Week 20.1 - Doggedness
You put away your knife and vacuum without hesitation, but then your body stiffens as you walk to you mother with open arms.

"Ji-Min!" shouts Kwame. "What are you doing!?"

Katherine makes no moves and continues to observe close by, still armed and ready.

You hug your mother. If someone told you earlier that you'd hug her after she killed your teammate a moment ago in a District embroiled in war, you might've laughed.

"Ji-Min," mutters your mother. She hugs you tight.

If your mother wants to literally blow your head off or yank away your gas mask, this is her chance. All you can do is wait a few more seconds.

...

Your mother releases you, then raises her hands. You take her wrists and cuff them. Kwame places a gas mask over her head, then makes a call for prisoner transport. Before the transportation arrives, he goes into Blue Watt Workshop. Someone screams, which is cut short, and Kwame returns while holding a bloody U-Box with what you assume to be the collaborator's head.

W Corp. cars arrive, and the agents take your mother.

"I'll accompany her," you say.

"No," says Kwame. He hands his vacuum to an agent and instructs them to use it if your mother attempts to turn into smoke. "We need to report back to the Director. And I need to inform him of how you ignored my order to kill."

"What? That's my mother! And we're allowed to bring her back dead or alive!"

"She also surrendered," says Katherine. "We had the situation under control at that point. Or does W Corp. not accept surrenders?"

Kwame closes his eyes for a moment as the team gets into another car. "I don't doubt your sincerity, and W Corp. will benefit from her surrender. However, I don't want precedents for dumb behavior."

Katherine smiles. "Ji-Min isn't as dumb as Imamu."

The cars return without incident. While the agents escort your mother to Engineering, your team waits in the conference room.

The Director arrives and frowns. "Imamu."

Kwame nods.

"Report. I see that we captured the buyer."

He summarizes the mission up to the kill order, and then how you instead hugged your mother.

"Ji-Min." The Director snorts. "Unsurprising that you disegarded instructions. Defense?"

"Director," you say, "When I hugged her, the only person at risk was me. It was impossible for my mother, uh, the buyer, to escape. And I'm sure that, being alive, my mother... ugh, buyer, can provide more than just her memories; we can listen to her analysis and opinions on the inner workings of L Corp."

"Cohesion. If we allow every agent to come up with their own ideas and execute them, then the group falls apart. I'm not asking if you thought it was a good idea; I'm asking for your rationale to ignore an order."

"Uh..." you take a few seconds to think. You cannot afford for the Director to be angry with you, especially after losing Imamu. "My side project. I don't know if Kwame was aware or not, but I put a lot of effort into getting my mother to trust me."

Kwame shakes his head. "I know that you were asked to do something, but I lacked the details."

"Then I wouldn't expect him to know that specific detail for this specific mission. I can't confirm why my mother took the risk of acting as buyer, but the fact that it's her gave us an additional option. If the Captain lacks crucial knowledge about a situation, and it's completely not his fault, isn't it my duty to step up and act in our team's best interest?"

The Director sighs. "Accepted. Quick thinking isn't something to be discouraged, and I recognize that it was a rapidly-changing situation. However, do take care to balance your thoughts against your orders in the future. Does anyone have any comments?"

"My mother. Can I see her before Engineering does something... drastic?"

"Questioning will take a while, and I expect Engineering to keep her secured." The Director studies you for a moment. "I'll see what I can do. However, be prepared to accept her eventual brain surgery; once she runs out of information, her usefulness becomes limited. I expect that she'll make a fine supporting robot for your missions."

You swallow. Protesting will only offend the Director. "I understand. Thank you."



The next day, a train full of healing supplies is due to arrive.

"That's weird," asks Blaine. "Why does that make it a Schedule I? Is K Corp.'s healing Singularity of keeping the passengers healthy a problem?"

You and Chelsey look at each other and nod.

"When I talked about it with the night shift Captain, I got this schadenfreude smirk."

"And when I chatted with the night shift's last surviving Udjat agent, I was 'jokingly' asked if I wanted to relay any last words to Lady Dias."

Blaine forces a chuckle.

In the cab, you take one look at the situation through the midair panel. "Yeah, uh, this is an easy Rabbit Protocol."

You receive unanimous consent, excluding Rama's "no" vote spite. With no objections from Inspections, the crew takes a seat as a panel appears in the air.

The Rabbits warp into the first car as usual... and a huge green skin-slime thing glomps over one before they get into formation or receive an order.

"Headdamn!" The Rabbits open fire. "We're on speed dial for W Corp. trains? The fuck are they doing with this shit!?"

"Shut up and shoot!"

Bullet-sized holes pierce the slime and limbs, but the slime regenerates bit-by-bit, then leaves behind a slime trail while jiggling into another car. As for the glomped Rabbit, all that remains is a melted helmet covered in hissing slime.

"Today's grass field is a W Corp. train. As you can all see, our food will be tough to chew... but the more effort exerted, the more satisfying the meal. Hop on!"

The Rabbits charge into the next slime-covered car. Off-key carols echo from subsequent cars, and the Rabbits open fire as they run through and encounter two slimes.

One slime jumps onto a crowd of four Rabbits and smothers them.

"Fuck! Spread out!"

The off-key carols intensify as the Rabbits spread out and open a wave of bullets. One Rabbit draws their knife and slashes. Slime splatters everywhere as an orange trail of light follows their blade.

"Dig in!"

As the slime shudders, more Rabbits slash the slime while other Rabbits shoot. The second slime jiggles forward, and another group of Rabbits shoot that one. However, the slime tackles the Rabbits, but another wave of Rabbits advance on the first slime with brandished knives and continue to hack before any significant regeneration can occur.

The first slime shrinks, and the off-key carols fall to a mumble. The second slime retreats deeper into the train. Meanwhile, more hacking spills out the slime's innards: a pile of brains, which the Rabbits squish.

"Yuck." The Captain scrapes a brain chunk off their boot. "Groom yourselves; W Corp. has a strict request to leave all the gore on their train."

"Weird-ass transportation company."

As for the Rabbits that the first slime jumped, most of their bodies have since melted. One victim gurgles.

"Can you speak?"

More gurgles.

"Damn. Collect'em later."

The Rabbits follow the trail of slime again. As they go deeper, the off-key carols intensify ("What the hell are they singing about?" "Fuck if I care, but they sing better than you.").

Near the end of the train, the Rabbits encounter and open fire on three slimes ("Slime o'clock!"). The caroling absorbs the noise of gunshots as a wave of Rabbits charge forward with their knives under a spray of bullets.

Like before, the knife Rabbits, a dozen in number, close the distance with the slimes. However, the slimes jiggle into each other, and the Rabbits' screams are barely audible over the caroling as the slimes merge. When the Rabbits vanish into the slime, one Rabbit's arm reaches out, grasps for help, twitches, goes limp, and gets swallowed.

The last half of the Rabbits open fire on the new huge slime. It's a tight fit for the train, a wall of green skin oozing bubbly liquid.

"Fuck! Fuck! Fuck!"

"Fuck you and graze! It can't do that merge trick again!"

Half of the surviving Rabbits jump at the slime wall and plunge their knives. The other half continue firing into the slime, the gunfire more audible than the caroling.

As a few Rabbits slash, their arms stick on the slime wall. A Rabbit yanks to no avail. "Head-fucking-dammit!" The slime wall sucks in the Rabbit, whose scream drowns all other sounds.

"It's shutting up! One last push; all or nothing!"

The gun Rabbits toss their guns aside, draw their knives, sprint to the slime wall. As they slash, chunks of the slime wall splatter off and spray the Rabbits with hissing ooze. Brain chunks spill, then the whole wall of slime collapses over the Rabbits.

No more screams. No more carols.







During your mopping inspection, you notice that Lorine's car is clean and less green than the rest, something to be proud of.

"Lorine, what's wrong?"

Lorine's vacant stare reminds you of a student from Academy L who suffered a bullying incident too many.

"Lorine?"

He stares at a passenger pile of goop. "We're friends. You and me, not the passenger."

"Yeah. And as your friend, I'm worried that something is bothering you."

"The slimes killed all the Rabbits. What if that was us instead? It's like watching that game where the King Coals blow their lead at the top of the ninth inning during the playoffs. You can hear all the booing from the crowd and nobody cares that the Coals are stressed and-"

"Lorine?"

"-They all just yell, and you're wondering that if the Coals are struggling already, then how will they win the next-"

"Lorine!"

"What?"

"I get your point; you're worried about what might happen to us with all these tough passengers during a possibly long war. But we're friends, and we'll keep fighting together."

"I don't want to be benched. I don't want my life to be like Shula's when the other team nailed all his pitches and he never got to stand on the mound ever again. I-"

"I'm not benching you."

"Then let me ask a question. If you need to sacrifice someone else like Girish, who's chosen?"

Your glow dims.

"Because I think you'll get in trouble for sacrificing the players on someone else's team, and you and Blaine are best friends. What does that mean for me?"

"You're... my ally."

"So what? Before I came here, they all told me the same thing: to sit on the bench, that it's not because of a low evaluation. And since the Udjat won't replenish any fallen agents, it honestly doesn't matter to you whether I live or die."

"No, that's not true; I'd rather have you over a newcomer." You think of Naveed and how she was such a thorn. "I've been on this crew for a long time. I've seen a handful of coworkers who I'd rather leave to fend for themselves. Just as bad as Rama, and maybe even worse. If a passenger attacks you on that train, I promise that I'll protect you."

"That means I'm only better than a random agent."

"I mean, if you want to look for extreme situations where someone has to get sacrificed, I can't stop you." You hesitate. "Girish was an extreme situation. We're talking about last resorts."

Neither of you say anything for several seconds until Lorine speaks. "Was I supposed to add a response?"

You shake your head, then something else comes to your mind. "If it helps, I had a similar experience. We're friends, so I'll let you in on a secret about the team dynamics of my asset work. Not even Blaine knows."

That gets Lorine's attention.

"To be honest, we had an extreme situation yesterday where the Director himself nearly selected me to bear a major risk. It took Katherine and I some serious effort for me to be evaluated slightly higher than the other asset."

"The Director himself thinks you're useless? That's strange, because you're the most valuable agent on the crew."

"It all depends on the context, and I won't allow any context that calls for your sacrifice."

"Thank you. I do feel better after hearing about your asset work."



Back at your hotel room later that week in the evening, you check through your wPhone. You read a message from Kimber asking that you and Chelsey cover for him later next week.

Chelsey groans. "Kimberrrr..."

You check the recipients and notice that Kimber CC'ed the crew. "Any idea what he's up to?"

"He's worried about his dogs. Obviously, it's hard to find a dogsitter in the middle of a war, plus he insists on feeding them some sort of special meat." She sighs. "Well, I owe him for saving my life, so I better give it my all. At least there's nothing worse than a Schedule II."

Someone knocks on the door. "Going for dinner," says Irmtraud.

"I'm back too!" says Blaine.

Chelsey opens the door. "Hey!"

"Blaine," says Irmtraud, "sure that you don't want to join us?"

"Aah, you guys go on ahead." Blaine steps inside while Chelsey steps out. "I'll catch up in a few minutes."

Irmtraud waves. "See you in a few, then." She closes the door, leaving you and Blaine alone.

Blaine takes a seat on the chair and sighs.

"Can you share why the Branch Manager held up you two and Kimber?"

"Nope. But do you mind if we step outside? It's stifling in here." Blaine grins and mouths cameras.

You nod, then put on your gas mask and walk with Blaine to the hotel parking lot, currently with little smoke, where you both speak in hushed voices.

"We met individually," says Blaine. "Our dear Branch Manager offered me money to spy on you. I totally pissed him off already once before, and I do need the cash, so I agreed. You understand, right?"

"I do, but is this not a dangerous game that you're playing?"

"Thanks for worrying, but aren't you the one who set up the board?"

"Uh..."

"I'm not accusing!" says Blaine. "And I mean, this whole thing started because you saved my life. But if I play my cards right, I might be able to solve my household financial situation. I'll also be in a better position to help my friend and ally: you."

"Thanks," you say. "Uh, need help? Like, coming up with trivia to placate him, such as how 'paranoid' I'm becoming because my crew keeps meeting with him?"

"I'd appreciate it. Just so you know, if I start making excuses to stay late like today, it's to meet with the Branch Manager."

"Was he asking the same thing from Irmtraud and Kimber?"

"Actually, he's pressuring our Udjat friends to help Chelsey take your role."

"But aren't they already doing that?"

Blaine shakes her head. "Not in the way that the Branch Manager envisions: sabotage."

"What!?"

"The Branch Manager also wanted me to look into working with Udjat to help make Chelsey the Captain via your death, but I got out of it by saying that there's too much risk in asking."

You stare at Kimber's request on your wPhone again. If he or Irmtraud were to mess with your knives and you were to charge them... the knives might rip space through you instead of the passengers. Is Kimber's request part of a plot to drag you into a lethal accident?

"That's all I have for now."

"Blaine, thank you."

She pats you back, and you both walk back into the hotel. Blaine hands you her gas mask and joins Chelsey and Irmtraud for dinner, and you return to your room as you think about how to deal with Blaine's information.

Back in your room, you get a new message on your wPhone from the Director. Your mother accepted the brain surgery on the same day as your upcoming day off, but Engineering agreed to let you meet briefly with her one last time (with supervision).

You stomach twists as you think about your parting words.


Spared your mother. Learned that her true intentions were friendly. Gain [your mother as an asset, starting in Week 21. Removed trait "Estranged". Modified trait "Parental Bonds" to "For every former +4 Rapport with your mother, contribute +1AP in addition to the effort roll (total: +4AP) during missions and skip availability rolls."]


Week 20 (Work) / Schedule I / If W<17, all agents take -60HP and decrease Rapport -8 with Director; otherwise, increase Rapport +1 with Director / Conduct Emergency check
The Crew, except Rama, votes to activate Rabbit Protocol.
...R. Victory! Clock out for Week 20. Increased Rapport +1 with Director.


