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.
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
Your mother flashed a proud smile. Tonight, you and her were seated at a casual dining restaurant with money you earned from an internship with a minor Zwei-affiliated office. Your duty consisted of keeping an eye on schoolchildren crossing the streets. It nearly overlapped with your own schedule of getting to class on time in Academy L, but it's still money you earned on your own.
That internship was another thing your mother discouraged, since your family already had enough Ahn. But tonight, she was considerate to not mention it.
The food was okay, but the atmosphere was homely. Your mother, of all the 10,000 looks she liked to shuffle between, opted for a white sundress and to let her natural long black hair flow down.
You father called during your dinner of steak, brown rice, and peas. "Boss just told us to come home early. I'm sorry I couldn't make the dinner, but at least I should be back soon."
"Really?" she said. "That's great! Stay safe, dear!"
You nodded. "See you soon, father."
"I'm sorry again, Ji-Min. Especially since you worked hard for this."
"It's fine! You know... I'd pay for you to stay home more often, if I could."
"Thank you. I'll see you soon."
You and your mother joked a bit about the traveling that Lantern Office made him do every so often. Today wasn't perfect, but then, few things in life were, and all things considered, this was a pretty good evening.
The table next to you suddenly engaged in frantic discussion, followed by calls asking if everyone was okay. Another table nearby looked at their smartphones and gasped. The conversation vaguely sounded vaguely like an accident occurred.
Your mother also checked her smartphone and gasped.
"What's wrong?" you asked.
She winced, then showed you.
BREAKING: TRAIN WV-103 DISASTER – SECOND TRAIN VANISHED THIS MONTH, PASSENGERS PRESUMED DEAD.
Half an hour ago, train WV-103 failed to arrive at District 21. W Corp.'s engineers attempted to recalculate the train's current location but were unable to do so. As such, and due to the nature of W Corp.'s Singularity, they stated that the passengers on board should be presumed deceased.
This follows on the heels of a previous train accident earlier this month. W Corp.'s Singularity, teleportation, is normally used in its trains to instantaneously transport passengers from one station to another. W Corp.'s investigation concluded that the previous accident was caused by deliberate sabotage, but this could not be independently verified due to the involvement of trade secrets.
More details to come.
Neither you nor your mother said anything for a couple minutes.
"That's... a shame," she said. "Wings can be careless sometimes."
This was not going to be fun. "It's sabotage," you said. You weren't sure you fully believed the claim yourself, but her comment almost looked like an accusation that your dream was a poor choice.
"But didn't the first accident take place in W Corp.'s own District?" Her pitch then rose. "No matter how you look at this, sabotage is such an outlandish claim!"
"Do we have to go over this now!?" You noticed that your spat became the attention of other diners nearby.
Your mother swallowed. "I'm sorry."
The both of you took a few more bites in silence.
"I'm... just worried, y'know?"
You avoided looking at her. "Thanks."
"I don't know if W Corp. will survive this hit to their image. It's hard for a new Wing."
"Mother. Please."
The conversation fell into silence again. Your mother looked at her smartphone. "Oh no..."
"Huh?"
"Your father just sent a message... your Uncle Kumar, he... he was among the passengers."
"That's..." But it was hard to put anything into words. Whatever defense W Corp. wanted to propose, your mother must've felt she had every right to reject it. Nor did you now feel eager about jumping to W Corp.'s defense.
"He helped you a lot, didn't he? Kumar was the one who got you in touch with your tutors."
You stared at your empty plate. "Yeah... that's why... why I'm at the top of my class."
"Ji-Min, dear?"
You looked up at your mother, who wore an anxious smile.
Your wPhone guides you back to a corridor before the train platform and then directs you into a conference room.
Four others are already seated. Three of them look like cleanup agents. A woman with blond pigtails, one pigtail with a streak of sky-blue highlights like she's cheering for a sports team, talks animatedly with (or maybe "at"?) another woman. The latter wears a stony frown like the grim agent from the orientation footage.
"Aw, c'mon, Sumaiya!" says Pigtails.
Sumaiya points with her eyes at the head of the table; a balding man in a suit stares at the interaction.
"Who, him?" Pigtails pokes the blue beauty mark on Sumaiya's cheek. "Director doesn't give two birdshits about the janitors."
The Director snorts. You notice a severe scar on his neck.
Another guy chuckles, that one with dark-blue shades.
As Sumaiya's face reddens, you take your seat far on the other end. When Pigtails sees you, she smiles and opens her mouth until Shades cuts her off with a smile of his own. "Blaine, you'll scare the newcomers."
"Ha!"
A pair walk in together. One looks like she just crawled out of a crypt and could maybe do with the recent enthusiasm. You almost miss the person with light purple hair next to her. The woman takes one look at the Director, gulps, and keeps her head down as the pair take a seat.
One bonehead jacked up on one muscle augment too many lumbers into the conference room.
"The last one," says the Director. "Close that door."
"Uh, dis da right place?"
The Director pinches the bridge of his nose, then looks at you. "You. Close that door."
You close the door while Bonehead figures out how to sit down.
"Introductions. I'm Director Ghaith, head of General Services. You've all seen the orientation footage, so congratulations on being selected by me to join the most important group in W Corp." The Director slowly claps.
"Gosh," says Blaine. She glances at the Director and the zombie woman. "The vibe in here is a bit..."
"A bit appropriate? Yes. Now, I'm here in case anyone needs anything that your seniors or team captain can't provide. Captain."
