Guest User

Untitled

a guest
Oct 11th, 2017
116
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 54.46 KB | None | 0 0
  1. THE GAME V:0.5
  2.  
  3. By:Highlander
  4.  
  5. If in all things there has been a single universal constant, that has transcended time, space and all dimensions, then that would be the GAME. The GAME and those who play it. It is merciless, and ever moving, all things within and without are subject to the GAME's cataclysmic movements. The GAME and those who play it. All things countdown to centrifuge, all things come to an end when the GAME begins again, when the GAME beckons those who play it.
  6.  
  7. Care to play?
  8.  
  9. What am I saying? Of course you do. Why else would you be here?
  10.  
  11. Age
  12.  
  13. All players share the same 'birthday' and at the end of the day age doesn't really matter.
  14.  
  15. Group Age: 8+(2D6)
  16.  
  17. Gender
  18.  
  19. The game does have certain- prerequisites. To each there is a time and a purpose, and all things must be balanced. For every boy, there is a girl and all must cancel each other out.
  20.  
  21. Male Female
  22.  
  23. Home & Parental Figure
  24.  
  25. Any location on earth is as good as any other as far as the machinations of the GAME are concerned. In the end all is doomed to burn, as the GAME begins. All players will speak the most common shared language amongst them. However the individual who raised you has had a very interesting effect.
  26.  
  27. Moscow, Russia | Igriach Teni – Former KGB agent
  28. Enhanced Patience, Stealth Abilities, Alcoholism |
  29.  
  30. Cape Town, South Africa | Nomzamo Ukuqonda – Paramilitary executive
  31. Enhanced Leadership, Organization, OCD |
  32.  
  33. Naples, Italy | Margo Silenziosa – Shop Clerk
  34. Enhanced Diligence, Mathematics, Shyness |
  35.  
  36. Rio De Janeiro, Brazil | Guari Incêndio – Club Owner
  37. Enhanced Style, Glamor, ego |
  38.  
  39. Dubai, UAE | Amaria Zdhar – Information 'Distributor'
  40. Enhanced Information Gathering, Memory, Halal |
  41.  
  42. Little Innsmouth, USA | Tark Teratoúrgima – Retired Sailor
  43. Enhanced Sailing, Stubbornness, Swearing |
  44.  
  45. Washington D.C, USA | John Encourageant – Published Writer
  46. Enhanced Penmanship, Speaking Skills, Reclusiveness |
  47.  
  48. Yellow Knife, Canada | Aaron Smith – Welder
  49. Enhanced Cold Resistance, Humility, Friendliness |
  50.  
  51. Chihuahua, Mexico | Juan alegría – 'Janitor'
  52. Enhanced Work Ethic, Cleaning Skill, Rank |
  53.  
  54. Djerkov, Serbia | Levina Gorak – Lawyer
  55. Enhanced Negotiation, Deduction, Sadistic Tendencies |
  56.  
  57. Aokigahara, Japan | Rei Ishiryoku – Ninkyō Dantai Advisor
  58. Enhanced Bravery, Willpower, Recklessness |
  59.  
  60. Prague, Czech Republic | Sister Trpělivost – Radical Nun
  61. Enhanced Zeal, Stability, Zealotry |
  62.  
  63. Demmin, Germany | Carl Ludfolger – Brewery Owner
  64. Enhanced Sciences, hearing, Paranoia |
  65.  
  66. Nanking, China| Ji Mai – Party Representative
  67. Enhanced Presence, Intimidation, Bravado |
  68.  
  69. Wandering, Ever | 'Caligula' Joe – Vagabond
  70. Enhanced Curiosity, Survival Skill |
  71.  
  72. Class
  73.  
  74. Number of Players: 2-12
  75.  
  76. The class of the heroes, you and your friends. Of course all things must be in balance, GAME's are played even, the story must be cut in two. Pick a class and the classes for your teammates, keep in mind all add to the final beast, and the grand total must add up to zero of passive (-) and a active (+) classes.
  77.  
  78. Page /-4/ The one who inherits /Aspect/
  79. A page begins weak, pathetic, small, a page is almost entirely helpless, prone to being abused by their environments, foes, and even friends. A page is weak, but if a page is allowed the chance to grow then they will become almost unstoppable at the climax, a living embodiment of their element.