You chatted with nobody. Regained +10HP
Lorine chatted with you. Increased Rapport +2 with Lorine.
Blaine chatted with you. Increased Rapport +2 with Blaine.


Azure Squad stat changes
Ji-Min: 20HP
Katherine: Ready
Amita: (3) ST; Stuck in District 11

At the end of each week, Amita attempts to extract from District 11 (success if d6 = 6).


The Crew's stat changes
Ji-Min: 10/85 ~ 20/90HP
Kimber: (30HP, Rapport +2, Favors -1, 4M, Calm) ~ (90HP, Rapport +2, Favors -1, 4M, Calm)
Lorine: (40HP, Rapport +8, Favors +0, 14M, Calm) ~ (100HP, Rapport +10, Favors +0, 14M, Calm)
Blaine: (40HP, Rapport +16, Favors +1, 32M, Strike +1, Morale +1, Calm) ~ (100HP, Rapport +18, Favors +1, 32M, Strike +1, Morale +1, Calm)
Chelsey: (40HP, Rapport +10, Favors -1, 0M, Calm) ~ (100HP, Rapport +10, Favors -1, 0M, Calm)
Rama: (50HP, Rapport -4, Favors +0, 23M, Strike +1, Calm) ~ (100HP, Rapport -4, Favors +0, 23M, Strike +1, Calm)
Irmtraud: (20HP, Rapport -2, Favors +0, 26M, Strike +2, Calm) ~ (80HP, Rapport -2, Favors +0, 26M, Strike +2, Calm)


Director's rapport change: +6 ~ +7


INSTRUCTIONS: PART I. Select one of the following topics to focus on for the conversation with your mother. This decision will not be included in the plan for Instructions: Part II. You may vote in either or both Part I and Part II.


This is your last chance to talk with your mother before the brain surgery, where she will lose all traces of her past self. No mechanical effects, if any, will be described for these decisions. Write in is subject to QM veto (e.g., "I'll bust you out").

[] (Part I) Keep the conversation to a few words with your mother.
[] (Part I) Ask your mother to protest against brain surgery.
[] (Part I) Reminisce some past memories with you mother.
[] (Part I) Probe about what went through your mother's mind during the fight.
[] (Part I) Write in:


INSTRUCTIONS: PART II. Submit a plan for the following. This plan will not include the decision from Instructions: Part I. You may vote in either or both Part I and Part II.


-[] Day Off. Distribute AP into one of the following.

--[] Rest. Sleepills cause sluggishness, but after dealing with your mother, you need rest. Each AP restores 20HP. If spent AP is more than 3, [???].Rest for how many AP:

Note: Director is at Rapport +7.


-[] Workweek. Contribute W with the crew to suppress disorderly passengers. If 2W or more is contributed, increase Favors +1 with Kimber and [???]; otherwise, decrease Rapport -1 with the crew except for Blaine.

--[] Make requests:
--[] Contribute W to the quota:
--[] Investigate weapons for tampering. Learn if any tampering is being performed. Remove [???] from Workweek. Decrease Rapport -4 for all agents except Blaine.

Note #1: Rabbit Protocol is on cooldown for the current week and next two weeks.
Note #2: You may prefix one request with "(Authority)" this week (force one agent to follow that request, regardless of Rapport or Favor).
Note #3: You may request any agent not in meltdown to overcharge (clear the quota). After the Meltdown calculation step, the agent's HP is set to 0HP, and if the agent is from Udjat, decrease Rapport -4 with Director.


Passenger Advisory Report:
Week 21 (Work) / Schedule II / If W<5, all agents take -30HP and decrease Rapport -8 with Director; otherwise, increase Rapport +1 with Director

Ji-Min: 20HP
Kimber: 90HP (Rapport +2, Favors -1, 4M, Calm)
Lorine: 100HP (Rapport +10, Favors +0, 14M, Calm)
Blaine: 100HP (Rapport +18, Favors +1, 32M, Strike +2, Morale +1, Calm)
Chelsey: 100HP (Rapport +10, Favors -1, 0M, Calm)
Rama: 100HP (Rapport -4, Favors +0, 23M, Strike +1, Calm)
Irmtraud: 80HP (Rapport -2, Favors +0, 26M, Strike +2, Calm)

Calm: Agent does not gain M for strikes or dead / fired agents.
Morale: Modify the agent's Effort Roll based on the count.

No action is currently asked of the following, but is published as a notice:

Passenger Advisory Report's roll (Week 22): (5)
Week 22 (Work) / Schedule II / If W<3, all agents take -20HP and decrease Rapport -8 with Director; otherwise, increase Rapport +1 with Director

Note #1: When Chelsey has Favors -3, it resets to +0 and she takes over as Captain. Rapport with the Director no longer fluctuates for Ji-Min during work with passengers. In addition, agents from Udjat cannot be selected for overcharge.
Note #2: Due to a large increase in combat-oriented passengers, the PAR receives a -1 modifier.


-[] Relationships. Spend time with another agent. Increase Rapport +1.

--[] Kimber
--[] Lorine
--[] Blaine
--[] Chelsey. Additionally, decrease Rapport -1 with Rama.
--[] Rama. Additionally, decrease Rapport -1 for all other agents.
--[] Irmtraud. Additionally, decrease Rapport -1 with Rama.
--[] Nobody. Regain 10HP.



PREPLANS. See spoilers for specific details. You may submit a custom plan. Please remember to submit a decision for Part I, if desired.

[] (Part II) Plan: Rest
[] (Part II) Plan: Favor + Trust
[] (Part II) Plan: Favor + Investigate

-[] Day Off. Distribute AP into one of the following.
--[] Rest. Rest for how many AP:
-[] Workweek
--[] Make requests:
--[] Contribute W to the quota:
--[] Investigate weapons for tampering
-[] Relationships
--[] Kimber
--[] Lorine
--[] Blaine
--[] Chelsey
--[] Rama
--[] Irmtraud
--[] Nobody
[x] (Part II) Plan: Rest
-[x] Day Off. Distribute AP into one of the following.
--[x] Rest. Rest for how many AP: 3AP
-[x] Relationships
--[x] Kimber
[x] (Part II) Plan: Favor + Trust
-[x] Day Off. Distribute AP into one of the following.
--[x] Rest. Rest for how many AP: 3AP
-[x] Workweek
--[x] Contribute W to the quota: 2W
-[x] Relationships
--[x] Kimber
[x] (Part II) Plan: Favor + Investigate
-[x] Day Off. Distribute AP into one of the following.
--[x] Rest. Rest for how many AP: 3AP
-[x] Workweek
--[x] Contribute W to the quota: 2W
--[x] Investigate weapons for tampering
-[x] Relationships
--[x] Kimber



It hurts to lose a loved one. It hurts even more to lose a loved one from preventable bad health.

At K Corp., that's why we sweat, bleed, and cry at work; our efforts could save your life and those you love. We'll make sure that everyone can live the joyous lives that you all deserve.

No more tears.
 
Last edited:
Week 21 Voting Results
For Part I, I'm torn between warning mom not to take the surgery and just reminiscing with her for (possibly) the last time.

Maybe we can do both by reminiscing some story that's pertinent to our situation.

For Part II... Kimber already said she'd like Chelsey to be Captain so her trying to sabotage us now tracks. We should investigate.

Edit: This might do it for part I

[] (Part I) Sorry for all the trouble I've put you through, Mom. I'm glad that didn't lose you too.

As a way to imply to Mom that she should stay as she is and reject surgery?

Voting is closed. Here's how it's going down:

(Part I) Sorry for all the trouble I've put you through, Mom. I'm glad that I didn't lose you too.
That is, an indirect plea via past happiness to decline the brain surgery. Because maybe there can be future happiness.

(Part II) Plan: Favor + Investigate


Oh, and editing this in with the update...



It hurts to lose a loved one. It hurts even more to lose a loved one from preventable bad health.

At K Corp., that's why we sweat, bleed, and cry at work; our efforts could save your life and those you love. We'll make sure that everyone can live the joyous lives that you all deserve.

No more tears.
 
Week 21 - Prepared Mind
As you walk to your mother's room in Medical, you draft and redraft your plan for the upcoming conversation. You think of the possible dead ends where she ignores your pleas to reject the brain surgery, and how you might convince the Branch Manager and Director to leave her alone.

Convince the Branch Manager and Director, huh. But until the moment you enter her room, you continue cycling through multiple lines of conversations.

When you walk past a couple guards and into her room, your mother smiles at you from her bed. Nothing fancy for clothes; as one might expect from a patient, she wears a white medical game, un-styled long black hair, and chain cuffs on her wrists and ankles. "Ji-Min! It's so nice to have a proper farewell. Maybe W Corp. isn't the worst-awful Impurity that the Head needs to purge."

There's the defeated tone that you need to stop. You hug her. "Sorry for all the trouble I've put you through, mother. I'm glad that I didn't lose you too."

From the corner of the room, Director Puck, Engineering's spider-legged brain box, speaks in a high-pitched tone. "I have a tight schedule. Five minutes for your final words."

And there's your first goal: to convince your mother to make an objection, buy more time to think of something, and get her out of immediate brain surgery.

"Thank you," says your mother.

"Five minutes, start."

"We..." Your voice trails for a moment. "We managed to enjoy some good times together, right?"

"Goodness, yes! It feels like only yesterday that my eyes were watering from that ridiculously spicy red chili paste when I visited." She rubs her eyes. "I'm tearing up just thinking about it."

"It took a lot of effort for us to reconcile, didn't it? Doesn't it feel like we only started to truly enjoy life? It's like there's so much more that we could be doing to make up for lost time."

"It does, but... this also feels like I'm ending on a good note."

"Brain surgery is, uh, ending on a good note?"

"I lost my husband, but I learned that you're alive and that you still consider yourself as my daughter. My final moments are with you instead of dying on a smoke-covered street. And I'll still be able to support you after I'm gone. Most lives don't get such a nice ending."

You glance at Director Puck, who stays still. At this rate, five minutes will pass without your mother changing her mindset, let alone buying more time from management.

It might get ugly, but perhaps she'll respond if your voice your heart's desires. "I don't want to lose you. My heart aches at the thought that you won't be around. If you protest the surgery, maybe we can find a way to..."

Your mother covers your hand. "There's no point in holding on. I already betrayed L Corp.; even if I was freed, I can expect Shi Association's assassins. And the brain reading that W Corp. did to view my memories... you know that the technology damages the brain. From what I was told, I can only remember the past few hours ever since they started the reading."

"It doesn't mean that you have to give up! You could start a diary, or I could remember everything for you, so won't you please reconsider?"

She sighs. "Ji-Min. Do you remember how we always argued that I was getting in the way of what you wanted to do - joining W Corp.? What I want to do is help you in the only way that's left to me."

You pause and recall the frustration from your past.

"If you want to end it on an argument... it'll sadden me, but you're free to do so. However, just like you, I won't be dissuaded."

"Last minute," says Director Puck.

"If you say so." You give one last hug. "Mother, I love you."

"And I love you too, Ji-Min." She hugs you tight for as long as she can.

"Time's up." Director Puck calls for the guards outside. "It's a shame to rip apart a mother and daughter, but alas."

Both you and your mother look and smile at each other for as long as possible. The guards roll her bed out the door and down to Engineering.



"Ji-Min... why...?" Your mother, strapped to the operating table, stares at you in utter panic as Director Puck crawls up to her head and one of the legs turns into a drill.

You run to her, but you're not getting anywhere. You call out, but there's no sound.

"Aren't you my daughter? Didn't you love me!? Why didn't you convince me that it would be like--" she screams as the drills pierce her skull.


Your eyes fly open.

"Ji-Min!" whispers Blaine as you both lay in bed. "Are you okay?"

"Yeah... I'm fine." You take a deep breath, then mentally tell yourself that it was just a dream, and that you tried, and that if you couldn't come up with something despite your best efforts, then that conversation from a couple days ago was doomed from the start. "I think I might go in early. Don't really feel like sleeping anymore."

"I'm here if you need me, okay?"

Also, it makes a convenient excuse to examine your knives undisturbed. If Blaine says the Branch Manager is encouraging the Udjat to sabotage you, then you decide that it's best to investigate before anyone else is around to ask questions.

You get changed and go to work. When you arrive, you go to the armory and take your knives. On the floor right there, you disassemble your knives and inspect them for signs of tampering or bad parts beyond what regular wear and tear should indicate.

"Captain," Kimber says, "what are you doing?"

Your skin jumps. "Uh, this? I was... was taking apart my knives. It's important to know your weapons inside and out."

"I was told that it was Engineering's job to maintain our weapons and design new ones."

"Okay... what're you doing here so early?"

"Chelsey wanted the Udjats to check in on you. She's still getting ready, but I was already up. I don't know about Irmtraud, but don't hold your breath for Rama."

"Oh."

Kimber folds his arms. "You're acting strangely. What's going on?"

"Is that any of your business?"

"Considering that our lives are in your hands, it does become my business. Or is your management style about using tyranny to let unaddressed problems grow?"

You go back to examining your knives while Kimber sighs.

Nothing. That can't be, can it? Again, you look through the parts. You find no problem.

"Captain, are you really that opposed to letting Chelsey take over? It's in our crew's best interests for someone levelheaded to hold the reins. Inspecting your knives isn't going to make your worries go away."

Oh, yes it did. At the least, your knives are functional. You reassemble your knives. "You don't need to worry this time. Chelsey and I agreed to take care of the passengers this week."

"I still don't feel comfortable with you in charge, and you clearly don't trust the crew enough to communicate whatever it is that's bothering you."

"Shall I expect gossip?"

"I don't gossip. But I won't lie if someone asks about what you're doing or my opinion on how you're doing."

"I wasn't planning on lying as well. All I did was exactly as you saw."

You return the knives, then both of you leave the armory. Kimber heads to the lounge while you walk around the halls before the day starts.



