut for his black hair. Wields trident. Daring. Died in Week 15.
Girish: 0/100HP (Rapport -8, Favors -1, 17M, Strike +1). He's cold to you.
Young and bald, and there's a blue wolfsbane tattoo on the back of his right hand. Wields sai. Somber. Died in Week 16.
Other Notables
Vanessa.
Hiring Supervisor from Human Resources. Spied against W Corp. Died in Week 6.
Rusty.
A brain in a box with a tuxedo painted. Wields grappling hooks. Whimsy. Assistant from Azure Squad. Died in Week 11.
Eytan.
His face is more wrinkly than his suit and his hair whiter than his shirt, but he moves like a young'un. Wields mace. Cranky. Assistant from Azure Squad. Died in Week 11.
Father. High-ranking Misery Terrorist from Lantern Office. Wields smoky knives. Confident. Died in Week 11.
Fergus. High-ranking Misery Terrorist. Wields smoky rapier. Swashbuckler. Died in Week 17.
Martin. Seven Association investigator for the District 11 terrorist incident. Her black hair is tied in a bun with a green clip. Wields sword. Stern. Died in Week 17.
Imamu. Short curled hair and baggy eyes like she has a constant headache. Rude. Wields stun gun. Sapphire Squad asset. Died in Week 20.
Director Ghaith. (Rapport +8). He approved of you.
Balding with a big neck scar. Snappy. Former director of Branch 12's General Services. Died in Week 21.
Irmtraud: (Rapport -6, Favors +0, 29M, Strike +2, Calm). She's distant to you.
Dias lookalike, but her shorter hair is no royal cape; it only reaches her shoulders. Lazy. Wields scimitar. Fixer from Udjat. Died in Week 22.
Branch Manager Talgat. He's hostile to you.
Cleanshaven young man with a face devoid of blemish, slicked-back hair with a blue stripe streaking down the center. Formerly managed the Branch 12 train station. Employment terminated in Week 23.
Blaine: (Rapport +20, Favors +1, 35M, Strike +1, Morale +1, Calm). She's tender to you.
Blond pigtails, one with a streak of sky-blue highlight. Wields hatchet. Sociable. W Corp. General Services employee. Employment terminated in Week 23.
Amita
Scarred face and her black hair is tied into a bun with specks of gold. Obsessive. Wields scimitar. Fixer from Udjat. Died in Week 23.
Teresa. Wiry with a box cut and wears gloves that cover a "hand" made up of cables, plugs, and ports. Mean-spirited. Former Inspections Captain from Engineering and L Corp. spy. Died in Week 23
Lorine: 100/100HP (Rapport +6, Favors +0, 17M, Calm). He's cordial to you.
Looks strong enough to hit home runs (go King Coals!) with short black hair and goatee. Wields gloves and bat. Introverted. Died in Week 23.
There are 6 agents who will contribute minor effort(1 W) if they roll 3 or more on a d6. This means that the chance they do not contribute 2 W is around 1 %.
I would say that the best couse of action would be saving our HP for more dangerous weeks.
Im not sure about the character vote, maybe someone else can decide how to handle it
[X] Plan Teamwork? -[X] Character Creation. Describe the player agent. This is for narrative flavor only.
--[X] Name: Lian Lilac Lindsey
--[X] Gender: Anything
--[X] Weapon: Harpoon Umbrella - Its a shield, a spear, and a mid-long range weapon all in one!
--[X] Personality Traits (three single words max): Ready Willing Able
--[X] Physical Description (be it words or a "day off" picture): Light purple hair, a suit with pants, gloves, and a gas mask -[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: 1 Ap
[X] Plan Teamwork? -[X] Character Creation. Describe the player agent. This is for narrative flavor only.
--[X] Name: Lian Lilac Lindsey
--[X] Gender: Anything
--[X] Weapon: Harpoon Umbrella - Its a shield, a spear, and a mid-long range weapon all in one!