Sumaiya brushes aside the shoulder-length black hair in her face and stands. "Good morning. I'm Sumaiya, the morning shift Cleanup Captain. Let's work hard together to keep the trains orderly."
Next up is Shades. "I'm Miguel. I'm a senior, or at least, whatever definition passes as 'senior' for this cleanup crew."
You feel like you'll regret asking, but you raise your hand anyway. "Uh, how long have you, er, been working?"
"A month. Sumaiya started a week earlier, and Blaine started together with me."
Blaine jumps to her feet with a grin and quick wave. "That sounds like my cue! I'm Blaine, your final senior." She punches up. "Let's work hard together to keep each other SAFE!"
Sumaiya briefly smiles, and Miguel nods.
Then, the zombie. Thin with deathly pale skin, long white hair, slightly sunken pink eyes, you wonder how she even passed the physical exam. About the only thing lively on her are a pair of small blue stud earrings. Zombie takes a deep breath. "I'm Helena. I used to lead an office sponsored by W Corp. that gathered information throughout District 12. Among other things. Uh, my partner," she glanced at the person next to her. "They did a great job specializing in disguise."
The Director gestures for her to sit. "I always get sick of dealing with you. Sit. They can introduce themselves. Next."
Helena quickly sits down.
Her partner looks at her, then the Director with an unflinching expression. "My name is Lian. My boss-"
Helena finally smiles. The Director shoots them both a stink-eye.
"-and I will bring the high level of effort that we put into that office, into this team."
"Next."
Bonehead scratches his buzzcut. "Dorian. Nice, uh, to meet you all. One ding led to anodder and da Director was... kind enough to hire me?"
"Sure. Last."
You stand up. "I'm Ji-Min. This is my first job out of school." A glowy pride warms your chest. Despite all your hardships and W Corp.'s secrets, you joined a Wing that's not L Corp.
"Which one?" asks Sumaiya.
"Academy L."
"Academy L, huh."
The Director frowns. "Sumaiya. Enough."
She shakes her head. "I'm Captain now. I don't want another calamity like last week. If it happens again, then it's on me."
"What?" you ask. "What's wrong with Academy L? It's the best in the District."
"And that's not saying much. Even with all the other corner-cutters, L Corp. is the most notorious. I'm sure they cut corners on training, too. In fact, I heard rumors that L Corp. was forcing other employers to hire its kids, but this is too dangerous. Their horrible reputation is too well-deserved."
You shake your head. No way, even here, why won't L Corp.'s shadow fade?
"Sumaiya," says the Director. "This job is meritocratic. If Ji-Min can't keep up, then that's a self-solving problem."
"Hiring Ji-Min might just be filling a quota to you, but the failure of one agent can be the difference between life and death for the rest of us. I can't put our lives into her hands so carelessly. I can't."
"Hey," you say. "Have you even seen me fight? I can get the job done just like you. Besides, it's not like W Corp. was scraping for leftovers. A Wing chose me; that says a lot about my capability."
"A Wing was forced to choose you, and what makes you think I want to trust an apple from a rotten tree?"
"Are you that limited in your skill to assess the capabilities of others? I shudder to think of what'll happen to this crew when you underestimate the passengers!"
As Sumaiya slaps the table and opens her mouth, the Director holds up his hand in front of her and looks at you. "Ji-Min. I see where this is going. Realize that 'General Services' also means the management of W Corp.'s in-house fixers. I can find you a more fitting role. Yes?"
Part of you wants to take the offer and say good riddance to working in this nightmare and the people here who hate your guts. But that would mean accepting the shadow forever. And if one disgruntled employee can punt you with a mere complaint, what's stopping the next person from finding a way to manage you out of W Corp.? "Director, you surely had a hand in deciding to hire me as a cleanup agent. Were you wrong?"
"Never." The Director taps the table for a couple seconds, then looks at Sumaiya. "I understand that you have concerns about Ji-Min's capabilities. You can trust that I expect a baseline competency, and I have observed Ji-Min's performance myself during the hiring process. Whatever corners were cut, it's not a problem here."
"...I understand, Director."
"Dismissed."
As the Director leaves and the others file out, Sumaiya pulls you aside and takes a deep breath. "For what it's worth, I'm... sorry about earlier. I can't shake my doubts, but I'll... I'll believe in you."
You slowly nod. "Sure."
Sumaiya leads the crew on a tour of the facility. The seniors walk and make small talk ("So! Tell me more about your old office!" "..."). An occasional question pops up ("Dis cafeteria, does it serve delicious meals?" "Yes."), although some are dumber than others ("Beer?" "No. And consumption of alcohol is forbidden during working hours.").
Your wPhone, along with everyone else's, beeps with a notification of an inbound train.
"Our first train," says Sumaiya. "The Passenger Advisory Report, or PAR, says it's a Schedule II train. Newcomers, don't waste this chance to adjust yourselves."
Miguel heaves a sigh. "And after last month, we seniors aren't going to waste this breather."
"Don't get too complacent. After making it through Hell Month, it would be a shame to receive a negative performance evaluation."
"Hell Month?" asks Dorian. "Da hell is dat?"
Blaine sticks out her tongue. "Train after train was Schedule I the last four weeks. You guys have it sooo easy; Miguel and I, our first train was a Schedule I. We seniors made it all the way to the end with our seniors, only for them to die during the last week."
