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- NAME OF RUN: Survivalism
- CONTENT: (This run is is following the event "Trapped in a Closet".)
- Site 19 receives a call about a strange glowing artifact found in the town of Lyndonville, New York. The artifact is about 2 feet long, prolate spheroid in shape. Eight lines stretching from end to end meet at each end and glow a vibrant white. In the middle, between each line is a religious symbol. They are the Egyptian Ankh, the Star of David, the Islamic symbol, the Christian cross, the Nine-Pointed Star, the Buddhism Symbol, the Sikhism symbol, and the Shinto symbol, all of them shining a bright white. The remaining space on the spheroid is a glossy black.
- Psi-7 will be debriefed about receiving a call from one of their undercover informants about a strange artifact found in the forest near a small town north of the site. Here all of the obvious will be explained. We don't know what it is, we don't know who made it, strange markings on the sides, it's smooth and shiny and glows a lot, all of that good stuff. Questions will be answered with limited extra info being given.
- Lyndonville is a small town located north of Site 19, near Lake Ontario. The town has formed itself around a single road mostly used for the transporting of goods. Other smaller roads branch out to housing districts. Psi-7 will be ordered to enter a small shop called the "Pennysaver" market near the center of the town and speak with a Foundation operative named Tyler Watson, who will lead the crew into the back of the shop where he had the object in a chest. It is expected that the crew will look it over, where they will discover the symbols listed above, and then take the artifact back to the truck for transport back to Site 19.
- However, in this run, successfully bringing the artifact back to Site 19 is not expected. As soon as Psi-7 brings the artifact outside, regardless of whatever they have covering it (a blanket, box, etc.), the artifact will begin to lose it's mass and start to float upward, above the main road running through the town. Before it's ascent, the whites of the artifact will begin to glow, signifying to the players that "oh shit, something's happening". Player efforts to hinder it's ascent will be met with a short time of success before it starts to force itself out of their grip.
- Once the artifact reaches the center of the town, IF it reaches the center of the town (you never know, players are unpredictable), it will begin to send memetic messages to all of the residents of the town, calling them out into the street using different techniques, like the sound of an ice cream truck, or their favorite song being played, or the promise of beer and boobs, whatever pulls the town's residents outside. Once everyone's outside, a good portion of the people (NOT everyone) will begin to float upwards at the same rate as the artifact. People will take off from the ground slowly, with their loved ones trying to grab them, or demanding them to get down, depending on their demeanor.
- The biggest part about this run is having the players either prevent or successfully pull the people down from the air. Failure is an option here, albeit not a good one. Potentially, an entire half of the town could disappear. Once the people are in the air near the artifact, a larger version of the NotMessiah or NotJesus described in "Trapped in the Closet" will fly in through the clouds and will come to a stop above the artifact and will speak down at Psi-7 in the loud booming voice some will have recognized from before. Those in the group who have not encountered it before will ask questions, and questions will be answered. If Psi-7 fails to rescue the civilians, the NotMessiah will pull the townspeople and the artifact into himself and will fly back into the clouds. The players will climb back into their transport and hang their head in shame.
- The right way to accomplish things in this run is undefined, as like I said before, player actions are unpredictable. But there will be different tools at the players disposal. In the transport truck and station wagons the players will be riding in will fitted with an arsenal of weaponry. Procy is a stupid face. Such weaponry will include a couple of rifles and a well sighted bazooka for good measure. The arsenal may broaden if this GM shows mercy. Another method of winning is reasoning with the NotMessiah.
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