--[X] Personality Traits (three single words max): Ready Willing Able
--[X] Physical Description (be it words or a "day off" picture): Light purple hair, a suit with pants, gloves, and a gas mask -[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: 1 Ap
Passenger Advisory Report (Week 1)
Week 1 (Work) / Schedule II / If W<2, all agents take -15HP.
I'm not good at mechanic heavy things but I'll try to make good decisions. Is this vote okay?
-[X] Character Creation. Describe the player agent. This is for narrative flavor only.
--[X] Name: Lian Lilac Lindsey
--[X] Gender: Anything
--[X] Weapon: Harpoon Umbrella - Its a shield, a spear, and a mid-long range weapon all in one!
--[X] Personality Traits (three single words max): Ready Willing Able
--[X] Physical Description (be it words or a "day off" picture): Light purple hair, a suit with pants, gloves, and a gas mask.
[X] Plan LoveSmith
--[X] Helena Pierce LoveSmith (H.P LoveSmith)
--[X] Gender: Female
--[X] Weapon: Combat Pen, a giant ink pen with various types of utility inks (favors explosive ink).
--[X] Personality Traits: Jumpy, shy, paranoid
--[X] Physical Description: A fairly thin young woman with deathly pale skin, long white hair and slightly sunken pink eyes, tends towards simple black dresses and a fluffy grey coat on her off days. Has a set of earrings that look like bright yellow eyes. -[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: 1 Ap
[X] Plan 'You call that a knife? THIS is a knife!' -[X] Character Creation. Describe the player agent. This is for narrative flavor only.
--[X] Name: Kong Ji-Min
--[X] Gender: Female
--[X] Weapon: Two Kukri/Gurkha Knives designed to make lacerations deep enough to cause the target to bleed profusely, a good set of weapons for the close quarters of WARP Trains.
--[X] Personality Traits (three single words max): Tacitical, Awkward, Honest
--[X] Physical Description (be it words or a "day off" picture):
-[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: No AP
Passenger Advisory Report (Week 1)
Week 1 (Work) / Schedule II / If W<2, all agents take -15HP.
Wanted to make a text description but I am a little low on time right now, really could use one of T-Crops Singularities these days.
@ChroniclerW Can we spend multiple AP on resting in one week?
Alright, if i calculated with EasyDice correctly then there is a 98,22 % chance that other agents will achieve the required W without our involvment.
Failure involves -15 Health for all agents, 1 strike and an automatic emergency.
The emergency has a 2,38 % chance to instakill us and a 11,9 % chance to set us to 10 Health and will deal an undetermined amount of M damage to the other agents if it hits one of them.
So if we dont help then
we have a 98,22 % chance of no consequence
we have a 1,53 % of getting a strike and losing 15 Health
we have a 0,21 % chance of getting a strike and losing 90 Health
we have a 0,04 % chance of dieing
If we do help then we have a chance of 99,86 % to have no consequences
and the same distribution of other fates above, just with a smaller chance(0,003% chance of death)
Mechanic thoughts:
Having an emergency fall upon us is an -100 health burst damage which puts us directly in danger of dying. That means that we always need one agent with 3 favours who can protect us and prevent a saving throw. But agents are inherintly disposable, because there is no way to reduce M - Agents will accumulate it and die someday unless they never build a rapport with other agents and dont get strikes. We also dont control our chosen partner so they could run off and die without us having the chance to prevent it.
I wonder if it would be possible to build a squad where we and one chosen partner have super high rapport and support each other and we bully the other 5 agents so they get 2 strikes as soon as possible. While we have 5 2 Strikes agents nearly all schedules get cleared automatically, which means that we can save our health to help out for when one of them dies and gets replaced by 0 Strikers. We would need to be careful so our partner doesnt build rapports which create M, but it could be quite stable .