"The armory." Sumaiya stops in front of metal double door and scans her ID. The doors open to a large storage room where a few clerks manage racks of various weapons, shelves of vests, and several unknown tools. You catch a faint whiff of burnt rubber before it fades. "Grab your favorite weapon and a vest. Once we're done cleaning, we'll return everything and wait in the lounge until the next train." She briefly discusses something with Helena ("You're free to go enjoy your day off after this cleanup.").
Lian peers down the hall. "You said Engineering was nearby?"
"They keep our gear in top shape and store their Head-knows-what crap here."
You examine a pair of Kukri knives; not only do these things stack the bleed, but the edge has a blue glow that softly hums. Once you satisfy yourself with your examination of the knives, you put on a vest. With mixed emotions about your dreams and reality, you also don your W Corp. cap.
"Well, well!" An unfamiliar deep voice and several footsteps come from down the hall. "Wassup, Captain Sumaiya."
"Captain Teresa."
As you step out with the others, you see a wiry man with a box cut. His leather gloves are pristine, as if his hands are a District treasure. Teresa leads a few others, including the new hire you overheard at orientation who muttered the wishful thinking that the footage was just a sick movie. "Just a short while ago, you were a baby blue learning the ropes. And now? You're leading a whole team." He snickers.
Sumaiya scowls. "I heard your Director rejected your project proposal."
Teresa breaks into an expression like hers. "You should smile a bit more. Misery Terrorists might come for you."
"That Urban Nightmare has nothing to do with me. Stop goofing around while we're on the train."
Back to a snicker. "That's harmless fun. Let's go."
Dorian whispers into Blaine's ear. "What's with dem?"
"Inspections fucking gambles on which of us will quit or croak."
On the platform, you ball your fists as the train squeals to a stop and the door to the cab opens with a hiss. An hour ago, you thought nothing of the arrival inspection team. Who would have thought that inside the train was such a hellish world?
The Inspections team's new hire clutches his head and winces in pain, to which Teresa clicks his tongue. After everyone enters and the door closes, Teresa takes a moment to speak. "Were you, Head forbid, thoughtlessly preparing to mutter about the passengers? In public?"
"I-I apologize, sir."
Teresa taps his own head. "What a fool you are to forget about your own Procedure J. Reminder to all: unless you're a masochist, make sure you're in a designated secure place before discussing company secrets." He takes off one of his gloves, but his "hand" is several cables, plugs, and ports.
Next, Teresa connects a finger plug into a train port. The rest of his team takes a seat as information panels float in the air. "Diags clear. Whenever you're ready, janitor."
Sumaiya takes a deep breath. "This is our first train as a team. Because we're dealing with a Schedule II, this is our safest opportunity to let the newcomers practice.
"And remember what the Manual says: even though we're fighting the passengers, we're fighting for their sake - to fix them back to normal and free them from the nightmare." She nods to Teresa. "Open it up."
Your turn to take a deep breath.
And maybe you should've held it longer, because there's one thing you don't get to experience from the footage that you do in real life: the stench. You cough a bit on heavy iron. Helena nearly retches and Lian grimaces.
As Dorian strolls forward, your head buzzes with the careless risks that he's opening himself to.
"Hey, uh," you stammer. "Shouldn't you be more careful?"
"She's right," says Sumaiya. "Always keep your eyes open. You never know when a mangled passenger will jump you, and they love to use the seats as fortification in combat."
Blaine hurriedly glances at the space in front of each seat before she catches up and taps Dorian on the shoulder. "Slow down there, big guy."
"Mmph." Dorian scratches his head.
Nothing else of note happens in the first car. Nor the second car.
The third car is near-spotless except for the blood trail running in the middle of the aisle. Despite the blood, you have yet to see a pasasenger.
"We in da right train?"
Sumaiya opens the fourth car. A couple bloodied passengers spill out and groan.
"Apparently," says Lian. "How does this even happen?"
Passengers cover every inch of the floor. Several passengers even lay on top of other passengers. The rows of seats each have an individual passenger draped on them, as if someone important was laid to rest.
A nauseous feeling rises in your stomach. You will it down until the sensation passes.
Sumaiya surveys the car with an anxious look on her face. "This train might've developed a caste system where the outcasts call the garbage dump their home. Someone, or even all of them, might even be pretending to be a body to trap the unwary for the 'fun' of it. This sort of place is especially dangerous."
You nod as an idea pops into your head. "We're, uh, in T-time though, right? Don't we have all the time we need to... pick them off one-by-one from a distance?"
She nods. "Good thinking. Not every situation demands brute force. And we'll do just that. Helena, Lian, prod the closest ones."
Lian points something like a closed canopy-less umbrella at a passenger and presses a trigger. A spear booms out of the shaft. It pierces and zaps a passenger, who squeals and twitches for a moment.
Helena flicks her wrist while holding... a pen? Ah. It must be that ink Singularity. Even today, some executives keep a utility pen on hand as a defensive measure. As you wonder what modifications W Corp. implemented, you hear the pen click. Blue ink splatters over the passenger, who screams as blue electricity ravages their body.
Sumaiya turns to everyone else. "We'll move the cleared bodies behind us. Newcomers, don't overexert yourselves; if you get hurt, you're stuck with the pain until we return to reg-time."
Dorian ignores her and carries both passengers under his arms, but you doubt it's a problem for him.
"Eh," says Blaine. She carries another passenger that Lian just harpooned. "A little work never hurts."
The other two seniors carry bodies at a slower pace. If that's fast enough for them, that's fast enough for you. Work continues at a steady space in silence apart from Blaine humming an occasional tune, which you recognize as an excited pop song looking forward to a day off. Eventually, you and the crew clear the room.