  80.  
  81. Sylph /-4/ The one who orders /Aspect/ [F-Exclusive]
  82. A sylph is responsible for the upkeep of their aspect, for the sake of the teams survival long term or short, a sylph's actions will inadvertently stop failure and cataclysm left and right. Often without the sylph realizing what they've done.
  83.  
  84. Maid /+4/ The one who repairs /Aspect/ [F-Exclusive]
  85. A maid is directly responsible for their aspect, while the sylph often saves the day by incident, the Maid works towards that deliberate goal. Maids are blessed with strong willpower to accomplish their goals, and boons to keep them going where even the strongest would fail, always bet on the maid.
  86.  
  87. Mage /+4/ The one who understands /Aspect/
  88. A mage is one of unknown elements, born with some part of their aspect infused into their lining, to understand and master, that is the mages goal. But such a thing is not without cost, in order for a mage to become awakened a part of themselves must be cut clean, and then the world opens up.
  89.  
  90. Rogue /-4/ The one who steals for /Aspect/
  91. The rogue, the counter to the thief, the rogue is one who takes to benefit others. Perhaps this manifests in stealing their aspect from foes to give it to their friends, perhaps it is the literal act of stealing, regardless the thief's actions almost always benefit others.
  92.  
  93. Thief /+4/ The one who steals from /Aspect/
  94. A thief takes for themselves where a rogue takes for others, and is extremely adept at taking apart individual targets, depriving foes of their tools and using them at their own accord, however this makes thieves unstable, and prone to digging their own graves.
  95.  
  96. Bard /-4/ The one who manipulates using /Aspect/ [M-Exclusive]
  97. A bard is a conundrum, often unassuming or deliberately making themselves look harmless, Bards are capable of incredible feats, both against their foes and allies, subconsciously warping and changing aspects of their surroundings to maximum chaotic effect, for better or worse.
  98.  
  99. Prince /+4/ The one who destroys using /Aspect/ [M-Exclusive]
  100. Princes are the go to destroyer, capable of using their elements to their maximum destructive potential, while in the same time devastating their respective elements in the process, the prince is also generally their worst enemy, prone to short sightedness that can bring down their sessions.
  101.  
  102. Seer /-6/ The one who is guided by /Aspect/
  103. A seer is one who sees, sees things be they truth or lies as pure as it may be gleaned through their own aspect, a seer leads or guides their team through the madness of the GAME, preventing other players from falling and failing long before the blades are drawn, but seers should be weary, as they tend to attract the worst of the GAME's elements.
  104.  
  105. Heir /-6/ The one who defends using /Aspect/
  106. An heir inherits their aspect, being at the right place at the right time to put the plan in place to enable their aspects potential, often acting as mediators and mediums for events to happen that other more specialized players would fail to note. Heirs are often respected across their teams, enabling them to act as impartial mediators.
  107.  
  108. Knight /+6/ The one who protects using /Aspect/
  109. A knight is a class firmly locked in the physical, syncing their abilities as secondary to their brutal weapon strikes. Knights are able to endure things other players could not hope to in mental and physical duress. As well knights act in sync with the space player of the session, protecting them as they lay the foundations of the new.
  110.  
  111. Witch /+6/ The one who attacks using /Aspect/
  112. The Witch is an individual who exerts incredible control over their aspect, while not fully understanding the inner points they are capable of absurd levels of manipulation in their nearby environment and reshaping the battlefield to their advantage and hammering down on their foes.
  113.  
  114. Smith /+8/ The one who channels /Aspect/
  115. A smith directs his efforts purely into construction, neither a fighter, nor a support, a Smith is one who builds, and can create weapons, armor and items using the GAME mechanics in place to amazing effect, imbuing their aspects into their works, all players come to relay on their smith if present.
  116.  
  117. Sage /-8/ The one who guides using /Aspect/ [M-Exclusive]
  118. While a seer sees beyond the know and into the past for answers, a sage is capable distilling information and using it effectively, often capable of solving grand puzzles and problems long before they rise above, however Sage's are bad at sharing, and often leave their potential untapped through self-imposed solitude.
  119.  
