Derm[1] - Stay in the same body for the entire world.
[5] - Kill someone without being seen.
[2] - Find and meet with atleast three other contestants.
"Hrm, if it's 'crawling with greens', then where are they, little man?"
Look around suspiciously. Listen for anything out of place.
[5] - Your co-workers laugh at your comment, while the guide shoots you an angry glare and disappears into the rubble. [2] You march on, trying to keep an eye on anything suspicious. You have some trouble navigating your way through the rubble, though, and end up just watching the ground to avoid tripping on anything. You don't get far down the boulevard.
You look around you, but your guide is nowhere to be seen.
Name: Solomon Ayers
Mind: Rebellious/Fully Known
HP: 40/40
Traits: UnathleticEquipment: Rusty Hunting Rifle
[4/6], First Aid Kit [1/1]
Next Possible Jump In: 5 turnsShadow[1] - Convince ten people to follow and work for you.
[6] - Take control of atleast two different bodies.
[2] - Manipulate someone to kill atleast three people
Go to the store room, and search it for useful equipment before heading to another safe exit.
[4] - You find your way back home, somewhat disoriented by the blows to your head. You pass the children and women without a word and visit each of the storage rooms in turn. [6] You dig through the mass of baskets, rotting crates and sacks, throwing food and other necessary supplies to the ground in your search for weapons. Pots of water smash against the floor and shatter. You make short work of a third of this year's supplies.
Not that you don't find any weapons - you take two extra spears and tie them against your back. [5] You leave as quickly as you can, even though several of the elderly and women and children in the chambers approach you. You head up to the tunnels and begin to make your way towards the next secure exit.
[5] You're not sure how much time passes, but eventually you find the ladder in Enn Reh's memory and climb up. This time, no building collapses on you, but when you open the cover, water rushes in. You hold on and let it pass, then get up and close it again.
You're standing in knee-deep water in a lush, flooded park. It looks more like a jungle than a man-made area after all these years. This is on the edge of Enn Reh's territory, and it's doubtful you can find any Forsaken of his people here. Enn Reh hadn't sent out scouts today, though you might bump into the scouts of other chieftain's.
Travelling from here to the core of his territory might be a bit difficult - there are several flooded streets in the area the hunters use to travel by boat. You should be fine if you avoid the totally flooded areas, though.
Name: Enn Reh
Mind: Subdued/Fully Known
HP: 52/60
Traits: Skilled Combatant,
Voice of AuthorityEquipment: Junk Spear (3/3) Next Possible Jump: 2 turnsBrass[1] - Kill ten people without changing bodies.
[5] - Convince someone to follow and work for you.
[3] - Have someone else tell you the exact location, date and recent history of this world.
Follow them, attempting to discreetly check how many clips I have left as I do so. If one of them trips and falls, attempt to kill him with a quick shot to the head. If I have a chance to lose them in the twisting rubble, do so and attempt to find a hiding place, which would also work as a decent place to ambush someone.
[5] - You follow the pair, watching for anything you can use and checking your body for any extra clips. There are two hidden in your pockets. [5] The mutants glide effortlessly through the rubble, while you watch each step to avoid losing your footing. They lead you out of the building and to another end of the courtyard. There they pause, listening to something.
[5] They ready their spears and motion you to stay back. You try to hear what they're hearing, but can't seem to figure out what's bothering them. After a few minutes, however, you spot movement in the windows of the buildings. Three shapes drop to the courtyard - three other mutants. They don't seem too friendly.
[5] They begin talking to eachother. The newcomers seem angry about something, but your escorts stand their ground. They completely ignore you. Time to go. You slip back and move carefully towards the nearest exit out of the courtyard. [1] Then you trip. You're not hurt, but when you look back, you see all five shouting and running after you. Shit.
Name: Unknown
Mind: Destroyed
HP: 40/40
Traits: None
Equipment: Automatic Pistol
[2/4] Next Possible Jump: Ready!Wayne Goldberg[6] - Successfully sudbue a mind.
[5] - Find and meet another contestant.
[5] - Kill someone without being seen.
Try again. Explain my falling over as the result of a mild seizure.
[3] - You mumble an excuse and attempt to get up, but find the two men holding you down. There is a moment of silence. Scarlet screams at you to push them away and get up, [3] but you spend all your might to contain her instead. You're not even sure you manage to do that, or if Scarlet realized she was wasting your strenght.
After several minutes, the men let go and you spring up. For a moment, you thought they'd try to... try to... best not to dwell on it. They move away to mutter to eachother, glancing your way any now and then. You don't feel at all comfortable like this.
[4] Perhaps Scarlet is co-operating, but you finally find the location she was taking them to. It's an old park, now partially flooded, just beyond the corner. One of her friends told her about this place, saying lone Green warriors often crossed through it.
Name: Scarlet
Mind: Rebellious/Mostly Known
HP: 30/30
Traits: Experienced TrackerEquipment: Pistol
[4/4], Machete
Next Possible Jump: 1 turnsEcho[3] - Kill five people.
[6] - Find another person.
[1] - Destroy the mind of a host you're in and escape to another
Ask the girl about where the nearest Greens are.
[1] - You ask the girl where the Greens are. She looks at you strangely.
'Nowhere near here, these fuckin' amateurs are scaring 'em away. I told you. Are you okay, Chris? You been acting all kinds of strange today.'
[4] Before you can answer, you hear laughter from beyond the barrier. One of your gang, who you recognize as 'Shell' after some digging, comes up to you. He's followed by a tanned youth Christopher's mind vaguely recognizes. [3] You can't figure out who he is or what he does, though it seems you're on friendly terms.
'Man, I need to find some targets for those retards back there. Seen any today?' he asks.
Name: Christopher Short
Mind: Subdued/Mostly Known
HP: 40/40
Traits: Marksman Skills,
In Good ShapeEquipment: Scoped Hunting Rifle
[6/6], Pistol
[2/4], Machete
Next Possible Jump: 3 turnsDavey Solomon[6] - Kill someone.
[1] - Be in the area you started in at round end.
[1] - Manipulate someone to kill atleast eight people.
Remove any evidence pointing to me, then go back and find suitable scapegoat. Try to find a way to lure someone to the body.
[2] - You try to clean the blood from your clothes and spear, but aren't really sure how well you succeed. [3] You head back downstairs, thinking up a way to frame someone for the kill. You look through Domnikh's mind for anyone suitable. [3] After a while of frustrated searching, you just decide to pick someone at random.
[2] You walk up to the edge of the 'pool' and grab someone's arm to speak with them. You begin digging through Domnikh's mind to find the proper words, but it takes you too long. The mutant throws you an odd look and swims away.
[5] Domnikh makes a weak effort to throw you out of his body, but you push it away with ease. He begins the mental equilevant of sobbing.
Name: Domnikh
Mind: Subdued/Mostly Known
HP: 20/20
Traits: Malformed ArmsEquipment: Junk Spear Next Possible Jump: 3 turns