Car after car remain empty. With any luck, you hope that all the passengers threw themselves into that one car.
Near the end, a man built like a fixer leads a car full of young kids in silent physical exercises with his polearm. By whatever miracle, only the fixer has major injuries and the kids look mostly intact. As you all enter, he turns to face the crew with his polearm ready, and shouts over his shoulder in an unknown language. The kids gather in the aisle behind him with deadly expressions and raise their fists.
Sumaiya gulps, and you don't like the odds that her next order is going to be pleasant. So far as W Corp. is concerned, what happens on the train stays on the train; violence now doesn't count as violence against an actual person. And yet...
"Wait," you say. You step forward, put your knives on the ground, and raise your hands. You soften your voice and put on a smile. "Okay, okay, going to be okay..."
"Follow her lead."
It's an awkward chorus and horribly off-key, but the fixer and the kids lower their stances. The fixer drops his polearm, raises his hands, and sings the word "Okay" over and over. The kids follow along.
Maybe a peaceful option isn't always possible. But if the only thing that matters is the cleanup getting done, then W Corp. shouldn't care about the method to do it.
Week 1 (Work) / Schedule II / If W<2, all agents take -15HP
Helena: (100HP, Rapport +1, Favors +0, 3M) ~ (70HP, Rapport +1, Favors +0, 5M)
Lian: (100HP, Rapport +1, Favors +0, 1M) ~ (70HP, Rapport +1, Favors +0, 3M)
Blaine: (40HP, Rapport +1, Favors +0, 4M) ~ (70HP, Rapport +1, Favors +0, 4M)
Miguel: (40HP, Rapport +1, Favors +0, 5M) ~ (100HP, Rapport +1, Favors +0, 5M)
Dorian: (100HP, Rapport +1, Favors +0, 2M) ~ (70HP, Rapport +1, Favors +0, 4M)
Sumaiya: (40HP, Rapport +1, Favors +0, 6M) ~ (100HP, Rapport +1, Favors +0, 6M)
INSTRUCTIONS. Submit a plan.
-[] Day Off. Distribute AP into one of the following.
--[] Rest. The Manual clearly states that agents are supposed to use the day off to maintain their health. Just follow the Manual and you'll never go wrong. Each AP restores 20HP. Until a story path is selected, Rest includes the following effect: "Increase Burnout +1 (reduce max HP by -10 per count)." Note that burnout count remains even after a story path is selected. If no option is selected for day off, this option will be automatically selected with 0AP applied.
--[] Overtime. For the Feathers willing to sign away their freedom and truly embrace life as a Company Asset, the Wing in return will offer the greatest compensations. Begins the Wing story path. Day off decisions will focus on carrying out missions of various risks and honorabilities for the Director. You do not receive strikes, and the Director will authorize special assistance for you during Schedule I weeks if Rabbit Protocol is on cooldown. Costs 1AP to select.
--[] Cooking Club. Time to make the friends that you never had a chance to make before while engaging in your favorite hobby. Begins the Friendships story path. Day off decisions will focus on managing social relationships with your clubmates and cooking. You may generate Food, which will be shared with your fellow agents to increase Rapport. Costs 1AP to select.
--[] Dating. You've got a stable (and high-risk) job with a Wing, and you're physically strong enough to survive crazed passengers and take care of yourself. That makes you a sexy commodity! Begins the Romance story path. Day off decisions will focus on building a life together with a love interest. You will receive passive healing each week. Costs 1AP to select.
Note: Specific mechanics for the chosen story path will be introduced the Week after it's s selected.
-[] Workweek. Contribute W with the crew to suppress disorderly passengers.
--[] Make requests:
--[] Contribute W to the quota:
Passenger Advisory Report:
Week 2 (Work) / Schedule II / If W<5, all agents take -30HP.
Adhoc vote count started by ChroniclerW on May 18, 2023 at 8:00 AM, finished with 18 posts and 7 votes.
[X] Plan Company Grindset
-[X] Workweek.
--[X] Contribute W to the quota: 1 AP
-[X] Day Off
--[X] Overtime. For the Feathers willing to sign away their freedom and truly embrace life as a Company Asset, the Wing in return will offer the greatest compensations. Begins the Wing story path. Day off decisions will focus on carrying out missions of various risks and honorabilities for the Director. You do not receive strikes, and the Director will authorize special assistance for you during Schedule I weeks if Rabbit Protocol is on cooldown. Costs 1AP to select.
-[X] Relationships
--[X] Lian
It's before sunrise. Most people, on their day off, are snug in bed or getting ready for a day of fun. You're comfortable, too.
Because you're sitting on a plush couch in a blue reception lobby at work.
Everything in the lobby is velvet this or sculpture that. If only you could transform your bare-bones apartment into something like this! In fact, even one piece of anything here would become the centerpiece of your place. A huge W Corp. logo is painted on the wall behind the receptionist's desk, and a row of small portraits hang on the wall. You recognize your Director as part of the portrait lineup below another portrait, who must be the Branch Manager.
Down the hallway, a door creaks open, and Sumaiya steps out. She sees you and pauses, then smiles. "Good morning, Ji-Min."
"Good morning, Captain. Did you finish giving your morning report?"
"I did. The Director said you can come in now." She hesitates. "Are you... really going to...?"
You nod. "Yeah."
Sumaiya sighs. "Just be careful, okay?"
Your mother flashes to mind. She always said not to get too close; in a deal between a Feather and a Wing, it's always the Wing who finds a way to exploit the situation.