When the strongest train of the week arrives later that day and your crew heads into the cab, you scroll though camera feeds of the cars.

"Shi-t," says Rama. "Ten minutes and you're still researching?"

"Someone else is taking care of the train for you, and you still want to complain?"

"Ignore him," says Chelsey as she scrolls through a midair panel. "Did you find the Shi passengers?"

You shake your head. "Inspections couldn't and we couldn't. We'll just have to watch out. Open it up."

The first car looks like a bunch of cars that you've seen in the past: a "graveyard" of past battles. Crippled passengers and their weapons litter the floor. Some of them stir in a semi-conscious state and others are fully into the role of "dead" combatants.

"Ready, Captain?" asks Chelsey.

You nod, and the two of you investigate while the rest watch from a distance. Just as you did in the cab, you continue to scan for any obvious hints for one of the three Shi passengers. Assassination can involve blending in with your surroundings, and any of these bodies could be faking it.

Chelsey's boot glows as she stomps and splatters the head of passenger after passenger. Your knives glow as you crouch and pierce the neck, then sever the head. The two of you clear the car without issue, and proceed to do the same throughout additional cars.

"Double trouble," says Rama. "Captain Tyrant and Captain Wannabe mucking about instead of barking orders. Just as the world should be. How's the dogs, Kimber?"

"Scared, but well-fed."

"Overheard from you earlier that the Tyrant is running scared and - whoa!"

One passenger rolls over and dodges your neck stab. You slice their neck as they get up, and then sever the arms for good measure. The passenger's face is unrecognizable, but your scanner confirms that they're one of the Shi.

"Reinforcing a rule," you say. "The Manual says no talking during a cleanup unless it's directly related to said cleanup."

"Very well."

Rama grunts. The rest of the crew has no comment.

You and Chelsey continue your methodical work on the "dead" passengers. Chelsey shrieks when one of the passengers rolls away from her stomp and sweeps her to the floor. From your crouch, you leap and tackle the passenger as they draw their sword. Once you're on top of the passenger, you slash the neck and sever the arms like before.

"Are you okay?" you ask.

Chelsey nods. "Thanks."

You sigh. There's still half a train to go. Into the next car you both go, business as usual.

"That's unfortunate," Rama says. "Wannabe might've met her end there."

"No way," says Irmtraud. "Chelsey could've gotten up in time. The 'Captain' didn't need to go so far."

"Eh, shut it, Irmtard."

"Hey," Blaine says, "why don't you both shut it? If the Captain can help, then why not let her help?"

"I agree," says Kimber. "The Captain should be serving Chelsey."

"That's not what I meant!"

You groan in your head; their conversation is related enough to the cleanup that you can't force them to shut up. Chelsey, you notice, jumps on the passenger's head, and jumps again one more time than necessary.

By the end of the next car, your bystanders have run out of things to say on the topic. By the end of the train, you and Chelsey have yet to find the last Shi. The last car remains.

In the last car, every single passenger gets up as your crew arrives.

"Need help?" asks Kimber.

"No," says Chelsey.

"We're fine," you say.

Chelsey skates forward. Her dash-and-slash with her scimitar eliminates multiple passengers in one movement. You dash-and-slash any passenger she missed.

One passenger dodges Chelsey's slash and draws a sword. She pivots into a kick space, and the last of the Shi splits into two.





Before your mopping inspection, Chelsey pays you a visit while you put a passenger back onto their seat. "Captain, I wanted to thank you for catching that Shi passenger earlier."

"No problem. You definitely pulled your weight. Need something, Chelsey?"

"You overheard Rama talking to Kimber about you 'running scared' earlier, right?"

"I did."

"Is everything okay? This morning, you were distraught and left early. And when I asked the Udjat to check in on you, Kimber said that you were acting strangely and disassembling your knives. What's up with that?"

"I needed to take my mind off... well, it wasn't a good dream last night."

Chelsey thinks for a moment. "Is there anything about the crew that you want to talk about?"

"Not really."

"Okay. Well, I do want to talk about one of the Udjat's concerns. Rama is at a point where he's ready to go from 'neutral' to 'me' because, in his words to Kimber, he'd rather listen to a jerk with her head still attached."

"Uh..."

"I was originally thinking about stepping back and watching to see if you self-destructed, but for whatever reason that possessed me, I wanted to ask if there's anything that I can do to help."

"I'm really being perceived as that paranoid?"

Chelsey nods. "Even if I become Captain now, my first order of business would be to figure out what's bothering you, and whether it represents a threat to the crew. I know that you're not the type to change personalities overnight, so would you mind sharing?"

Your turn to think for a moment. From Chelsey's perspective, you woke up distressed and rushed off to work, and then another agent found you disassembling your knife. The distress was a one-off thing related to your asset work and mother, so that doesn't need to be discussed.

You did, however, harbor enough suspicion to warrant investigating your knives. If the Branch Manager has "stirred the pot" to the point where problems are manifesting, and Chelsey is offering perhaps the only opportunity to resolve the problems together, it shouldn't hurt to at least throw out a trial balloon question.

"Did Kimber and Irmtraud ever discuss what the Branch Manager said to them?"

"The Branch Manager? I do get the impression that you're not on the best terms with him, but I haven't heard anything actionable that he wanted the Udjat to do. When Kimber and Irmtraud spoke to me at dinner a few days ago, the only thing I heard was that the Branch Manager praised them for doing a good job so far. And they looked so proud of themselves." Chelsey folds her arms. "Now I'm paranoid! If he wants to praise the Udjat, then why wasn't I praised? Rama, I understand, but me..."

You think about it, but you keep your thoughts to yourself and shrug. After that, you think about what you should do next. Right now, you could ask for Chelsey to keep an ear open for anything that the Branch Manager wants done by the Udjat. How would that come across? Ohers already see you as paranoid, so it's not strange to ask. And if the Udjat is conspiring against you, then you just won't get an answer.

The question, then, shouldn't hurt. All that's left is to phrase your question in a way that doesn't make it look like you're asking a favor. "Do you, uh, want to keep me abreast of the Branch Manager's intentions with the Udjat? None of us want unnecessary friction."

"No problem."

After mopping, the crew returns to the lounge. You look at the Passenger Advisory Report for the week after on your wPhone. It's Schedule I, but that's nothing compared to this gem in the footnotes:

Public Relations will be unable to evaluate all passengers. The threat assessment in this report should be taken as the minimum rating. Please be advised that activation of Rabbit Protocol will be at the sole discretion of Inspections.

Or, in plain language:

If we screwed up, Rabbits will annihilate you with the passengers.

A few minutes later, every Udjat agent, even Rama, gathers at the lounge exit. "We'll be in the conference room," says Chelsey.

"That's ominous," Blaine says to you. "Did you live a good life?"

You schedule a meeting with the Director.

"I'm rooting for you; wherever you go, I'll be made to follow."

...

"Transfer?" asks the Director. "I see no reason. You excel at exactly one thing: cleanup."

The grandfather clock in his office ticks while you think of what to say. "But I'm an asset."

"And?"

"I thought W Corp. would take me into consideration."

"Overcharging. Is that not an option?"

"But even if I send someone down to Engineering, is there any guarantee that it'll be enough? Overcharge was meant for mid-level threats. When I think of someone strong like Aurél, even an agent bursting with electricity isn't an obstacle."

The Director folds his arms and sighs. The ticking continues.

"Have I done a good job of handling the passengers?"

"Yes."

"Have I done a good job of managing the crew?"

"Yes."

"Have I done a good job of producing mission results?"

Three tick-tocks pass. "Yes."

"How have I not proven my value? I can fight passengers, I can scout in the middle of a war, and I can take down any target."

"I remain bitter that you didn't immediately report the Kandy and risked Imamu's death." The Director looks at the grandfather clock. "However, I suppose none of it is truly unforgivable, and the results that you produce outweigh your problems, for now. I offer this compromise: I'll set up the paperwork for your transfer, but execution is contingent on crushing Teresa and firing of the Branch Manager."

You look at the grandfather clock as it ticks. The potential "death train" is a couple weeks away. Will you have enough time?

"Proof. Show me that you're worth the transfer."

The only thing that arguing can accomplish is rescinding the transfer. You grit your teeth. "I understand. Thank you for the opportunity."

"Dismissed."



The next morning, you wake up to an alarming email in your inbox:

We regret to inform everyone that there was an assassination attempt last night. A security detail was escorting Branch Manager Talgat and Director Ghaith to the hotel when they were attacked by assassins. The Director lost his life and the Branch Manager also suffered a near-lethal injury. Fortunately, the Branch Manager survived and made a full recovery.

Followed by another email:

Hello all, and nice to meet you. At the behest of HQ, I will temporarily manage General Services - Acting Director Pankaj.

"What a night," Chelsey says.

Irmtraud mumbles in agreement as she rolls over on her pillow. "All that hard work, and what does the Director get? Death."

"Crap," says Blaine. She yawns. "It's supposed to be my day off, but I guess I need to meet the new boss."

All four of you get ready. Your heart pounds, every beat as impactful as the tick-tock of the grandfather clock, as you ponder what the change in your boss spells for your future. Together, on high alert (higher than usual, as any travel during wartime requires alertness), you all make your way to work.

In the conference room, you meet a pudgy older man with short black hair. While his face may be shaved, the same can't be said for the back of his hairy hand. He looks at the crew with the same lifeless expression that inspires so many in the City. "Good morning, I count everyone plus someone on their day off."

Blaine nods. "Came all this way just to see you."

"I'm Acting Director Pankaj. Due to Ghaith's untimely passing, I'll be managing General Services. Normally, I work under the Vice President of Southern Affairs at HQ as a communications specialist, but I have been given the opportunity to pick up where Ghaith left off."

The rest of you introduce yourselves.

"I'm Ji-Min. Cleanup Captain of the morning crew."

He nods. "Let's talk alone after the meeting."

"I'm Blaine. Nice to meet you."

The Acting Director smiles. "Glad to see such dedication."

"Chelsey, from Udjat. In the brief time that remains for us to work together, I hope that it'll be productive."

"I've heard good things about the Udjat's contributions." After introductions and announcements ("Ghaith's funeral will be postponed."), the Acting Director dismisses everyone except you. "Ji-Min, was it? Talgat told me all about you. It's nice to finally put a face to the name."

A pro-Talgat Director. You deflate.

"As I understand, you, Ghaith, and Talgat were all involved in a dispute. Luckily, someone from Internal Affairs will finally be arriving in a couple weeks to duly investigate." The Acting Director smirks. "I imagine that it'll go quickly without Ghaith."

You take a deep breath. "And what happens after the investigation?"

"The IA writes their report. The final decision about who to dispose of rests with the Vice President."

Where there's smoke, there's fire. If the Acting Director is pro-Talgat, then the Vice President might also be... well, maybe Internal Affairs can apply pressure on your behalf. You hope.

"Any other questions?"

"I have a transfer pending. What's the status of that?"

"It'll stay pending. If the Vice President agrees with your position, I'll execute the transfer upon the elimination of Teresa. There won't be any need to question the former Director's judgment. Oh, and since you're such an eager asset, I do have a mission for you. This one's a suggestion from Talgat, actually."

"Can he order me around during a dispute?"

"It's fine if I'm issuing it. Anyway, your PAR this week says you have nothing threatening, which means you have free stamina and personnel to spare. We received reports that L Corp. and G Corp. will make a push to capture this station, so you need to gather volunteers from your crew - no coercing the Udjat - and organize the contribution to the defense."

You open your mouth to argue about how dangerous and unfair it would be for the crew to stand on a battlefield where multiple powerful forces are expected to gather, but then you realize that your risk-benefit ratio isn't the point and the Acting Director isn't a sympathetic ear. There's only one correct response: "Understood."


Rested for 3AP and restored 60HP.


Investigated weapons for tampering and removed [???]; you found that [???] would have been [continue as normal]. Decreased Rapport -4 with all agents except Blaine.

Week 21 (Work) / Schedule II / If W<5, all agents take -30HP and decrease Rapport -8 with Director; otherwise, increase Rapport +1 with Director
Kimber: (x) Requesting Ji-Min and Chelsey to cover.
Lorine: (x) Ji-Min and Chelsey said they'll complete Kimber's request.
Blaine: (x) Ji-Min and Chelsey said they'll complete Kimber's request.
Chelsey: 3W per Kimber's request.
Rama: (x) Ji-Min and Chelsey said they'll complete Kimber's request.
Irmtraud: (x) Ji-Min and Chelsey said they'll complete Kimber's request.
Ji-Min: 2W. Increased Favors +1 with Kimber.
...5W. Victory! Clock out for Week 21. Increased Rapport +1 with Director.


You chatted with Kimber. Increased Rapport +1 with Kimber.
Chelsey chatted with you. Increased Rapport +2 with Chelsey.
Blaine chatted with you. Increased Rapport +2 with Blaine.


Azure Squad stat changes
Ji-Min: 60HP
Katherine: Ready
Amita: (4) ST; Stuck in District 11

At the end of each week, Amita attempts to extract from District 11 (success if d6 = 6).


The Crew's stat changes
Ji-Min: 20~60HP
Kimber: (90HP, Rapport +2, Favors -1, 4M, Calm) ~ (60HP, Rapport -1, Favors +0, 7M, Calm)
Lorine: (100HP, Rapport +10, Favors +0, 14M, Calm) ~ (70HP, Rapport +6, Favors +0, 17M, Calm)
Blaine: (100HP, Rapport +18, Favors +1, 32M, Strike +1, Morale +1, Calm) ~ (70HP, Rapport +20, Favors +1, 35M, Strike +1, Morale +1, Calm)
Chelsey: (100HP, Rapport +10, Favors -1, 0M, Calm) ~ (70HP, Rapport +8, Favors -1, 0M, Calm)
Rama: (100HP, Rapport -4, Favors +0, 23M, Strike +1, Calm) ~ (70HP, Rapport -8, Favors +0, 26M, Strike +1, Calm)
Irmtraud: (80HP, Rapport -2, Favors +0, 26M, Strike +2, Calm) ~ (50HP, Rapport -6, Favors +0, 29M, Strike +2, Calm)


Director's rapport change: +7 ~ +8. The Director died, but a transfer out of the crew is pending based on the elimination of Teresa and Branch Manager. Rapport mechanic will not continue with the Acting Director.