With the information about rest i switch to spending 1 AP on contributing work, we can rest in the low pressure schedule next week, the danger of getting a strike and instant game over is too great to risk even if its very small
Vote is closed! Looks like Ji-Min will be our protagonist.
And we'll be seeing you two soon too, Helena and Lian.
Adhoc vote count started by ChroniclerW on May 12, 2023 at 6:44 PM, finished with 21 posts and 12 votes.
[X] Plan 'You call that a knife? THIS is a knife!' -[X] Character Creation. Describe the player agent. This is for narrative flavor only.
--[X] Name: Kong Ji-Min
--[X] Gender: Female
--[X] Weapon: Two Kukri/Gurkha Knives designed to make lacerations deep enough to cause the target to bleed profusely, a good set of weapons for the close quarters of WARP Trains.
--[X] Personality Traits (three single words max): Tacitical, Awkward, Honest
--[X] Physical Description (be it words or a "day off" picture): -[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: No AP
[X] Plan Teamwork? -[X] Character Creation. Describe the player agent. This is for narrative flavor only.
--[X] Name: Lian Lilac Lindsey
--[X] Gender: Anything
--[X] Weapon: Harpoon Umbrella - Its a shield, a spear, and a mid-long range weapon all in one!
--[X] Personality Traits (three single words max): Ready Willing Able
--[X] Physical Description (be it words or a "day off" picture): Light purple hair, a suit with pants, gloves, and a gas mask -[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: 1 Ap
[X] Plan LoveSmith
--[X] Helena Pierce LoveSmith (H.P LoveSmith)
--[X] Gender: Female
--[X] Weapon: Combat Pen, a giant ink pen with various types of utility inks (favors explosive ink).
--[X] Personality Traits: Jumpy, shy, paranoid
--[X] Physical Description: A fairly thin young woman with deathly pale skin, long white hair and slightly sunken pink eyes, tends towards simple black dresses and a fluffy grey coat on her off days. Has a set of earrings that look like bright yellow eyes. -[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: 1 Ap
Vote is closed! Looks like Ji-Min will be our protagonist.
And we'll be seeing you two soon too, Helena and Lian.
Adhoc vote count started by ChroniclerW on May 12, 2023 at 6:44 PM, finished with 21 posts and 12 votes.
[X] Plan 'You call that a knife? THIS is a knife!' -[X] Character Creation. Describe the player agent. This is for narrative flavor only.
--[X] Name: Kong Ji-Min
--[X] Gender: Female
--[X] Weapon: Two Kukri/Gurkha Knives designed to make lacerations deep enough to cause the target to bleed profusely, a good set of weapons for the close quarters of WARP Trains.
--[X] Personality Traits (three single words max): Tacitical, Awkward, Honest
--[X] Physical Description (be it words or a "day off" picture): -[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: No AP
[X] Plan Teamwork? -[X] Character Creation. Describe the player agent. This is for narrative flavor only.
--[X] Name: Lian Lilac Lindsey
--[X] Gender: Anything
--[X] Weapon: Harpoon Umbrella - Its a shield, a spear, and a mid-long range weapon all in one!
--[X] Personality Traits (three single words max): Ready Willing Able
--[X] Physical Description (be it words or a "day off" picture): Light purple hair, a suit with pants, gloves, and a gas mask -[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: 1 Ap
[X] Plan LoveSmith
--[X] Helena Pierce LoveSmith (H.P LoveSmith)
--[X] Gender: Female
--[X] Weapon: Combat Pen, a giant ink pen with various types of utility inks (favors explosive ink).
--[X] Personality Traits: Jumpy, shy, paranoid
--[X] Physical Description: A fairly thin young woman with deathly pale skin, long white hair and slightly sunken pink eyes, tends towards simple black dresses and a fluffy grey coat on her off days. Has a set of earrings that look like bright yellow eyes. -[X] Workweek. Contribute W with the crew to suppress disorderly passengers. You have 100HP.
--[X] Contribute W to the quota: 1 Ap