But that's just one more thing she doesn't get. W Corp. acts like you're expendable, and as a child of L Corp., even the person in front of you tried to give you the boot. You need sturdier ground. "Thanks. Good luck at work."
"And you enjoy your day off. I suspect you won't get many more after today."
After feeling that your black hair is neatly tucked under your two side bangs and behind your ears, you enter the Director's office. Every paper in a folder, every pen in a cup. A tall oaken grandfather clock ticks while a blue pendulum swings.
"Ji-Min. Good morning."
"Good morning, Director."
"Cleanup. It's been a week since you started work as a cleanup agent. How is it?"
"I've adjusted." You suspect that he wants another perspective on team dynamics besides Sumaiya's reports. "Uh, we've gotten used to working with each other. Dorian occasionally struggles to understand an order, but I'm not aware of anything serious."
"Dorian." The Director snorts. "Very well. Business. It is my understanding that you wish to further contribute to W Corp. by giving up everything to become a Company Asset."
"Yes." You mentally steel yourself.
He taps a folder on his desk. "According to PR's dossier, you poured effort to distance yourself from L Corp. You've done well."
You allow yourself a smile. "Thank you."
"I need your type. I need people who can reliably oppose L Corp. Although W and L are business partners, L Corp. lacks no greed. The fees that we pay for L Corp.'s energy and building leases are based not only on supply and demand, but a host of other factors under the table... like blackmail. Although W Corp. and the host Wing in each District run missions against each other, the nature of our relationship with L Corp. means that our missions are particularly high-stakes."
You nod and briefly think about your parents. Your mother is a technician for L Corp., but your father is a fixer at the L Corp.-sponsored Lantern Office. If you're running missions against L Corp., does that mean you might fight him?
"Workload. You must continue to perform your regular duties as a cleanup agent. I acknowledge that it's counterproductive to add additional duties on those days. Instead, your work as an asset will occur on your days off.
"Expect to work two consecutive weeks, followed by a rest week.
"Your assignments are generally one-day missions, and I'll leave it to you as to how you'll complete them. To ensure your success, I am assigning a couple other assets to assist you as needed. Do not expect them to perform your work for you nor to go out of their way to bail you."
"I understand."
"Motivation. Why do you want to be an asset?"
"To..." You cover your mouth before blabbing out your naked honesty. What employer needs an asset whose instinct is to think of herself first? A phrase taught in Academy L comes to mind. "To, uh, serve a Wing is to serve the greater good."
The Director smiles. "I look forward to working with you." He sends you to Legal, where a friendly lawyer guides you through the papers necessary to sell your soul.
You grip the pen a bit tighter than usual, and start signing.
A few days later, your cleanup crew waits fifteen minutes longer than usual in the cab while Teresa is plugged into the train's camera system.
"I'm bored," says Dorian. "When do we smash passengers?"
"Whenever you want, if you want to join the passengers as your own meat pile."
"As was said," you say, "the PAR has a note saying that the Index is here on a joyride."
"Oh! Da white cloaks."
"If we play along with their Prescripts, maybe we'll avoid a risky fight. Maybe."
"Why all this?" asks Lian. "What does the Index gain by throwing huge Ahn to seat their people?"
Miguel shrugs. "Whoever writes their Prescripts knows how our 'teleportation' works. My theory is that they just like to screw with us."
Helena looks at her pen with a tired expression as she rotates it between the thumb and index finger. She and Lian whisper something to each other.
"Aight," says Teresa. "That's everything relevant. Your turn, janitor."
An information screen pops up in front of Sumaiya. She scrolls through, sighs, then closes it. "Should be doable. Everyone, no matter what, always keep spinning."
Lian shoots her a puzzled look. "Spinning?"
"Board a train. If you are still on the train after one hour, begin spinning. Savagely beat anyone who isn't spinning (use your discretion) for ten seconds. Do not stop spinning."
"Wow."
"That's the Prescript given to the Proxy, and he'll be a dozen cars in. If we convince him to relax, or at least suppress him, it'll be easy to make everyone return to their seats."
You raise your hand. "How fast must we spin?"
"It's going to vary depending on the car. Follow my lead." Once everyone dons a white cloak, Sumaiya turns in place slowly and hops every other rotation. The rest of the crew looks at each other, then mimics her. Helena looks a bit ill as she spins.
"You okay?" you ask.
"I'm fine. Thank you."
"Seems we're ready," says Sumaiya. "Open it up."
It's several minutes before you get into the first car, which is plenty ordinary. Several passengers in good shape spin and hop in place. They wave and call out ("The Sacred Door has finally opened!" "Salvation is at hand!" "They spin like us!") as you enter.
A blindfolded Index Proselyte in his black attire and short white cloak greets the crew. A huge grin covers his face. "Ah, the Prespin has blessed us with saviors. On behalf of the Door Guardians, I, Ingegerd, humbly greet you."
"We bear salvation," says Sumaiya. "Take us to The One Who Spins."
"Allow me the honor of safely guiding you." It's another several minutes before you get into the next car. Blood covers the floor, as do several passengers riddled with holes. The passengers slowly roll back and forth.
"A-Ah," groans a hole-riddled passenger.
"Ignore the heretic." As Ingegerd spins next to the passenger, he counts to ten while stomping them. "Fall silent, roller. You are unworthy to lay eyes upon our saviors."
Helena almost loses her footing on the blood-soaked floor. The crew holds their breath until she recovers and resumes. Ingegerd says nothing, or doesn't notice, and continues to guide the crew.