INSTRUCTIONS Submit a plan for the following.


-[] Day Off. Distribute AP into one of the following.

--[] Play defense. There goes your easy week because screw you. Week 22 (Day Off) L Corp. and G Corp. roll d6 for X / If AP<X+15, each participant must roll for a saving throw / All Assistants will contribute the maximum AP.
---[] Mother. Add 7AP.
---[] Katherine. Add 3AP.
---[] Lorine. Add 3AP and decrease Favors -3 with Lorine.
---[] Blaine. Add 3AP.
---[] Chelsey and Irmtraud. Add 6AP and make Chelsey the Captain.
---[] Overcharge. Clear the quota. Selected agent (Lorine or Blaine) must roll for a saving throw.
---[] Contribute AP to the Day Off quota:


-[] Workweek. Contribute W with the crew to suppress disorderly passengers.

--[] Make requests:
--[] Contribute W to the Work quota:
--[] Chelsey's Strategy. If Chelsey is Captain, clear the quota.

Note #1: Rabbit Protocol is on cooldown for the current week and next week.
Note #2: You may prefix one request with "(Authority)" this week (force one agent to follow that request, regardless of Rapport or Favor), unless you are no longer Captain.
Note #3: Agent (excluding you) cannot contribute more than 3AP in a week across Day Off and Work.

Passenger Advisory Report:
Week 22 (Work) / Schedule II / If W<3, all agents take -20HP

Ji-Min: 60HP
Kimber: 60HP (Rapport -1, Favors +0, 7M, Calm)
Lorine: 70HP (Rapport +6, Favors +0, 17M, Calm)
Blaine: 70HP (Rapport +20, Favors +1, 35M, Strike +1, Morale +1, Calm)
Chelsey: 70HP (Rapport +8, Favors -1, 0M, Calm)
Rama: 70HP (Rapport -8, Favors +0, 26M, Strike +1, Calm)
Irmtraud: 50HP (Rapport -6, Favors +0, 29M, Strike +2, Calm)

Calm: Agent does not gain M for strikes or dead / fired agents.
Morale: Modify the agent's Effort Roll based on the count.

No action is currently asked of the following, but is published as a notice:

Passenger Advisory Report's roll (Week 23): (2)
Week 23 (Work) / Schedule I / If W<15, all agents take -40HP / Conduct Emergency check / [???]

Note #1: Due to a large increase in combat-oriented passengers, the PAR receives a -1 modifier.
Note #2: Public Relations will be unable to evaluate all passengers. The threat assessment in this report should be taken as the minimum rating. Please be advised that activation of Rabbit Protocol will be at the sole discretion of Inspections.


-[] Relationships. Spend time with another agent. Increase Rapport +1.

--[] Kimber
--[] Lorine
--[] Blaine
--[] Chelsey. Additionally, decrease Rapport -1 with Rama.
--[] Rama. Additionally, decrease Rapport -1 for all other agents.
--[] Irmtraud. Additionally, decrease Rapport -1 with Rama.
--[] Nobody. Regain 10HP.

Note: Agents from Udjat will resign after this week, Week 22.



PREPLANS. See spoilers for specific details. You may submit a custom plan.

[] Plan: Resign as Captain to get Udjat help
[] Plan: Overcharge Lorine

-[] Day Off
--[] Play defense
---[] Mother
---[] Katherine
---[] Lorine
---[] Blaine
---[] Chelsey and Irmtraud
---[] Overcharge. Selected agent:
---[] Contribute AP to the Day Off quota:
-[] Workweek.
--[] Make requests:
--[] Contribute W to the Work quota:
--[] Chelsey's Strategy
-[] Relationships
--[] Kimber
--[] Lorine
--[] Blaine
--[] Chelsey
--[] Rama
--[] Irmtraud
--[] Nobody
[x] Plan: Resign as Captain to get Udjat help
-[x] Day Off
--[x] Play defense
---[x] Mother
---[x] Katherine
---[x] Lorine
---[x] Blaine
---[x] Chelsey and Irmtraud
-[x] Workweek.
--[x] Chelsey's Strategy
-[x] Relationships
--[x] Nobody
[x] Plan: Overcharge Lorine
-[x] Day Off
--[x] Play defense
---[x] Overcharge. Selected agent: Lorine
-[x] Workweek.
--[x] Contribute W to the Work quota: 1W
-[x] Relationships
--[x] Nobody
 
Week 22 - Suffocating Haze
"I need volunteers," you say to the crew in the lounge one morning. "Who wants to join a battle?"

The crew looks at each other, except for Lorine, who stares at you.

"A battle?" he asks. "And by volunteers, you mean that I'm not even getting paid? Why should I want do something like that?"

"Because it would be a great help to W Corp.? We'll be defending this train station."

"I don't know..."

"I'll help," says Blaine. "And we'd love for you to join us, Lorine. A contribution here is worth a large credit to our careers. One of our former agents, Katherine, took the opportunity in a similar situation and boosted herself."

Kimber shakes his head. "Lorine, you don't need to let them pressure you into joining."

"But now it looks like I should."

With your allies under control, you turn your attention to Chelsey.

"No," she says, "I don't think so. We have permission from the Deputy to resign this week because we're not risking the trains next week, and we're certainly not risking a battle."

Blaine whispers into your ear. "Do you think it'll be enough? The other assets plus us?"

If it comes down to it, you might have enough to get through the battle. However, better safe than sorry, which means you need the Udjat, and that means you need Chelsey. "Chelsey, I'm sure that Dias would appreciate you opposing L Corp."

"I'm sure she would, but as much as I hate to admit it, others in Udjat are more qualified than me."

Kimber nods. "Captain, you aren't the best judge for what we should do. Just because there's something that Lady Dias would like doesn't mean that we should carelessly risk ourselves. I would rather die knowing that the Udjat found the best possible benefit for my sacrifice."

Irmtraud frowns. "And I just don't want my death to be avoidable."

At this rate, none of the Udjat are going to be of any help. You think of what else you can do to persuade them. "What if I resigned as Captain?"

"Seriously?" asks Chelsey. "It's our last week, and only now you're willing to let me be Captain? That's mean."

"I mean, I could wait you out, because I doubt that the Acting Director will let the role boomerang back to me. And it's not like I'm not asking you to take up your scimitar against a Color."

"But we might have to. I mean, isn't that what pawns are for? And if you want my help that badly, doesn't that make this battle extremely risky?"

Kimber and Irmtraud mumble in agreement.

"Chelsey," you say, "I'm pretty sure that you'll be fighting on a battlefield, if not alongside W Corp., then someday soon alongside a weaker team. And you won't have a Passenger Advisory Report to tell you what you're up against, or even if your group is secretly expected to sacrifice itself."

"Are you saying this is the easiest battle that I'll get to fight?"

"You're working alongside an asset, which means that W Corp. won't want to assign me or my team to a suicide mission." Well, that's probably the Branch Manager's hope, but he isn't the one issuing you orders on the battlefield. Not that Chelsey needs to know. "You can use this chance to show why you're more valuable than a pawn - W Corp. desperately needed your help, you volunteered, and you survived. A veteran is more valuable than a rookie."

Chelsey sighs, then turns to Kimber.

Kimber shakes his head. "If you join, that's your risk. You can't expect me to deal with every situation for you."

She turns to Irmtraud.

"It makes sense, I guess? I've got two strikes, so the Deputy's evaluation of me isn't that great, but I'm only joining if you do."

Finally, Chelsey turns back to you. "Okay. Irmtraud and I will join."

You smile. "I appreciate your decision, Captain."

...

A few hours before the dawn of your regular day off, all the wPhones beep in the hotel room.

"That's our cue," you say.

Irmtraud groans. "It's too early for war."

"Oh, and I'll be taking the lead on this." You smile at Chelsey. "Because, y'know, asset."

"You enjoy taunting me too much."

"Hope it's quick," says Blaine. "Whole fucking battle in the morning, then we report to work like it never happened. I know I volunteered, but... ugh, there's nothing worse than overtime."

The four of you finish preparations and scramble to the train station, where you report to your designated K Corp. commander. They wear the same black-green body suit as the other guards except for a pair of horns on the helmet.

"W Corp.," says the commander. "Your Wing is supposed to be neutral, so you can all put on our body suits to hide you affiliation. A few others from your group already arrived.

A group of three dressed in K Corp. body suits greet you.

"Hi," says Lorine.

"Brought the crew?" asks Katherine.

"Yeah," you say. Next to Katherine, you see a figure standing alert. "Is that my..."

"Right. Quiet except for delivering mission reports, and still has the Teresa-tech. Exemplar asset."

"Who?" asks Chelsey.

"Nobody you know."

A couple minutes later, your team changes outfits to look like a group of regular K Corp. guards.

"Front lines," says the commander.

Your team follows his directions to a smoky large four-way intersection. Fixers hide themselves behind covers like streetlights and buildings while your team joins a lineup of other K Corp. guards and some Zwei behind a bunch of small barriers. All that's left is to wait as a blood-red dawn rises.

...

A formation made up of creatures that conjure the word "demons" in your mind advance upon your position. Buzzing over them are multiple G Corp. soldiers with stingers coming out of their hips, sort of like wasps.

None of your allies complain. Neither do you.

The wasp soldiers plummet into your lineup. One wasp pierces through the helmet of a guard. Another wasp attacks Lorine; he shields his head but grunts as a stinger pierces his chest.

A floating droid with a green eye, however also stabs Lorine, and he's back on his feet. Lorine bashes in the wasp's head with his bat as electricity crackles.

Meanwhile, the demons on the ground reach your line. One guard gives one a good smack, but another demon opens its massive mouth and chomps the head right off the body. Another demon stabs its tentacles at Blaine.

However, her hatchet glows blue, and she swings. A trail of blue light follows her hatchet, and the demon's tentacles fall off. The demon propels itself for a bite, but one chop splits it in half. It vanishes in a puff of smoke.

A wasp soldier and demon "tag-team" against Chelsey and Irmtraud. The demon leaps for a bite at Irmtraud, but she jukes out of the way. However, the wasp soldier homes in on Irmtraud before she can react, but not before Chelsey skates forward.

Chelsey kicks up, and connects with only enough impact that the wasp soldier veers off-course. As the wasp soldier lands, Irmtraud tightens her grip on the scimitar and slashes the wasp soldier. Meanwhile, the demon and Chelsey leap against each other, and the speedy slash from her scimitar outpaces its bite.

Another demon leaps at your mother, but it hurtles through her like she's nothing but smoke. As it lands, you slash it. A wasp soldier lands and draws a knife of their own, but Katherine stabs and electrocutes them with her rapier before they can close any distance.

Fixes behind you deal with any enemies that broke through the lineup. The ranks of the enemies in for of you have thinned, but you spot a fresh wave in the distance.

"Are we done yet?" Irmtraud asks.

"Fun never ends," says Katherine. "Just humans and part-humans this time; I don't see more of those... creatures. What the hell were they?"

The new enemies break into a sprint once they get within fifty meters of your position.

A Zwei shakes their Zweihänder. "Bring it on!"

An enemy swings their sword. The Zwei braces for a parry, but the sword smokifies through theirs.

"Huh?"

During the Zwei's confusion, another enemy gets behind the Zwei and swings a hammer onto their head.

These smoky tactics must be Lantern Office.

But before you engage a Lantern, you notice another person moving almost like a blur. When another K Corp. guard puts up their shield, this enemy smokifies through it, then grabs the guard's head from behind, and stabs one of their long wrist blades through the helmet.

"Trash," says Teresa. He drops the guard to the street with a clunk. "These losers are pushovers; take them down."

You stand still long enough to shout, "back me up!" to your teammates, then advance on Teresa. If you can just kill him, here and now...

"We're coming," says Chelsey.

"We're busy," says Katherine.

A Lantern intercepts your path, armed with a sword. You cut off their wrist before they can react, and as they fall to the street, writhing and screaming, two more Lanterns take their place. Two allies leap in front of you.

"Irmtraud," says Chelsey, "cover the other side. I'll take this one."

"Got it."

Left Lantern engages in a swordfight with Chelsey and Right Lantern shoots Irmtraud. The shot rips through Irmtraud's body sit, and she grunts, but Irmtraud slashes her opponent.

Meanwhile, Left Lantern's sword smokifies through Chelsey's parry.

"What!? Agh!"

Left Lantern slashes at Chelsey's vulnerable spot, and you slash at Left Lantern after their attack. You hear another pained scream as Irmtraud attacks a Lantern about to attack you.

"Thanks," you say.

"Whatever," says Irmtraud. A couple more allies join.

"Everyone okay?" asks Blaine. "Lorine and I made it."

Chelsey engages a Lantern from an incoming group. "Their weapons phase through stuff. Be careful!" She focuses on the Lantern's sword. However, despite her warning, they never smokify it and just stabs her. Chelsey drops to the street and covers her stomach wound.

You recognize the flaw all too well: Chelsey overcompensated against the surprise phase by looking for the smoke, but that slowed her reaction against the Lantern's basic speed. Fixers nearby who don't have K Corp. body suits or droids to heal them for a second chance already litter the street as corpses.

As the Lantern aims their sword at Chelsey's head, Lorine suffers a blow as he breaks away from his opponent and bashes the Lantern's head.

Irmtraud lets her opponent's sword smokify through and counter-slashes.

As you balance you speed and monitoring of the Lantern for feints, overhead buzzing tips over your concentration.

"Blaine up!" you shout. The Lantern slashes you, but you have just enough attention to make it a trade of blows: you suffer a minor blow that the body suit can heal for you, and you slash the Lantern's neck open.