  120. Ward /-8/ The one who contains /Aspect/
  121. Wards are unusual in that while other classes focus on tapping their aspect, a ward will wait for the right moment, building their element. A ward unconsciously absorbs their aspect, only to unleash it in great burst that can sunder the battlefield if the need is mighty enough, this grants a very dualistic sort of personality.
  122.  
  123. Wraith /+8/ The one who unleashes /Aspect/ [F-Exclusive]
  124. Where a ward contains and absorbs, and a prince destroys their aspect, a wraith channels their power outwards, empowering their aspect and destroying everything in front of them, becoming juggernauts in combat. However wraiths lack any skills outside of combat and are virtually helpless in social situations.
  125.  
  126. Muse /-10/ The one who falls for /Aspect/ [F-Exclusive]
  127. A muse is an absolute, the epitome of the passive classes, a muse does virtually nothing, but draws all eyes within the GAME, allowing for the absurd and the incomprehensible to happen, because it needs to, and for success to occur, all the muse needs to do is fall, permanently.
  128.  
  129. Lord /+10/ The one who commands /Aspect/ [M-Exclusive]
  130. The Lord is an absolute, the epitome of the active classes, a lord must do virtually everything and their will can shatter the walls of the GAME, forging their actions with their every step, things happen because the lord wills for them to happen, and if the lord hopes to succeed, he must rise far above or be obliterated by his own hubris, as is most often the case.
  131.  
  132. Aspects
  133.  
  134. The aspect of the player, each aspect has it's twin, for space there is time, for void there is light, for life there is doom, for mind there is heart, for rage there is hope, for blood there is breath. Much as this is true for aspect, so is it true for the players, all players must balance each other, and all sessions must contain one space player and one time player for hope of success. There may only be one player of each element, so choose wisely.
  135.  
  136. >Time - The flow of reality, the wane and wax, those responsible for prevention of failure, and if all else fails, the tear in the GAME to begin again on different terms.
  137. (Gain in-game time travel, disposable beta versions of the time player.)
  138. >Space - The make of reality, the slowly shifting masses ignorant to the struggles and plights of the little things, those responsible for the creation of the new universe to follow the old.
  139. (Create the basis of the new universe, enhanced vastly enhanced godhead form.)
  140.  
  141. >Void - The nothing, the empty, the hollow, void players embody these elements one way or another, and have better relations with the outer elements and turn disadvantages into happy accidents.
  142. (Enhanced Wisdom, Better resistance to failures.)
  143. >Light - The shining, the radiant, the bright, light players embody these elements one way or another, things seem to fall into place for light players but a failure is much more harmful.
  144. (Greatly Enhanced Intelligence, greater susceptibility to despair.)
  145.  
  146. >Life - The blooming new, life players revitalize, remake and create in ways few others can consider, and are capable of devising new ideas, though often without realize the grand scope of things.
  147. (Capable of unfathomable creation. Godhead brings enhanced life.)
  148. >Doom - The failing old, Doom players can rip apart things before them, and are adept destroyers, though lack the creativity, often building on the old, only to have the old shatter with their steps.
  149. (Capable of unfathomable destruction. Godhead brings ruination.)
  150.  
  151. >Mind - The methodical, players of mind are capable of picking apart their situations, worlds, opponents and friends.
  152. (Capable of manipulating others and NPCs in any way they choose.)
  153. >Heart - The heroic, players of the heart bolster their allies, and act in ways others would describe as reckless or mad.
  154. (Capable of Incredible Valor and Passion, but capable of self-destruction.)
  155.  
  156. >Rage - The bitter bite of the dark, rage players are the dominion of emotion, and may use this for good or bad, though they have great power, and a tendency for self-destruction.
  157. (Capable of explosive volatility, and all is not as it appears to be. Destroys teams if allowed.)
  158. >Hope - The shining hope that beats back the bite, light players often grapple with themselves, but have the capacity for great power, both to themselves and their allies.
  159. (Capable of saving the session in the worst moments. Saves others if pushed.)
  160.  
  161. >Blood - The beating, the relation between things is found in the blood, between players and the world around them, and all things, that is where the blood lies.
  162. (Capable of rallying others and shoving everything into place it needs to be to succeed.)
  163. >Breath - The non, breath makes up the unseen action, and breath players themselves share that, being less like people and more like parts of changing world for when the right moment comes.
  164. (Flux and flow, begin with nothing, and fade into the breeze.)