A couple cars later, passengers now hold pieces of other passengers as they quickly spin without hopping. A Proselyte leads these passengers, and she growls as your crew enters. "Guardian Ingegerd, you dare to enter our parish with your fool-hopping!"
"Fall silent, Sage Ioannu; know that the saviors have arrived, and they arrived in accordance with our spinning! For all your mocking, it was your spinning that was unclean!"
Most of the passengers slow their spinning and hang their heads. As they do, the passengers drop their pieces, then mimic Ingegard.
"N-No," stammers Ioannu.
"Do you wish for me to declare you and your remaining followers as heretics?"
"The One Who Spins declared our ways to be in accordance with the Prespin! Let Him pass judgment!"
"You may follow, but remain one parish behind us and do not enter the Holy Sanctum until summoned."
"Hmph."
Your journey continues. As your crew crosses car after car, passengers abandon their old customs. Some weep, some glare, and some dare to attack before meeting a brutal stomping at the feet of Ingegard.
Ingegard stops near the door to the next car. Two passengers guarding the door spin normally - no hopping, no pieces. They gasp upon your spinning.
"Saviors, we have arrived outside the Holy Sanctum." Ingegard's chest swells. "In the name of the Prespin, I, Door Guardian Ingegard, have brought the saviors to bless The One Who Spins."
The passengers step aside but maintain their normal spinning. Ingegard opens the door and bids everyone to enter. Inside is a bloodless car devoid of all passengers except for the one. The Proxy's ankle-length cloak swirls behind him as he spins normally. You notice a mechanical appendage of four-to-five arm lengths protruding from his back. At the tip is a hand-length pointy drill blade whose whirling sounds fill the car like a fountain would for a garden.
"O, One Who Spins!" says Ingegard. "In the name of the Prespin, I, Door Guardian Ingegard, have brought the saviors to bless You and offer salvation to our lands."
"I am honored," says the Proxy. He looks over the crew as tears come to his eyes. "We have faithfully maintained these lands as we awaited your return."
Sumaiya nods. "I commend you for keeping the faith. We have come to dissolve the borders and barriers of these lands. Let the sinner be forgiven, let the high step down, and all shall become equal in the name of the Prespin."
"Let it be d-... h-huh?"
You hear someone tumble to the floor. In your next rotation, your blood freezes as you realize that Helena lost her balance and fell to the floor. And not spinning.
The Proxy bellows, "Devils!"
Even Ingegard almost pauses.
"You!" The Proxy points to Ingegard. "You have allowed false prophets to invade our lands and spread lies! A plague you have brought upon us! Calamity follows in your wake, defiling every spin!"
Ioannu and the guards enter and gasp as Ingegard wails to the ceiling.
"Purge them all!"
"Suppress!" shouts Sumaiya.
You engage the Proxy, who continues to spin. His mechanical appendage whips in the air, the drilling ever harsher. On his rotation as he turns to face away, you leap for his back, but the appendage intercepts. You block the drill blade before it can drill into your skull.
The Proxy spin-steps around you and past a still-spinning Dorian and towards Helena.
"Dorian!" you shout. "Stop him!"
Dorian stops spinning and grabs at the Proxy, but misses. The drill blade digs into one of his muscles, and Dorian staggers.
The Proxy towers over Helena. She flicks ink at him, but the Proxy grabs Ingegard as a shield. Ingegard screams as the ink electrocutes him, and he falls to the floor in spasms. Miguel swings his sword, but it clangs against the appendage. The Proxy spin-kicks Miguel in the head and he falls back into a seat.
Meanwhile, Ioannu and the guards advance on Helena. Sumaiya smacks one with her baton, and blue sparks fly from her weapon as the guard spin-staggers away. Lian presses a button; the ribs on their umbrella-harpoon spread out and blue bolts of electricity zip between the ribs as a canopy of electricity forms. As Lian bashes the guard, the latter screams and falls to the ground.
Neither Sumaiya nor Lian, however, has eyes on Ioannu. In one spin, both agents yelp as her spin slash cuts into both their arms. The umbrella harpoon drops from Lian's hands.
Helena raises her hand to flick more ink at the Proxy, but the drill blade pierces through her hand. She screams while her pen clatters a couple meters away. As Helena crawls backwards, she searches for anybody still standing. "Captain!"
Sumaiya grunts and grips her baton, then charges into Ioannu. The agent accepts a cut into her arm, then batters the Proselyte. Ioannu rolls and twitches on the ground.
You leap again at the Proxy before his appendage can drill into Helena. Instead, his appendage grabs and wraps itself over you, then hurls you into Sumaiya. You both roll over the floor and pain shoots through your shoulder. You both scramble to your feet, but the Proxy is on the windup just as Helena grabs her pen. She leaps forward.
However, the Proxy stabs his drill blade into her line of travel. Helena collides into it headfirst, but sprays more ink at the appendage. The ink detonates and a boom fills the car, with part of the metal appendage destroyed. Fragments fly in different directions, and the explosion throws a bloodied Helena into a seat.
As the Proxy screams, you use the opening to leap into the Proxy with your knives and discharge electricity. As he doubles over his wound and twitches with an unsteady spin, Lian harpoons the Proxy and zaps him with more electricity. At last, the Proxy falls to the floor and moves no more.
Lian ignores their own wounds and rushes over to their colleague. "Helena!"
Helena looks like what one would expect from someone subjected to a blast injury. She moves her head slightly. You hang your head; had this been reg-time, Helena would already be dead. As the rest of the crew regroups and realizes what happens, bitter expressions cloud everyone's faces.