Blaine leaps up and hacks the wasp soldier homing in on Irmtraud's head.

"Headdamn!" yells Teresa. "K with W stunts? Fuck that."

As Blaine lands, Teresa advances on her. You and Irmtraud intercept him.

"Oh, fuck off." Teresa smokifies between you both.

You predict that he'll solidify facing your backs, and so you roll to the street. From the street, you watch as Irmtraud turns, only for one wrist blade to skewer through her helmet... and the other wrist blade stabbing where your head would've been moments ago.

Teresa smokifies to the side as Blaine swings her hatchet at where he stood. Irmtraud falls to the ground, motionless. When he solidifies, Teresa blocks Chelsey's slash and smokifies back. "Yeah, you're all gonna die."

A wasp soldier makes a running landing next to Teresa. "Retreat!"

"The fuck?"

"We almost had them until Aurél revealed herself."

"That Bitch Fixer?"

"The order went out to retreat. It's a shame, but at least we forced K Corp. to reveal her location."

"Wish I could've said 'hi' to W Corp." Teresa looks at you team. "Or maybe they'll do it for me."

He flips a rude gesture and vanishes in a puff of smoke. As enemy combatants flee in your direction, you get out of the way and watch them escape, and like that, your battle to defend the train station ends.

"Irmtraud!" says Chelsey. She hurries over and kneels next to her. "Are you okay?"

"I doubt it," says Lorine.

Your visor doesn't detect any vitals. Chelsey should know that, too. You remain silent as the crew gathers around Irmtraud's body.



Later that evening, when Blaine and Chelsey return to the hotel from work, Blaine pulls you aside. "Ji-Min, do you have a minute?" She glances at the window.

"Sure." Afte a silent Chelsey leaves for dinner, you and Blaine step outside the hotel. "What's up?"

"It's about Internal Affairs. The Branch Manager instructed me on how to respond in case I, the agent you saved with the Kandy, gets asked any questions. But he's super-worried that you'll use them to crush him."

"He's worried? That's a nice change of pace."

"The thing is, I'm also a little nervous. Instead of monetary payment this time, I... 'heatedly' negotiated with the Branch Manager to be made a Company Asset and get out of the crew. I'll be transferring at the end of the week, the same time as the Udjat's departure."

"Oh wow. But I thought you wanted to prioritize your family?"

"More than anything." Blaine folds her arms and sighs. "My life... it wasn't supposed to get this complicated."

"Will you be okay?"

"I don't know. If you use IA to crush the Branch Manager, I'll probably get crushed as collateral damage. I mean, I can't ask you to prioritize me over yourself, but... wait, you actually already did! But what I mean is, I just wanted you to know what's at stake." Blaine takes a deep breath. "And I still want to help you defeat the Branch Manager. It's just that his downfall via IA is bad for me."

There won't be much time for Blaine to help in some other way, but you leave that unsaid. "Thank you; no promises, but I'll keep you in mind."

"That's all I can ask for."

"Speaking of helping me defeat the Branch Manager, I wanted to ask about the Udjat sabotage thing."

"Yeah?"

"You mentioned that the Branch Manager wanted Kimber and Irmtraud to sabotage me. But Chelsey mentioned that the only thing they told her about was being praised by the Branch Manager. What do you make of that?"

"Hmm." Blaine thinks. "I guess that they're either not as close to each other as we thought, or else Chelsey lied to your face. Probably the former, because I get the impression that Kimber's opinion on Chelsey collapsed. But you can see for yourself tomorrow, and we can gossip more back inside."

You ponder her opinion. "I see. Thanks."

When you return to work the next day, you notice a certain lethargy over the crew. It's not the first time that an agent died; perhaps it's because of the Smoke War still raging, the temporary extra mopping due to one less agent for the time being, or that it had been so long (loosely speaking) since an agent died, but nobody has many words to share.

During your asset meeting, after the Acting Director mentions that Amita should be able to return this week ("She's been navigating the Backstreets for a while, apparently."), he mentions the upcoming Teresa assassination mission; Katherine's recent work discovered Teresa directly visiting Lucifer Central Workshop for his battery needs. Next week will be a fight in enemy territory to eliminate him once and for all.

In the cab, Chelsey scrolls through a midair panel. "It's another train of Zwei. Discipline sort of held out, but we'll go in and see for ourselves. Open it up."

Inside the train, passengers sit in their seats and chat with each other, although the conversations "loop" ("That sounds like fun. Can you recommend any techniques?" "Gotta be quick and smooth. What do you think about sparring practice?" "That sounds like-"), and others hold the same conversation with slight variances. You spot a boy, no older than his early teens, wearing the Zwei's long blue coat, which drags on the floor as he patrols.

"Excuse me," says Chelsey. Some conversations stop as the passengers look at crew, while others carry on like your crew never appeared. "We're with W Corp., and we're here to make sure that you're all okay."

The Zwei boy walks up to Chelsey without hesitation. "Ma'am! This neighborhood is safe and secure! However! There's a bunch of hoodlums in the back who won't stop causing trouble! The further you go back, the more dangerous it gets!"

"Understood! Should we send word!? Or can we travel on our own!?"

"You can travel on you own! Blue color is best color!"

True to the Zwei boy's words, the further you travel, the rougher it gets ("Oh yeah? I kicked Anita's ass. Want me to kick yours?" "I lived here for centuries, and I'll live here for centuries more. You couldn't move me if you tried. " "Oh yeah? I-"). A couple older Zwei patrol the car.

"Excuse me. We're with W Corp., and we were told to take care of a hoodlum problem in the Backstreets."

"You don't wanna visit the Backstreets."

The other Zwei looks at the door to the next car. "A bunch of them sometimes raid this neighborhood, and anyone they capture becomes their plaything forever. You go into the Backstreets, you take your life into your own hands."

"Thank you, but we'll be fine." Chelsey turns to Kimber. "Can I borrow your help again?"

Kimber stares at her for a moment before nodding. "Of course, Captain."

"Uh..." you say. "Is everything okay?"

"It's nothing."

"Nothing!" says Rama. "He'll never confess even though it's plain as day, but the Captain was dumping all the fighting on his shoulders since yesterday."

Kimber grimaces. "Rama, not now."

"I have to speak up for you, man."

Chelsey sighs. "We were in a battle."

Kimber nods again, but Rama shakes his head.

"Kimber," says Rama, "be honest with yourself. You're stuck doing all the work because the rest of the crew made themselves useless by helping Ji-Min. Weren't you the one who warned the Captain not to fight?"

He stares at Rama.

Rama looks at you. "Actually, you don't even look tired. Being an ass-et is your job, but did you even do anything?"

"Who are you to tell me whether I'm working hard?"

"Yeah!" says Blaine. "She risked her life with the rest of us!"

Rama shrugs. "Kimber, what do you think? The Captain isn't Lady Dias; let's hear a good idea."

Kimber looks at you, then takes a deep breath and turns to Chelsey. "Captain, are we not better off asking Ji-Min to handle this train?"

"Ji-Min?" Chelsey asks you.

You note that as far as the Udjats are concerned, they might as well saddle you with any work possible since they won't need to deal with you after this week. Again, the Branch Manager would love to let them harass you, but again, you can bluff. "Please remember that I'm an asset. If you hinder me, wouldn't it reflect poorly on Dias when I make a report because your actions made W Corp.'s missions harder?"

Chelsey sighs. "Kimber, you are to deal with this train. And Rama, if you're that concerned about Kimber, then help him."

"Yes, Captain."

"Was worth a shot."







Later in the day, you get a meeting summons from Internal Affairs, whose representative arrived at your train station. In the conference room, you meet an older lady dressed in a suit with a folder on the table. Most of her curly short hair is still brown, and she scrutinizes you the moment you enter.

"Good afternoon." The lady offers you a smile. "You must be Ji-Min. I'm Avetis from Internal Affairs, and I look forward to working with you."

"Likewise," you say.

"I imagine that you've been busy with the passengers, and then you even participated in a large-scale battle. You must be under a lot of stress and exhaustion."

"If I couldn't handle it, I wouldn't be here."

Avetis nods. "As you know, I'm here to evaluate the complaint that you and the former Director made related to the Branch Manager violating the gift policy. This meeting is confidential, and you're free to leave at any time."

"I understand."

"Do you still stand by the complaint?"

What are you going to do, contradict yourself and destroy your credibility? "I still do."

"Please recount to me what happened."

You explain how the Branch Manager wanted your cooperation for the brain repair surgery, and the Kandy he offered for your cooperation.

Avetis raises an eyebrow. "You're reporting the Branch Manager over the same gift policy that you violated?"

Your face reddens. "It wasn't, uh, my finest moment. I felt more secure with the Kandy."

"It's okay; I understand that your job is a harsh one. Continue, please."

You describe how you used the Kandy to save Blaine, and that you reported your act to the former Director. He confronted the Branch Manager, who presented his own narrative about your collusion with the Director, and then the Director entered the complaint.

"Thank you. Now then, part of my job involves evaluating the evidence. The most reliable confirmation is going to be a reading of your memories, but company policy forbids forcing employees to undergo reading."

"Do you want me to, uh, volunteer?"

"That would be ideal. Since you're a Company Asset, I normally only need the Acting Director's permission, but he declined. However, I can still ask you directly."

"How much do you need to read?"

"Unfortunately, I would need to read over a long period of time to confirm your narrative. Not just the moment when you received the Kandy, because there's a risk of memory tampering, but whether your actions remain consistent with your memories. For example, if I read the Branch Manager's memories, and he's innocent, then none of his memories would be concerned about hiding the Kandy and the truth."

"And if I decline?"

"It won't be an admission of anything. I'll write my report, and your Vice President will decide. If I don't report solid evidence one way or the other, then they'll use their 'personal judgment'."

Your throat tightens. On one hand, you have nothing to hide. Any competent brain reader can grasp the truth; with this, you can remove the Branch Manager, and if the Teresa assassination mission succeeds as planned, you can finally transfer out of the crew.

On the other hand, memory-based procedures over a short period leave the brain's other memories intact, but what Avetis proposes will degrade your brain into a forgetful state even worse than the time before Teresa repaired your brain. And that was only to repair your physical brain so that it worked correctly, not restore memories. Who knows what this'll spell for your career?

There's also Blaine. There's evidence in your memory that she's colluding with the Branch Manager, and so she'll go down with him.

Perhaps you can decline, but the report won't necessarily be favorable, and it's a huge ask for the Vice President to side with a puny asset instead of the Branch Manager. Maybe there's someone with the Vice President's ear that you can somehow talk to who's sympathetic to your situation? Ghaith wasn't the only director who opposed the Branch Manager. But can you really gamble on them?


Week 22 (Day Off) L Corp. and G Corp. roll d6 for X / If AP<X+15, each participant must roll for a saving throw / All Assistants will contribute the maximum AP.

L & G Corps.: (17) 17AP Quota

Mother. 7AP
Katherine. 3AP
Lorine. 3AP and decreased Favors -3 with Lorine.
Blaine: 3AP
Chelsey and Irmtraud: 6AP and made Chelsey the Captain.
Ji-Min: 0AP

...22AP. Victory! Defense of the train station successful.


Week 22 (Work) / Schedule II / If W<3 all agents take -30HP
Kimber: 2AP ("Kimber, you are to deal with this train.")
Lorine: (x) Participated in Smoke War
Blaine: (x) Participated in Smoke War
Chelsey: (x) Participated in Smoke War
Rama: 1AP (Rama, if you're that concerned about Kimber, then help him.")
Irmtraud: (x) Participated in Smoke War
Ji-Min: 0AP
...3W. Victory! Clock out for Week 22.


You chatted with nobody. Restored 10HP.
Blaine chatted with you.


Azure Squad stat changes
Ji-Min: 70HP
Mother: Ready
Katherine: Ready
Amita:
...Extraction (6) Returns from District 11
...Availability (5) Ready

At the end of each week, Amita attempts to extract from District 11 (success if d6 = 6). Success!


The Crew's stat changes
Ji-Min: 60~70HP
Kimber: Employment terminated
Lorine: (70HP, Rapport +6, Favors +0, 17M, Calm) ~ (100HP, Rapport +6, Favors -3, 17M, Calm)
Blaine: ? (Transfer or termination to be confirmed)
Chelsey: Employment terminated
Rama: Employment terminated
Irmtraud: Employment terminated


INSTRUCTIONS Select one of the following.

--[] Permit mind reading. Severely damage Ji-Min's memories. Full transition to asset. Decrease Ji-Min's maximum AP available from 5AP to 3AP. Terminate employments for Branch Manager and Blaine.
--[] Decline mind reading. Await the Vice President's decision. There may or may not be an opportunity to influence the Vice President's decision. Blaine becomes Company Asset. [???].


Note: the following will occur after this decision: Week 23 (Day Off) Teresa rolls d6 for X / If AP<X+5, Game Over / Assistants make major effort rolls / Ji-Min contributes 3AP (if selecting permit mind reading or 4AP (if selecting decline mind reading)
 
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Week 23 Voting Results
Adhoc vote count started by ChroniclerW on Dec 5, 2023 at 7:24 PM, finished with 7 posts and 7 votes.

  • [X] Permit mind reading. Severely damage Ji-Min's memories. Full transition to asset. Decrease Ji-Min's maximum AP available from 5AP to 3AP. Terminate employments for Branch Manager and Blaine.
    [X] Decline mind reading. Await the Vice President's decision. There may or may not be an opportunity to influence the Vice President's decision. Blaine becomes Company Asset. .


Voting is closed. The future is (not) looking bright for (not) Deputy Vice President Talgat.
 
Week 23 - Terminus
"I'll permit it," you say. "You can read my mind."

"It's irreversible," says Avetis. She smiles. "But I'm sure that you thought it through, right?"

You look at your wPhone. Even if you lose your memories and become forgetful, you can speak reminders into your wPhone for pertinent details. Others can also remind you if necessary. It should work out... you hope.