  165.  
  166. Weapon of the Player
  167.  
  168. Violence will surround you, and in all likelihood you will perish. You will need to embrace this chaos to survive, for that you must sculpt your own fangs and claws, these will warp and change, your implements changing and mixing with the elements you find, but what do you begin with?
  169.  
  170. Long Range | The long range, the kind of weapon that lets you strike from afar (Three SP)
  171.  
  172. Short Range | The close range, the kind of weapon that lets you taste the blood (Three SP)
  173.  
  174. Armor | Not all protection is useless, shield and plate are just as useful in the right place (Two SP)
  175.  
  176. The Body | Who needs a weapon when your body is one? (Two SP)
  177.  
  178. The Mind | Your mind is strong enough to reach out and grasp the world (One SP)
  179.  
  180. Special Points (SP)
  181.  
  182. Elaborate | A weapon of many moving parts and pieces, and more effective for it.
  183.  
  184. Reliable | A weapon of yours for many years, far less likely to fail you.
  185.  
  186. Bleeding | A weapon that rips through flesh like butter, and hungry for blood.
  187.  
  188. Piercing | A weapon that tears through armor and thick material as though it were not there.
  189.  
  190. Stubborn | A weapon that has endured much, and resists most things that would break it.
  191.  
  192. Exotic | A weapon from a strange land, that now answers only to you, and fails in the hands of others.
  193.  
  194. Utilitarian | A weapon that serves many purposes outside of its intended use.
  195.  
  196. Absurd | A weapon most don't consider dangerous, or a weapon, but in your hands...
  197.  
  198. High Quality | A weapon you've always taken care of, and better all-around for it.
  199.  
  200. Cursed | A weapon that hurts everyone around it, more lethal, for everyone involved.
  201.  
  202. Swift | A weapon you have learned to wield with unnerving speed.
  203.  
  204. Warped | A weapon most wouldn't be able to fight with, but somehow you do.
  205.  
  206. Bestial | A weapon that deals more damage as you close in for the kill and is empowered by savagery.
  207.  
  208. Venomous | A weapon that taints and weakens those it strikes, making consecutive strikes lethal.
  209.  
  210. Hidden | A weapon that shows its true colours only when it is far too late.
  211.  
  212. Braced | A weapon capable of blocking all the blows the world has to throw at you.
  213.  
  214. Versatile | A weapon that can be fought with in many ways, unnerving your foes.
  215.  
  216. GAME Breaking | A weapon theat1996--------------------------------/NAN404JPGNOTFOUND/
  217.  
  218. The Godhead
  219.  
  220. All players fall, but a player who has reached his proper place and seen the pace proper will rise far more powerful then before, all GAME's require one godhead or will fail, and because of this- conversation I'll give you a single bonus in this regard, so tell me, player, what is it you want to rise again as?
  221.  
  222. Raw Power | You pulse with vast amounts of your aspect, the raw might behind your actions pulsing with a vital aspect of existence. You are instrumentality made flesh, but are you in control?
  223.  
  224. Epitome of the Class | You are everything your class stands for, you fill your role perfectly, understanding what you are in the mad puzzle that is the GAME, your actions certain, you can do what you need to do. But can everyone else?
  225.  
  226. A Fortunate Rise | You fall, far before you should have, but oh sweet hero your time is not at an end, in fact it has only just begun, your actions will avert tragedy in the beginning, at least.
  227.  
  228. An Arsitiac's Choice | Madness festers in your blood, and chaos in your heart, you may only be of one aspect but beat with more then one just that, your comprehension dipping far past what it is supposed to. And it shows.
  229.  
  230. Storm Caller | Your awakening is bestial, triumphant, you are able to turn the GAME's beasts and horrors in on themselves, and to eat all as a thing of the wild hunt, but why do you hunt?
  231.  
  232. Black King's Bane | You are a combat juggernaut, capable of dealing unparalleled damage, capable of confronting the end of the GAME with your might, but will you be able to survive after the fact? Alone?
  233.  
  234. A True Hero | You don't fall, as other Godheads will in their due turn, you will survive, long after your time is done, one way or another, fighting just to survive, keeping all those dreams alive. Is this the path you choose, Player?
  235.  
  236. The Co-Players
  237.  