Sumaiya asks a few questions to Helena, but she fails to respond meaningfully. In response, Sumaiya shakes her head and her voice falls low. "We'll have to, as Teresa likes to put it crudely, hack her up and pack her up."
"What?" says Lian. "You can't do that!"
She scans Helena with a tool and mutters "8M" to herself. "We can't drag a dead agent out in public. There's some U-Boxes where we store the fallen agents for disposal, but the agents only fit inside as pieces."
Lian balls their fists, then lays a hand on Helena and mutters their farewell.
Once the restoration process is complete, the Index disembarks with the other passengers ("Fulfilling a Prescript always fills me with joy." "Mine says to visit HamHamPangPang after disembarking"). Meanwhile, your wPhone beeps with a crew meeting request from the Director.
"Guess it's time," said Sumaiya.
Teresa steps out of cab with a smirk on his face. As his team walks by, he ribs her. "I want to hear all the details about what a great Captain you are."
"Fuck off."
The post-cleanup kit has basic meds, but you fight to keep the pain off your face as the crew limps to the conference room, gets seated, and stares at the table until the Director arrives.
"Pathetic. Two weeks in without having even seen a Schedule I, and this crew is already falling apart." The Director points to Miguel and Dorian. "Thanks to you and you, your colleague is..." he slams the table. "DEAD!"
They can only stare at the Director with horror on their faces.
"Captain!"
Sumaiya stands. "Yes, Director!"
"Rest. I'm bringing in Katherine from the night shift to take over starting next week."
She swallows. "I apologize, Director."
"Dismissed. Everyone, get out. Out!"
At the armory, Sumaiya gathers everyone for an impromptu meeting. "This... was a brutal cleanup. I know everyone is hurt and demoralized. Lian, I-I'm sorry."
Lian shrugs, but their gaze is vacant. "You did all you could."
"Please make sure to get enough rest." Sumaiya leaves first and wipes something from her face.
Even this horrible day must end, and it does. You return home and get ready for bed when your mother calls again ("I just wanted to leave a message saying I love you."), and despite the queasy feeling in your stomach, you grin; it's like today managed to send a final screw you before tomorrow. Perhaps it's time you get around to pressing the block button.
Week 2 (Work) / Schedule II / If W<5, all agents take -30HP
Helena HP recalculation
70 ~ 40HP (Weeks 2 and 3... Both Schedule II. 3AP into personal life)
40 ~ 10HP (Spill in Week 2)
Helena selected for Emergency. Helena calls Sumaiya... Sumaiya responds
Helena: 10 ~ -20HP (Emergency - Protected)
Sumaiya: 40 ~ 10HP (Emergency - Protector)
Helena at -20HP, saving? (5) No
QM pauses on Week 2 (Relationships).
Sumaiya chatted with you; Rapport +2 is normally added during Relationship calculations, but it's updated now.
QM moves Week 2 (Relationships) as Immediate Event for Week 3.
Katherine added at the end of Week 2.
The Crew's stat changes
Ji-Min: 100HP ~ 50HP
Helena: (70HP, Rapport +1, Favors +0, 5M) ~ (-20HP, Rapport +1, Favors +0, 8M) DEAD
Katherine: 100HP, Rapport +1, Favors +0, (2)M, NEW
Lian: (70HP, Rapport +1, Favors +0, 3M) ~ (10HP, Rapport +1, Favors +0, 8M)
Blaine: (70HP, Rapport +1, Favors +0, 4M) ~ (10HP, Rapport +1, Favors +0, 7M)
Miguel: (100HP, Rapport +1, Favors +0, 5M) ~ (40HP, Rapport +1, Favors +0, 13M, Strike +1) Meltdown️
Dorian: (70HP, Rapport +1, Favors +0, 4M) ~ (10HP, Rapport +1, Favors +0, 12M, Strike +1) Meltdown
Sumaiya: (100HP, Rapport +1, Favors +0, 6M) ~ (10HP, Rapport +3, Favors +0, 9M)
INSTRUCTIONS. Submit a plan.
-[] Immediate Events - Relationships (Week 2). Spend time with one other agent. Increase Rapport +1.
--[] Lian
--[] Blaine
--[] Miguel
--[] Dorian
--[] Sumaiya
--[] Nobody. Regain 10HP
-[] Immediate Events - Mother. Your mother would like to get in contact. Increase / decrease Max HP by 5 for each -4 / +4 Rapport with your mother.
--[] Ignore. You feel ill just thinking of her, but wait and see. No change.
--[] Block. You feel ill just thinking of her, so skip the hassle. Decrease Rapport -4 with your mother and increase Max HP +5.
--[] Call. You feel ill just thinking of her, but she's still your family. Increase Rapport +4 with your mother and decrease Max HP -5.
-[] Day Off. Distribute AP into one of the following.
--[] Rest. The Manual clearly states that agents are supposed to use the day off to maintain their health. Just follow the Manual and you'll never go wrong. Each AP restores 20HP. Rest for how many AP:
-[] Workweek. Contribute W with the crew to suppress disorderly passengers.
--[] Make requests:
--[] Contribute W to the quota:
Passenger Advisory Report:
Week 3 (Work) / Schedule II / If W<5, all agents take -30HP.
No action is currently asked of the following, but is published as a notice:
Passenger Advisory Report's roll (Week 4): (2)
Week 4 (Work) / Schedule I / If W<15, all agents take -40HP / Conduct Emergency check
-[] Meltdown. Keep an eye on other agents to reduce their damage.