Then, you think about Blaine. The last of the original crew, she supported you for a long time and saved your life. To eliminate the Branch Manager is to eliminate Blaine.

Can you stomach causing her termination?

Or...

Maybe you're pre-empting a traitor?

The Udjat sabotage threat... if the Udjat supported each other and never conspired against you, then maybe the Udjat were scared despite the Branch Manager's support? Or did Blaine lie to destabilize your position and / or pretend that she had useful information?

The Internal Affairs warning... is Blaine thinking of a way to help you with the little time that you have left, or encouraging you to do nothing to save yourself?

And if Blaine turned against you, in plain sight, then when? Come to think of it, she made a persistent effort to get close to you after you sided with the Director. Was it really gratitude for saving your life? Or was it like your side project of getting close to your mother for the ultimate betrayal?

Did you waste a life-saving Singularity and leap into scandal so that Blaine could backstab you?

Does one sound better than the other? Ugh.

"I'm sure. I'll expose the Branch Manager's lies."

...

After you undergo the mind reading, you regain your presence of mind while seated in the conference room. A young man whose slicked-back hair has a blue stripe streaking down the center sits across from you. An older lady sits next to you. Guards and assets, some vaguely familiar, surround everyone.

At the head of the table, someone with a patterned suit and curly blue hair sits with their hands on the table and fingers interlocked. They look at the older lady with a smile. "Your report, Avetis."

Avetis stands. "Yes, Vice President." She reintroduces your gift policy violation complaint and the Branch Manager's conspiracy complaint. As the person across from you, the Branch Manager, holds his breath, Avetis snaps her fingers.

Life-sized holograms of you and the Branch Manager at Medical play on the table, including the moment when he gives you the Kandy.

The Branch Manager stands and pounds the table. "That never happened! Ms. Ji-Min brainwashed herself! She's desperate to frame me!"

"Oh dear," says the Vice President. They put a hand on their cheek. "Avetis always reports reliable conclusions. Not necessarily what I prefer to hear, but the truth. And I make it a point to take her recommendations into consideration."

"Yes, Vice President. I recommend the termination of employment for Talgat and his abettor, Blaine."

The Vice President returns to a smile. "Very well."

"No!"

A couple assets whose names you struggle to place each grab one of the Branch Manager's arms.

"Vice President, you praised my efforts! I've done so much for you; I belong at your side!"

"I liked you, Talgat. But you're a Rabbit unleashed upon kids." They nod to the assets. "Please escort him to Engineering. And this 'Blaine' too, I suppose. I could use some new tools."

The meeting ends. After the assets take the former Branch Manager, another with long black hair and red eyes asks that you walk with her to the lounge to nab Blaine.

This asset appears many times in your memories. Her name surfaces. "Katherine?"

She smirks. "It's impossible to forget a face like mine. If you need a refresher, I'm the asset with the most talent that you'll ever meet." Katherine describes a few missions ("I defused a hundred - no, a thousand bombs and then defeated a million baddies with one hand tied behind my back while they held you hostage." "I, uh, definitely don't remember any mission like that.").

In the lounge, you find a bunch of unfamiliar faces. One of them is a strong-looking guy who may have helped you out in the past, and another is a woman with a blue highlight streak in one of her blond pigtails. The latter also appears often in your memories like Katherine.

When Pigtails sees you and Katherine, her eyes widen.

"Blaine!" says Katherine. "We're here to discuss your transfer. To Engineering."

The crew's eyes fall on you and Katherine as the two of you both walk up to both sides of Blaine.

Katherine glances at the crew. "Nothing to see here."

Blaine wails at the ceiling as you cuff and walk her out the lounge. In the hall, she turns to you with a scared expression and says something.

You don't remember Blaine's final words, and Katherine declines to remind you.



"Are we ready?" asks Katherine.

You blink and look around. A moment ago, you were getting dressed in the hotel room, and now you're outside the train station in your gas mask. "Uh..."

A blue outline waves. "Teresa assassination mission," says Katherine. She identifies your teammates: Amita ("Can't we replace Ji-Min?" "She's plenty useful. And relax, I already replaced her as Azure's Captain.") and your mother ("...").

"Thanks." You pump your fists. If this succeeds, you can escape the crew before the train pulls in with the mystery passengers. At least Katherine wants to keep you around.

On the way to enemy territory, Katherine reminds you of the plan: dressed as the enemy, Azure Squad will sneak in and ambush any patrols on the roofs, then wait for Teresa to appear before someone asks where the patrols went. Kwame is elsewhere preparing an escape route.

You frown. "Isn't there a huge chance that something goes wrong?"

Amita chuckles. "Like how I couldn't take the train out of District 11?"

"Cynicism is bad for team morale. Anyway, I see a pair of red outlines in the distance." Katherine nods to you mother. "Kill and hide them."

Her blue outline vanishes, and she reappears in the distance. Before the patrols notice, your mother follows Katherine's instructions.

"Any chance that Lady Dias can have that tech?"

Katherine shakes her head. "Engineering is still figuring out how it works."

Your squad settles on the roof of a building close to Lucifer Central Workshop, and you observe the smoke-covered street as an ill feeling settles in your stomach. Anything in enemy territory becomes high-risk, but it's either this or the mystery passengers.

A red outline dot eventually materializes on the street; just like how your mother smokified in, this must be Teresa. "There he is."

"Hey!" shouts an unfamiliar voice. You turn and see two more patrols approaching in the distance. "What's with the huge group?"

Katherine swears under her breath.

You look back to Teresa, who turns in all directions, which you assume to be him realizing that potential hostile forces are in the area. "Time to go." You jump off the building with a knife and vacuum.

"Battery!" shouts Teresa. "Now!"

Five red outlines rush out from Lucifer Central Workshop as you land. Workshop Fixers? One of them appears to hold a briefcase.

Teresa smokifies but stops as you leap and turn on your whirring vacuum. "Smartass."

With your speed, you slash the LuCent holding the briefcase, then suck the briefcase tight to your vacuum. A couple loud bangs and bullets pierce your protective vest. You stagger. LuCents swarm you position, and one swings their knife.

Katherine shouts and runs the LuCent through with her rapier. You leap through at Teresa. He smokifies once to the side, then again as Amita slashes with her scimitar.

Teresa dodges another knife slash from your mother as she solidifies. "Azure. Couldn't send a real squad." He shakes his head.

Two more bangs, and two more bullets piece into your protective vest. You stagger again. A LuCent rushes you.

Katherine intercepts and lunges with her rapier; the LuCent parries. They engage in swordplay for a few moments until she stabs and electrifies her opponent.

"The briefcase," says Katherine. "I'll take it. Fight Teresa with Amita."

You shut the vacuum off, and Katherine snatches the briefcase as it falls.

The LuCent who shot you aims at Katherine. With arms that exposed, it's like the LuCent begs you to cut them open. You leap and oblige; they howl as the gun falls to the street, and you slash them again.

Amita points her vacuum at Teresa. He grabs something off his belt, then smokifies. Her vacuum whirs, but Teresa solidifies and throws something, which the vacuum sucks.

Boom.

She screams as a small explosion knocks Amita to the street. Vacuum scraps fly everywhere, cut her arm, and bounce off her partially-destroyed gas mask. She coughs.

While your mother ambushes the two LuCents ganging on Katherine, you hustle to Amita's aid. Your hand with the vacuum shakes. Despite Teresa's vacuum counter, letting him smokify gives him tactical advantages and the chance to retreat with ease.

You cover Amita as she gets up while Teresa advances. He swipes his arm blades, and in this close-encounter fight with blades, you think about your father. You knock aside an arm with your own to block and watch him for possible feints. Amita coughs and leaps out of the smoky street.

Teresa smokifies-solidifies in place and swipes. You mentally praise yourself for not falling victim to his reposition feint. As you block, his arm smokifies through yours and he slashes off your gas mask. A second later, as you realize that Teresa has too many ways to generate feints and openings in close-range combat, he kicks you to the street like Amita.

As you cough on human-stench smoke, some thoughts pass over you: Teresa really wants to win his battery. Wouldn't it be nice if we could all get along? Why not give him the battery? Let's ask Katherine to give him the battery!

A couple blue outlines land in front of you while someone grabs your arms and jumps out of the smoke to the top of the building. The get-along thoughts fade as you gasp for clean air, but a nastier thought replaces them: you can't win.

You can't defeat Teresa. He'll escape, and you'll be trapped fighting passengers until you die.

The loud whir of a vacuum breaks your thoughts. As you look around, you lose your breath once more to the sight of additional enemies in the distance approaching. More enemies must have heard the noise of combat. Forget dying on the train; you might die here instead. One blue outline vanishes.

"Orders?" asks your mother.

With that one word, you jolt up. Teresa has yet to escape, and you have yet to die. "Create an opening to kill Teresa."

You take a deep breath and hold it, then the two of you jump back into the smoke. On landing, you leap at Teresa while the surviving blue outline lunges.

Teresa blocks your attack and tosses something at the lunger. The blue outline leaps out of the way, then another boom happens and shrapnel strikes your arm.

A blue outline materializes behind him and attacks.

He grunts and staggers. "Fuck!"

You grit your teeth through the pain in you arm, then rip space through Teresa's head. His corpse dissolves into a puff of smoke.

"Let's bolt, slowpokes!" shouts Katherine.

She defeats a new red outline. You and your mother follow Katherine out. More red outlines give chase, but blue outlines intercept them.



EPILOGUE

After the battle and escape, the three of you report Teresa's death. The Acting Director executes your transfer out of the crew ("I always knew that you're a boon to W Corp.").

Your first job as a complete asset is... to oversee Lorine and his crew, ironically enough. Cleanup needs someone on standby in case the mystery passengers are monsters.

And monsters they are.

From the safety of the cab, you watch as passengers deep in the train mow the crew. They dodge Lorine's bat and make a mess out of him. A few surviving agents in the rear panic and sprint back for the cab.

Those agents run into the Rabbits ("Praise the Wings, help is-" "Don't shoot! I-I'm not a passen-"), who manage to defeat the passengers despite several casualties. With none of the crew remaining, you pity the night crew that'll need to pull massive overtime. As the lone agent, however, the mopping takes seven times as long, and the complaints from Inspections don't help. By the time it's done, you estimate that a little over two days must have passed on the train.

Not every job is that bleak.

As the Smoke War drags on, more Wings join the conflict. W Corp. keeps Azure Squad on scouting missions. Unfortunately, you consistently forget multiple details in your reports; not every mission lets you speak and record all the details into your wPhone. During a performance evaluation, the Acting Director floats a suggestion about sending you to Engineering for conversion into something like your mother.

"No thanks," says Katherine. "Like how the previous Director thought that Kwame worked well with a certain other agent, I'd like for Ji-Min to stay with me as she is. The others are as dumb as her anyway."

The Acting Director acknowledges her wishes. You keep your mouth shut and take what you can get.

By the end of the Smoke War, the old L Corp. collapses. The new L Corp., Lobotomy Corporation, ascends. All of Dias's predictions come true. The new L Corp.'s energy is eco-friendly, and the infamous smoke pollution of District 12 becomes no more.

More importantly, the energy comes cheap and plentiful. At some point, the new Branch Manager's cost-benefit analysis of running missions against the new L Corp. suggests cutting some assets, and Azure Squad is the first to go. You're both still the property of W Corp., of course, and the Branch Manager orders Katherine and you to open an Office. Take some other requests to pay for yourselves and be on standby as a reserve. You mother remains with Engineering.

There's only enough pay in the requests for you to maintain your previous subsistence, but so long as W Corp. doesn't have anything to complain about, that's fine. The two of you can even enjoy a couple freedoms: singing at Hotel Larierre for Katherine and joining a cooking club for you. As for dating, well... like it or not, Public Relations has plans for who you'll marry.

But there's one thing you get, the most important of all...

...

You find yourself at a train station. Where are you going again?

"Go to Medical," says the message that you recorded on you wPhone. You make a couple turns that you instructed to yourself.

Outside the patient's room, the spidery brain box director from Engineering greets you with the usual high-pitched voice. "The test subject responded positively to the experiment. You and Katherine will manage the second stage, field testing."

After a deep breath, you enter. On the bed, in the same white gown as before but without the cuffs shackling her, your mother sits up and smiles. "Are you... Ji-Min? My daughter?"

It's just a moment before you hug your mother.

THE END


Permitted mind reading. Severely damaged Ji-Min's memories, decreased Ji-Min's maximum AP available from 5AP to 3AP, and terminated employments for Branch Manager and Blaine.


Week 23 (Day Off) Teresa rolls d6 for X / If AP<X+5, Game Over / Assistants make major effort rolls / Ji-Min contributes 3AP

Teresa: (6) 6AP Quota

Mother: (6) 3AP + 4AP Parental Bonds
Katherine: (5) 3AP
Amita: (5) 3AP
Ji-Min: 3AP
...16AP. Victory! Assassination of Teresa completed in Week 23.


You transferred out of Cleanup - the QM concludes the Quest.


Everyone says that our Singularity is teleportation. But our real Singularity is the employees who keep the trains running on time. If we remember to take even just a moment to appreciate their hard work and dedication, WARP will surely be on the right track to make the City a better place.

Thank you, everyone.
 
QM's Retrospect
Looks like the votes feedback is in, and the consensus is that the narrative captures the struggle of living in the City, and that we can feed the mechanics to the Rats. For those curious about what the quest looked like from the QM's perspective, and if there's any lessons to be learned on what to do and what not to do for other QM hopefuls, read on!

I. What went right - the writing
II. What went wrong - the mechanics
III. What went interesting - the players
IV. Responses



I. What went right - the writing

Brainstorming

At first, I wanted to let the players be the President of W Corp. Raising a company from walnut to Wing! The drama of acquiring a Singularity, researching the commercial potential, expanding business to other Districts, protecting trade secrets, dealing with Old W Corp... the rise of a Wing is fit for a grand epic.