  238. Your friends, those people you would have never known were it not for the internet, tell me player, who are your friends? Who are these lonesome orphans?
  239.  
  240. Time Players - Those Bound By Fate & Choice
  241.  
  242. The Bedridden Corpse - Tykovniks, Sibera - F -
  243. [Apparently being almost permanently stuck to a hospital bed is a good incentive to learn about other languages, when the only people to talk to are doctors who don't give a damn and strangers on the internet. You met HER when her English was still god awful, but since then she has improved greatly. She enjoys just talking, and is always happy to listen. Maybe that's why she's willing to play, maybe just wants to be able to see you in the flesh, just once.]
  244.  
  245. The Drug Dealer - Detroit, USA - M -
  246. [You never believed he got into half the shit he said he did until you started hearing HIS name in the news after a takedown on the east coast that booked three million dollars in heroin. He's been hiding in an undercroft ever since, sneaking out at night and leaching on the owner’s wifi and only pooping when everyone is out of the house. It's a miracle he hasn't been caught yet. Who knows? He certainly doesn't. Maybe that's why he's willing to play, maybe he just wants to find a way out.]
  247.  
  248. The Incidental Destroyer - Toronto, Canada - M -
  249. [Never in all your years have you met an individual with such a capacity to cause chaos. Everywhere HE goes he leaves a trail behind, cars crash, buildings burn, people slip, and he has had nothing to do with any of it. You met him after the fifth 'accident' when he was detained because people just don't start dying around you for no reason. That is unless you’re a certain Canadian. Maybe that's why he's willing to play, maybe he wants to destroy something willingly for once.]
  250.  
  251. The Somalian Renagade - Shitty boat, Indian Ocean - F -
  252. [SHE is a girl floating out in the middle of the ocean on what could only be called a glorified raft. How is she alive when she's still floating so close to Somalia? Two reasons, the stank smell of rotting fish and an amazing ability to hide. She's always been out in the water, either fishing, sleeping, hiding or laughing at people, after all, if you don't have a sense of humor you will go apeshit insane in situations like this. Maybe that's why she's willing to play, anything is better then this, maybe.]
  253.  
  254. The NEET - New Orleans, USA - M -
  255. [HE never leaves his house, ever. In his years since he was taken on by a tech company that has allowed his talents and his bad nature to grow he has become an incredible recluse. Incapable of human contact outside of a screen and incredibly dickish in that regard, he does have an incredible mind when it does come to software, and has worked miracles for you in the past, snide miracles but miracles nonetheless. Maybe that's why he's willing to play, maybe he just wants to see something done.]
  256.  
  257. The Normie - Newark, USA - M -
  258. [The most normal guy you've ever met. Regular parents, regular suburban house, regular dog, if there was anything more generic about the guy you'd be concerned, really you would be. HE couldn't be more- common. He's the solid B, but he is friendly, and he sends gifts to everyone he knows for Christmas, even those overseas and those who don't celebrate. You've never even seen him swear, never wrote an insult, one might almost call it suspicious. Maybe that's why he's willing to play, he might be willing to throw it all away for a hope for a change.]
  259.  
  260. The Wild Child - Bismark, USA - F -
  261. [Feral children shouldn't be able to use computers. That's what you thought before you met this girl. You don't even think SHE can speak, she's currently squatting in the sewer system of her home town, aside from the smell it's not half bad you've heard, the wifi is good, the prey is plentiful and no one ever comes down into the deep. So she stays down there, waiting for her time to shine. Maybe that's why she's willing to play, something horridly wonderful is about to rise.]
  262.  
  263. The 'Couldn't be bothered' - Santa Rosa, USA - F -
  264. [Apathy come and goes, sometimes you get the extremely passionate, and then there's HER. She just doesn't give a damn. Nothing has ever elicited anything outside of boredom for her, if she's to be believed. Not for lack of trying, but in the end it seems like it's all for nothing. All of it leads to inevitability, nothing matters, maybe that's why she's willing to play the GAME, she has nothing to lose.]
  265.  
  266. Space Players - Those Who Hold The World In Themselves
  267.  