--[] Miguel. Increase Favor between +1 to +3 (more Favor with fewer protectors and failed meltdown check) with Miguel. Costs 2AP.
--[] Dorian. Increase Favor between +1 to +3 (more Favor with fewer protectors and failed meltdown check) with Dorian. Costs 2AP.
-[] Relationships (Week 3). Spend time with one other agent. Increase Rapport +1.
--[] Katherine
--[] Lian
--[] Blaine
--[] Miguel
--[] Dorian
--[] Sumaiya
--[] Nobody. Regain 10HP
New mechanics have been added to the Manual.
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, two types of special assistance become available.
Authority. As a Company Asset, to cross you is to cross W Corp. 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).
Overcharge. The agent with the most M and not undergoing meltdown has the option to overcharge their weapon. With overcharge, the user adds an additional 3W to the quota. After the Meltdown calculation step, the agent is set to 0HP (to force a saving throw).
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.
You know how in Limbus Company, the game can be... mechanically difficult to master? Lots of moving parts to understand?
And the auto-win button that (sort of) lets you disregard it all?
My read on this thread is a hesitancy to propose or discuss plans on how to move forward and leave that to the experts. This is perfectly understandable; this is a permadeath quest, the many mechanics in this quest don't have precedents, and the crew is dying straight out of setup.
Therefore! I'm trialing my own (sort of) auto-win button for this quest. For a couple in-game weeks or so, the QM will generate a couple pre-made plans that are likely to clear the immediate week. They aren't necessarily optimized for managing any long-term risks, but they'll offer a glimpse into the possible strategies available.
The pre-made plans will release about one day after an update to let those who want to present their own plans do so before the others latch onto a pre-made plan.
For those trying to master the mechanics, the pre-made plans are a chance to study the patterns that go into building a successful plan for this quest. For casual participants, it's a chance to pick something you like if a plan isn't already dominating.
Based on feedback, the feature may change (shall I offer an analysis on the plans' basic thought processes, or offer the plans immediately instead of waiting?).
Let's start with the auto-wins for the current Week 3, since we have a grand total of zero plans under discussion.
[x] Plan: Parental Reconciliation
-[x] Immediate Events - Relationships (Week 2). Spend time with one other agent. Increase Rapport +1.
--[x] Sumaiya
-[x] Immediate Events - Mother. Your mother would like to get in contact. Increase / decrease Max HP by 5 for each -4 / +4 Rapport with your mother.
--[x] Call. You feel ill just thinking of her, but she's still your family. Increase Rapport +4 with your mother and decrease Max HP -5.
-[x] Day Off. Distribute AP into one of the following.
--[x] Rest. The Manual clearly states that agents are supposed to use the day off to maintain their health. Just follow the Manual and you'll never go wrong. Each AP restores 20HP. Rest for how many AP: 3AP
-[x] Workweek. Contribute W with the crew to suppress disorderly passengers.
--[x] Make requests: Ask Miguel to work 3W
--[x] Contribute W to the quota: 1W
-[x] Relationships (Week 3). Spend time with one other agent. Increase Rapport +1.
--[x] Sumaiya
[x] Plan: The Block Button
-[x] Immediate Events - Relationships (Week 2). Spend time with one other agent. Increase Rapport +1.
--[x] Lian
-[x] Immediate Events - Mother. Your mother would like to get in contact. Increase / decrease Max HP by 5 for each -4 / +4 Rapport with your mother.
--[x] Block. You feel ill just thinking of her, so skip the hassle. Decrease Rapport -4 with your mother and increase Max HP +5.
-[x] Day Off. Distribute AP into one of the following.
--[x] Rest. The Manual clearly states that agents are supposed to use the day off to maintain their health. Just follow the Manual and you'll never go wrong. Each AP restores 20HP. Rest for how many AP: 3AP
-[x] Workweek. Contribute W with the crew to suppress disorderly passengers.
--[x] Make requests: Activate Rabbit Protocol. Ask Lian, Blaine, Dorian, and Sumaiya to activate Rabbit Protocol.
--[x] Contribute W to the quota: 2W
-[x] Relationships (Week 3). Spend time with one other agent. Increase Rapport +1.
--[x] Katherine
I will soon become unavailable for the next few days, but you can't go (too) wrong copy-pasting either of the above, or mixing and matching parts of them to suit your tastes.
Adhoc vote count started by ChroniclerW on May 29, 2023 at 12:56 PM, finished with 19 posts and 4 votes.
[x] Plan: Prepare for trouble
-[x] Immediate Events - Relationships (Week 2). Spend time with one other agent. Increase Rapport +1.
--[x] Sumaiya
-[x] Immediate Events - Mother. Your mother would like to get in contact. Increase / decrease Max HP by 5 for each -4 / +4 Rapport with your mother.
--[x] Call. You feel ill just thinking of her, but she's still your family. Increase Rapport +4 with your mother and decrease Max HP -5.
-[x] Day Off. Distribute AP into one of the following.
--[x] Rest. The Manual clearly states that agents are supposed to use the day off to maintain their health. Just follow the Manual and you'll never go wrong. Each AP restores 20HP. Rest for how many AP: 3AP
-[x] Workweek. Contribute W with the crew to suppress disorderly passengers.
--[x] Contribute W to the quota: 2W
-[x] Relationships (Week 3). Spend time with one other agent. Increase Rapport +1.
--[x] Katherine