Except Limbus Company was coming out. I had a lot of anxiety about canon stabbing my ideas in the face because nothing wrecks immersion like contradicting canon. And I had no idea about what the rest of the City would be like.

I then played MetaHuman Inc., and that scratched my "raise a Wing" itch (I still hate time travel plots, but I can recommend giving it a shot!).

In the end, a month went into scenario-planning before I decided to scrap my original idea.

What else could I do? Go small-scale for a more personal story.

Cleanup crews embody the banality of evil. Show up to work, suppress passengers, clock out. What about the story of such a corporate drone trying to make it in a soulless City? And then, because W Corp. must operate their train stations under the eyes of a wary host Wing in every District... which Wing would be the most interesting host?

Through gritted teeth, W Corp. has to pay an arm and leg to that awful L Corp.

And if L Corp. is hated so much, I bet that'll cause an interesting family rift. The old generation that wants the child to follow the worn path, but the new generation that wants to make a better future. The parents can physically embody L Corp. as the antagonists.

A good interactive story should have multiple variables to create a variety of possible endings, analogous to a normal fiction's subplots to enrich the story. And so, I have:
  • Main conflict: Find meaning in the hostile corporate world.
  • Subplot: Generational differences threaten estrangement.
With the era of L Corp., I can even expect to avoid canon complications. I doubt that Limbus Company will delve into the time before the Smoke War, and I can handwave contradictions from modern W Corp. as "times change".


Plotting

Mythcreants has a nice word for plotting: fractals. A big story is the combination of smaller stories (I'll call these "scenes"), which I used to keep an eye on word counts and pacing. The actual structure I use is three (four?) acts: I, IIa, IIb, and III to develop tension.

At the macro level, each story path (asset, love, and cooking) has a specific story. We're familiar with assets; love would've been a romance with the goal of keeping Ji-Min and the Fixer love interest alive after L Corp. learns that they know too much; and cooking would've been like the League of Nine, District 12 edition (this was before Limbus Company came out!).

I had a rough idea of what missions would happen each week at the macro level. Missions were there to advance the macro plot as a logical progression and followed a general three-week pattern for each act: preparation, battle, then rest / interlude and revelation. For example, Act IIb's first half goes: tour District 11, terrorize District 11, then rest and learn about the Seven's investigation, all occurring because Dias wants W Corp. to push buttons (and because I mentioned fractals, tour is act IIb's act I, and terrorize is act IIb's act IIa... and to really blow minds, events in the tour scene and terrorize scene were each plotted with the same structure, but that's blurrier). Because W Corp. was pushing buttons, W Corp. must deal with the Seven investigation, setting up Act IIb's second half. And so on.

The weekly level is based on crew politics and QM opportunism (e.g., Kandy scandal). A week is made up of multiple scenes, including the missions and passenger-of-the-week.

Passengers were ideas and whoever struck my fancy during brainstorming. Companies make for great combatants. G Corp. makes insect people, but I bet that the subsidiaries can find markets for different animal people. Associations and Syndicates are freebies. One idea that didn't get a chance was dealing with a passenger who didn't restore properly due to a scanner malfunction.

The actual fighting, as you might guess, follows act structure: enemy introduction, initial struggles and triumph, enemy comeback, and climax.


Setting and Worldbuilding

What kind of place is the City? I figured that there might be some influences from South Korean society for context, given that Project Moon is based in South Korea, and so I researched.

I concluded that the City is a couple dozen South Koreas thrown onto a genre salad.

For those who haven't seen it, there's a video essay saying South Korea is a cyberpunk dystopia. I find it hard not to compare a Nest and South Korea.

When you have terms for death by overwork like Gwarosa and a 69-hour national workweek can even be proposed (and defeated, thankfully), I can conclude that the South Korea already shares the hypercompetitive zeitgeist with the City.

South Korea has obligatory military service.

With a little imagination, in a world where the 69-hour workweek has the clout to pass and the military that everyone needs to participates in finds more "active" usage (e.g., megacorp gets ideas), Wings and Fixers aren't far away. When we start blending it all together, we can get an idea of how the Nests and the City at large works. That is, keep your head down and do what you can to survive.

Next, I go from high-level setting to the next lower level, Districts. For L Corp.'s District 12, when I think "authoritarian and smoggy", I think of China. In a District where smog is prevalent, it becomes natural to wear gas masks as part of the culture. Conveniently, gas masks also serve to conceal identities. For Wings working in District 12, they should have some way to deal with smog; W Corp. has their gas masks as a "technology" Wing, and L Corp. provides augments to let their Fixers "embrace" the smog.

For the Backstreets, although it features briefly, I again borrowed a few elements from China.
When it comes to worldbuilding, it's about finding ways to depict the shared life experience. Lots of smog? Smog mask fashion. Lots of theft and violence? Practical clothing is always chic. Affluent communities can have television and watch popular shows. Even the poorest can sing and dance. Lots of people enjoy sports. Omnipotent overlord with a thing for purging? Language can incorporate it as idioms and phrases.


Concept Generator: Characters

Anyone who wasn't submitted by the voters was assembled from multiple generators, because I wouldn't be surprised if Project Moon does the same. Name is RNG (but reselected if the first letter is also someone else's first letter to make tracking easier), gender is RNG (40% M, 40% F, 20% T), personality is RNG (with the exception of a few major NPCs). Description is employer-themed and caught my interest at the time. Everyone also has a randomly-generated hobby to help me know them, even if it doesn't get into the quest (e.g., the Director watched "City's Got Fixers").

Special shoutout to Naveed; I briefly tried out another generator and got a spoiled serial murderer ("Killed her sister when she was young!? And... has the unfortunate tendency to bump off her friends!?")


Writing Process

There's a thing called "life" that I need to deal with before I get to write. It's either wake up early ("Who's going to wake up to write at three in the morning?" "Oh boy, 3AM!") or fight off the exhaustion after a long day ("Two minutes shuteye, then I finish this scene before sl... ahhh it's 2AM.").

My schedule is ideally: Mon - chapter plotting; Tue - more plotting and rolling dice; Wed-Sat - writing (which is about 500 words for me, and Sat. is usually 1000+ words), Sun - Craft decisions, editing, and posting.

The power of deadlines helped me a lot because I know what it's like to expect the next chapter of a serial to post at its usual time. Good habits of writing regularly make it more likely to happen. Chunking the chapter into actionable milestones and spreading it out daily makes writing less intimidating.

I still sometimes procrastinate, and my self-hack is to make myself start something for a few minutes and let the flow take over.



II. What went wrong - the mechanics

For those who hated the mechanics, you'll get a kick from the next line.

I spent three months "perfecting" the mechanics.

One month to iterate the mechanics to v4. One month to playtest the mechanics (and narrative!) and iterate to v5. One more month of playtesting and then iterating to v5.1. 1 can't tell you how sick I was of W Corp. when the quest finally opened on SV, but at least I can now look back on it with nostalgia. Fun fact: the "Hell Month" that Blaine mentioned was the stress test on the v5 passenger battle system!

But all the time spent on perfecting the mechanics doesn't matter if it flops. In that case, let's review the development process and identify what may have become confusing and off-putting.

The best mechanics should:
  • Rely on a simple concept
  • Build tension
  • Support theme
A simple concept represents the base idea upon which everything gets built, such as racing around the track. Other details, such as interesting courses, provide variety and detail.

Tension is the development of stress to the boiling point, and relief is the release of tension, and it appears everywhere: games, stories, deadlines etc. For example, boosting speed at the cost of health. Dare I boost with a 10% health bar? Ahh, here comes the recharge strip.

Theme should reflect the mechanics. Pilots risking their life to eke out a little advantage will probably be larger-than-life machos, not a baby with the pacifier still in her mouth.

How did I apply it for this quest?
  • Concept: NPC meat grinder. The mechanics should be able to kill a bunch of NPCs (and fairly).
  • Tension: NPCs can support the player... if the NPC is friendly and alive, that is.
  • Theme: Working together to survive a hostile job with a high fatality rate.
Fundamentally, the absolute basics don't appear to be the problem. When I look at the output of the ten agents who died, the mechanics produced a desirable output. But somewhere along the way, players struggled with the input. There's probably an issue with the add-ons, so let's look at those.

Rapport-Favors? To gain allies, the player should develop positive relations and social capital with NPCs. A positive relationship should be fair and not one-sided; give-and-take in this quest should look like work-related help. The request-for-favors portion, however, was a confusing black box for the players despite my goal of transparency and the huge role that it had in v5. I would keep this in some form across any iterations, but for a v6, make increasing rapport easier (e.g., group chats or select up to two agents) and change how favors get used mechanically.

Effort Rolls? For reasons of self-interest, agents will hold back on the job; politics is managing others' self-interests to achieve a community objective. In v5.1, it went agent-by-agent to account for the player's individual relations and the NPC's immediate needs and narrative actions. For a v6, I would revise this into a summary crew effort roll for simplicity.

HP? Great for measuring how close the player is to dying and representing how much "effort" the player has left to spend. For a v6, I would remove NPC's HP and let a bad crew effort roll kill someone. And because I'd remove permadeath (more below), change the consequences of a "dead" player.

AP? The intention here was to force self-interest vs. crew interest by divvying where "effort" gets spent and stop the player from overexertion. For v6, in combination with other changes and choice presentation, AP would become redundant and I can get rid of certain confusing calculations.

PAR? Varies the enemy difficulty and warning. W Corp. is a megacorp with access to tons of personal data, so Cleanup shouldn't be caught off-guard too often. I would keep this in any iteration.

Asset's crew powers? This got a massive buff from v5 to v5.1; previously, only the no-strike benefit existed. Because there would be changes for a v6, the functionality for asset's crew powers would change in some form.

Meltdown? Counterbalanced easy enemies and encourages NPCs to open up about themselves. For a v6, tying this to the summary crew effort roll would make this mechanic redundant.

Emergencies? Dangerous enemies make bad situations worse. With better choice presentation, this mechanic would become redundant.

Captainship? My big regret with the mechanic is that it doesn't capture the NPC's leadership abilities. For a v6, I would like to add bonuses or modify how the choices get presented somehow.

Strikes? It would've played a larger role in a non-asset playthrough, so not much data here. In v6, it would probably deal mechanically with the player alone, and the narrative handles it for NPCs.

Saving throws? Safety feature as of v2, I would keep this in some form across all iterations.

Rabbit Protocol? I'd keep the get-out-of-train free card in any iteration.

Assets? The part where all the plot happens... the mechanics are a lot simpler than Cleanup, as of v5. For a v6, I would utilize more guest characters; letting the player considering whether to visit District 11 and satisfy Katherine has more meaning than an easy-hard battle.

Permadeath? In this quest, the theme and mechanics literally revolve around survival in an uncaring hostile environment. I also wanted to suppress the players' desire to be kind and helpful at the expense of self; when they want to bet everything to be a hero, they'll actually be a hero. Therefore, I included permadeath with the balance of disclosing the impact of each decision to maximize perception of fair play and increase odds of survivability. Where possible, I made options that risked permadeath avoidable. And yet, despite being a compatible quest... for v6, I would remove permadeath. Despite my original precautions, the quest almost sank regardless. I kid you not, nothing scares a QM with a story to share more than a single saving throw with the quest at stake. Don't learn the hard way; QMs should avoid the player permadeath mechanic at all costs.

...Lots of room for improvement, huh.

"Hey QM, why didn't you catch all this before starting the quest?"

I stopped the worst of it! If I barfed v1 and crossed my fingers, battles would've had math for blow-by-blow, PAR for every day of the in-game week, Rabbits that kill half the crew when called, and selecting the best weapon for ATK / DEF / SPD / Ability / Charge against the enemy's stats. I barely finished playtesting a single battle before moving into v2.

What I want to emphasize is that, at some point, the product needs to ship. Development time was already two months narrative and three months of mechanics; that's five months for a quest by an unknown QM that others may or may not want to play. When I was comfortable enough to run the quest as a v5 expert and only felt like minor changes were necessary to go from v5 to v5.1, I made the call that the cost of more mechanical development and playtesting outweighed the benefits.

Development is only a third of the battle. The rest is revisions / playtesting.

Bonus! Potential v6 passenger battle:

[] Hustler. Team with Rama and Blaine. Spend 30HP and roll d6. If d6 = 1, Rama dies. If d6 = 2, decrease Favors -1 with Blaine.
[] Opportunist. Team with Lorine and Irmtraud. Spend 10HP and roll d6. If d6 < 4, decrease Favors -1 with Lorine and Ji-Min takes -10HP. In addition, if d6 = 1, Lorine dies.
[] Slacker. Roll d6. If d6 = 3, Ji-Min takes -50HP and decease Rapport -4 with Chelsey. If d6 < 3, kill two of the following agents: Lorine, Rama, Blaine.
[] Rabbit Protocol. Clear the battle.

...The choices available and stakes at play would depend on the Captain's mood and the bonds with other agents. And since this decision stands on its own, a nice chunk of the v5 rules becomes unnecessary.



What went interesting - the players

Before I opened the quest on SV, my research suggested that the average player wants to do the nice thing where possible. That conflicts with the average City denizen's mindset of everyone-for-themselves. Indeed, I envisioned this quest as the story of gradually losing everything while dying inside.

This quest, like living in the City, is more painful when fighting for someone. Naturally, the players chose to make it hard on themselves.

When the players decided to be an asset, I figured that we'd be slamming the door in the face of Ji-Min's mother. I mean, we're a loyal asset, obviously we're going to sever our family ties because the family aligns with L Corp., right? I had a thing planned where the Director would make himself Ji-Min's pillar of support to increase her reliance on W Corp., then come to think of her as the daughter he never had.

Well.

Despite zero obvious benefits and very obvious drawbacks, the players elected to spend time with Ji-Min's mother, which set the stage for major future events.

When the decision to kill or spare Ji-Min's father came up, I was really curious about what would happen. The desire to keep Ji-Min close to her parents vs. the rightfully-feared brain surgery. It was close, but "kill" edged out. This might sound a little twisted, but I'm pleased that I was able to watch a Wing's influence overpower even familial relations.

For those curious about the alternate timeline where "spare" won, the plan was to program Ji-Min so that she would black out and attack her parents on sight. Teresa would introduce himself as L Corp.'s spy and have Ji-Min find a way during her missions to relay intelligence to L Corp.; in exchange, he would incrementally undo her programming. Teresa would still betray W Corp. and flee alone, leaving Ji-Min to her fate. W Corp. would accuse Ji-Min of treason based on her frequent interactions with Teresa, but if crew rapport was high enough, "accept" that she was innocent. During the Smoke War, Ji-Min would be "marked for death", running a mission disguised as suicide. Her parents would intercept, then ask her to flee District 12 and lay out a plan to do so. The final showdown would be Ji-Min and her parents against Katherine and other W Corp. assets. At the end, Ji-Min is alone in the Backstreets, rebuilding her life and hiding her status as W Corp. property, and knows that her parents opted to erase their own memories to protect where she's hiding in case W Corp. captures them.

All that work to be with her parents. Because I'm a nice QM, I would've granted five minutes for Ji-Min to be truly united with her family.

What else is there... ah. The players were also pro-crew in situations that I think were self-detrimental.

Remember how that cat girl passenger, Cahaya, nearly killed Bahij during an emergency and he needed rescue? Bahij was more-or-less a fresh recruit without ties to others; that's a strong candidate for sacrifice, especially considering that a major mission was coming up and Ji-Min needed to be in good shape to do a good job. The mission... was forgotten in the heat of the moment.

And of course, there's that whole Kandy scandal. At this point in the quest, the players had a low Max HP Ji-Min. W Corp. would need to balance that by rewarding the players a 1-UP so that she could stay alive for the side project. Ji-Min nearly died, so it became more like a bribe to convince Ji-Min to allow Teresa to repair her brain. Since a good roleplay allows players to make decisions, one option that I included was to use the Kandy to help others, which I figured would be ignored. I mean, after a brush with death and the freaking Branch Manager's warning about helping others, I thought that the players would make it to the end of the quest easily.

Well.

That lead to the scandal and another interesting decision: Director or Branch Manager? I thought that the players would pick Branch Manager; the dude has resources, a less-strained relation than Ji-Min & Director, and is more likely to have positive connections with HQ.

Well!

For those curious about a Branch Manager timeline... he would question whether Ji-Min should stay alive. The Branch Manager has enough enemies, after all, and if those enemies could get Ji-Min's brain to Internal Affairs, that would be swell. The players would need to convince the Branch Manager that she was worth the risk.

But we live in a Director timeline, where the big question is what Blaine had in mind. Yes, she was reluctantly working against Ji-Min, and if the players declined mind-reading, the post-Teresa battle would've had Blaine and some "assets" show up, announce that Kwame was dead and escape route compromised, and ask Ji-Min and co. to follow her. After all, the Branch Manager needs to ensure that his enemies can't use Ji-Min before Internal Affairs issues the verdict. Katherine would call out Blaine as a traitor, and Ji-Min would have to decide who to trust. Trusting Blaine there would've been a bad ending. Upon winning with Katherine, Blaine's head would be delivered as a smoking gun to Internal Affairs.

I don't think that I could've ever picked an interesting route through the quest like the players, but the story that we created was stronger for it.



IV. Responses

...And append each of these with "Thank you for riding with WARP!"


Oh neat, we survived!

...burning almost every single bridge we had, but hey. :V

Well this quest was often very stressful, but it's nice to see it's conclusion. Congrats!

I'm glad to see that I achieved an emotion that I wanted.


I've always felt like this was the quest most representative of life in the City of any quest I've read. A near-complete lack of progression and the constant feeling of things falling apart was the intention, and I think it was executed well.

Was it fun as a quest? I don't know, man. It was fun to read, but I didn't start playing until basically the very end, so I can't say I was as deeply invested as other people were. It's one of those quests that can be emotionally draining, bordering on developing apathy for the situation because of it. Katherine's relationship with Ji-min doesn't feel like it got enough time for how they ended up, which is a bit sad. One of the issues with the highly mechanical nature of the quest clashing with the ability to build a larger narrative, I think.

But still, thanks for running. I had a lot of fun.

Be they Rats or Feathers, they all get to suffer in their unique ways.

Project Moon does a great job of balancing levity and grittiness, and I'll strive to do the same if I run a similar quest like this one. And I'll take a look at Katherine & Ji-Min and reflect on where I could develop it better.


Well, I'm a bit sad that Blaine got owned... but a Victory is a Victory!

I'm honestly baffled we made it. It was a pleasure to participate in this quest, though the decisions were always bad or worse. This is fine for some choices, necessary, even, but after a while, it gets a little aggravating. Which, I suppose, in turn, reflects how in the City, most of your choices will be between bad and worse. As for my enjoyment, I'm much of the same opinion as @Tarro. It was a fun quest to read, but making the choices was gut-wrenching. If that was your goal, you succeeded handily.

Glad that it managed to find an end, though. Now, you join the hallowed halls of the honored few to complete a quest.

It's not enough to win; others must fail.

I'll work on finding a better balance of heavy and light for next time. Looks like I got the dilemmas down, at least.

I'm glad that it managed to find an end, too, and not a Game Over end.


We survived. We sacrificed several friends, family members, and co-workers to get here, including our Father, Mother, Girish, Naveed, and finally Blaine, but we're alive, and that's all that matters in the end. So long as you're living, things can still get better.

The credits song "Pass On" for Gregor's chapter in Limbus Company is what most comes to mind with this ending. Horrible, awful, life-changing and potentially irreversible trauma happened, but despite everything, Gregor concludes "It's alright, since I can live on."

I think about that song a lot.

I'm glad to see that our Mother's memories have somehow been partially repaired. Maybe Ji-Min's brain can be fixed later too, although that's a bit of a pipe dream.

Also, I was browsing through the character sheet and it's mind-boggling to see that the list of dead characters is considerably larger than the list of living.

Mechanically, the guidelines for the other cleanup crew members contributing work were really quite confusing, and they turned me off from making detailed plans early on. Adding the template plans was definitely a good idea on your part.

The story was gripping, and the combat was very unique and well-written. I'd like to hear more about your writing process when it came to designing the mission and train scenarios.

A lot of characters sure died on his quest, huh. More crew died than I thought would actually die based on playtesting. But Ji-Min and co. are still alive and still have opportunities in their future because they fought for it, which is actually better than what I managed in my playtesting; my protagonist was dead-eyed and depressed, being hated by the entire crew but strongly liked by management, while boarding a train to HQ.

The template plans were also there to keep me covered in case there were zero voters. I was also getting nervous that key mechanics would be overlooked and that a plan would drive the quest to an early death.

I went into more detail in the writing section above, but I can summarize missions and train scenarios for you as brainstorming and act-structured plotting to manage tension.


The constant bad rolls throughout this quest really encapsulates how bad the city can be, and it's almost amazing how Ji-min somehow is reaching a happy(not really) ending with her mother (she's still an asset), I also liked Katherine and Blaine at the start, which both of them somehow survived all the way, somewhat for Blaine.

As for the voting, it really overwhelmed me since I didn't really understand the AP stuff, I always just followed the guy who did calculations for us until he stopped posting. Which led to the eventual autowin plans.

I am also Curious on who they were making Ji-min Marry.
Oh, and if Blaine was actually betraying us. And whatever she said that Ji-min didn't catch. That's important too I guess.

Jokes aside, Blaine probably got roped in by the branch manager by giving a way out of the war like we did, unsure if Blaine was planning to go all the way or was playing double agent, either way it sucks it ended this way but at least we got Katherine and our mother with us.

...

I liked the initial story paths we had at the start, especially the fact that we could've gone full rapport/friendship mode or play matchmaker on Ji-min. The contrast between love, friendship, and complete conversion into asset (In the most literal sense) is funny.

But as shown, due to the grueling mechanics, the narrative that could've happened was put away for survival, as the other two bonuses (Passive healing, More rapport) vs no strikes, and having special assistance for a Schedule I without Rabbit Protocol on the ready. (Also I think burnout was forgotten as I never seen it mentioned again.)

It's fine if the mechanics are brutal but it really makes me wonder how the hell would you manage a relationship while working at a wing, or try to get a group of friends without the city crumbling it apart. In any case, I'll be waiting patiently for more, whether it's another story set in the city or not.

The moment that we started walking the asset path, a bittersweet ending became the happy ending. And the rolls! None of you are going to District 10 with me, that's for sure.

I think the number-crunching posters were the only ones who understood the system. If I do another quest, it'll be much simpler.

Ji-Min will meet her spouse at the wedding altar.
Yup, Blaine reluctantly bad. Her last words: "Please save me... my family needs me..." Had she lived, Blaine would've had to decide whether she could deceive and kill Ji-Min during the Teresa mission... and she would have, but maybe not without tears.

Think keeping a romance in the City is hard? It's even harder when L Corp. thinks you know too much. Cooking route would've been like the League of Nine.

If I run another quest, I'll look forward to seeing you again.


I'm honestly surprised Katherine managed to survive till the end. She was as aggravating and arrogant as I had hoped she'd be when I suggested her, so I was expecting her to get sacrificed sooner or later. She did end up having to sacrifice her singing for a while, but in the end I'm glad she managed to pull through.

Killing Father and turning Mother into a robot was... pain. Especially since the two of them might've been the best parental figures we've ever seen in a Project Moon work.

I kinda figured Blaine was a traitor the moment the sabotage turned out to be fake. Hopefully I wasn't wrong on that.

The voting systems were a bit convoluted, which is why I rarely voted until the last few chapters. Adding in Win Rate was a good move. I know quest voters can be pretty creative at times, but the system being hard to grok made spotting third options a lot harder.

Overall, thanks for the Quest!

I'm glad that I was able to write Katherine correctly. There's something enjoyable about getting into a creator's head and Interpreting their desires.

I felt like a sack of garbage back after I plotted the quest. And I thought, if I feel like garbage, maybe someone else will feel something.

You picked a good time to pick up on Blaine.

The saving grace with the mechanics was that I could set it aside and just use it as the NPC death calculator. Being able to convert into a more narrative-style helped, and if I were to redesign the voting system, I already have ideas on how to make it simpler.


*Screams "LET'S FUCKING GOOOOOOOOOOOOOOOOOOOO" for thousands of years inside a W-Train*

I can't believe we survive.

And also Katherine.

And we partially restored our mother.

I've got so much relief that I didn't have to inflict an awful ending on the players. I was never expecting anything close to happy when I first started the quest.


Shame to see Blaine die.

Would be curious to know whether The Udjat were asked to kill us or if she was just playing on our distrust.

I came in at the last minute but I'm glad we made it. Would love to hear if there were any big 'could have beens'hanging around.

The Branch Manager and Blaine wanted to show Ji-Min that Blaine was a useful insider, so Branch Manager called them in so that Blaine had a pretext for lying.

I ended up with a bunch of possible plot outlines for different scenarios, which I added in section III above. No worries about missing anything; all trains lead to Traumaville.

First minute, last minute, always glad to have another one.


Backstab the day away, like a true Citizen! Work towards your own wellbeing! Selfishness is not inherently a bad thing!

...Are we proving a certain someone right?

It wouldn't be a quest without an Aesop.


Holy shit. We won? We won.

That's crazy.

Shout out to QM for entering the hallowed halls of completed quests - as well as simulating the familiar bitterness of the City even in victory. Nonetheless, we lived and that's more than a lot of people can say. We have our life ahead of us and if Engineering could fix mother's memory, they could fix ours.

As such, I have nothing more to add beyond respect for QM's mastery of the worldbuilding, the sense of hidden depth in every character yet a fleeting one as they all dropped like flies... And, obviously, a nice prequel plot for the rise of L Corp and the sacrifices Ayin paid for his goal.

Thanks for running it!

Feels good to be done. I drew a lot of inspiration from parts of our world to imagine the City, and I don't want to think of what that says about our world.


Realistically, when you started the quest, what was your estimate for the probability that we'd survive it all?

Also, if we hadn't sold ourselves to WARP, could we have bought shares of WARP? I'm curious.

Lastly, I noticed that this quest lasted 23 weeks, as in District 23, W Corp.'s District. Was this deliberate?

As for feedback/suggestions; for hard, crunchy, and honest systems like this, I think it'd suit the quest if you added visual interface/layout to arrange all the availible info in a clear and readily accessible manner; taking inspiration from Ruina and Limbus, for example. Like, you could have shown the trains we have scheduled in a series of dots or "stops" along a train track, for example, kind of like what Limbus does with its dungeons, with different schedule trains having differing appearances. Personally, I always felt artquests were well-complemented by a nice and rigorously crunchy system like this one to complement the video game aesthetic but it's obvious that it's much harder to implement, though I do wonder how easily you could embed JavaScript code in a XenForo forum post to do some of the heavy lifting for you,

Survival was pretty high, if we're just looking at survival. As QM, one of my roles is torture tension management, which is throwing as much pain at the players as I can without breaking something. I was a lot less certain about whether we'd have something resembling a good ending.

Wing shares is a difficult element to incorporate without disrupting the narrative. If I was thinking about it in the early quest planning stages, small maybe for the cooking path. But if this was "raise a Wing" quest, then shares would obviously play a larger role.

The 23 weeks was a happy coincidence.

Presentation could definitely have benefitted from having something to just glance at for all the relevant information. I'm thinking a nice report document with W Corp. letterhead.



Tl; dr:

I. What went right - the writing... Comments on my writing process
II. What went wrong - the mechanics... Dissection of what went wrong and what could be simplified
III. What went interesting - the players... Decisions that surpassed expectations
IV. Responses... A few words for each person who left feedback.


Again, I'd like to extend my congratulations to all of you and gratitude for everyone's support!
 
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