  268. The Genki - Clevland, USA - F -
  269. [Lots of people are happy, some people are excited, some people do cocaine, but there's only one of HER. You occasionally wonder if she had some kind of mental issue, simply because she has never been down, you've never seen her outside of her usual happy-go-lucky self, which has always managed to remain a hair below annoying. Unironicly she welds, and has made some amazing pieces of art for your birthday.]
  270.  
  271. The Dazed and Confused - Vancouver, Canada - F -
  272. [Some people stumble through life, SHE has made an art form of it. Knowing just enough to get by and forgetting everything else. You think occasionally she might have been dropped on her head as a child, but then she says something that will make you think for a very long time, to say nothing of her glass works, which while she mostly makes bongs, she makes some pretty fucking incredible bongs.]
  273.  
  274. The Rig-Lord - London, United Kingdom - M -
  275. [HE built your computer, he built your software, and then he hacked it to prove your internet habits are shit. And you are shit by connection, he randomly shows up at your house and squats in your crawlspace for every once in a while before moving on after a few days, he never explains himself and never apologizes, but he makes almost no noise considering he carries a small super computer on his person at all times.]
  276.  
  277. The Write Fag - Thunder Bay, Canada - F -
  278. [All you know about HER is how much she writes. She never stops writing, she just doesn't sleep, she rarely eats, and she doesn't know the meaning of the word stop. The term savant comes to mind as she lacks basic social skills and the ability to speak after having her tongue lopped off, but she doesn't mind, it lets her write in peace, and while a picture is worth a thousand words her words are worth more than others.]
  279.  
  280. The Weeaboo - New York, USA - M -
  281. [It's incredibly easy to shut out the entire world, at least that's what HE has told you. He doesn't leave his apartment, in fact he doesn't want to, he hates the outside, even if he has to grudgingly acknowledge it when he orders food. He lives by the statement 'I replace your reality with my own' and while he often doesn't make sense he is a very skilled artist, and he's always happy to help the voices behind the chatbox.]
  282.  
  283. The Brony - Austin, USA - M -
  284. [You thought bronies are shit, and you still do, and HE unabashedly agrees with you, but he still enjoys the show, and if he gets to put on a horse mask he'll do it. Where most people with an obsession bring a slight cringe to the face, he brings to mind memories of hotline Miami. He has hundreds of horsemasks. Hundreds of them. Each one has a name, and a purpose. He told you if he ever wears one with a Latin name then run. He wasn't joking.]
  285.  
  286. The Kendo Kid - Omaha, USA - M -
  287. [Never in all the annals of history has there been a person better at hitting people with sticks. HE tells you there isn't much to it, but he's won a half a dozen tournaments and if he wanted to he could likely decapitate someone with a real sword, if he had one, or if he would even use one. He's actually a bit of a pacifist, even if he spends most of his time practicing 'discipline'.]
  288.  
  289. The Lumberjack- Osaga, Canada - F -
  290. [A woman who lives out in quiet literally the middle of bumblefuck nowhere, SHE 'makes do,' 'helping' 'people' move 'things' which surprisingly isn't as time consuming as one might think. To pass the time when she isn't fucking around on her ancient computer, she cuts down trees and builds totem poles, some are memorials, others are graves, and some are downright frieghtening, but she just keeps building them, not like she has anything else to do.]
  291.  
  292. Light Players - Those Doomed To Hold The Dice
  293.  
  294. The Best Friend - Wherever you are - F/M -
  295. [Your neighbor, an individual who has always known you, who you've always been able to rely upon, you've always known them, and the two of you know each other perfectly. You know each other's strengths, weaknesses and are much stronger together then you could ever be apart. You wouldn't have anyone else at your side.
  296.  
  297. The Worst Friend - Wherever you are - F/M -
  298. [Your neighbor, an individual who has always known you, who you've always fought against, you've always known them, and the two of you know each other perfectly. You know each other's strengths, weaknesses and have spent most of your lives in a one upmanship contest. You wouldn't have anyone else at your side, simply because you can't stand the thought of not slapping them again.]
  299.  
  300. The Lunatic - London, Canada - F -
  301. [A gibbering lunatic. How do you know SHE is a gibbering lunatic? She's made it overwhelmingly apparent, of course she's calm, and civil, when your talking with her safely behind a screen. You've seen her twice, once as a photo, a second time on TV wearing a bandana over her face screaming 'WITNESS ME' at the top of her lungs as she truncheoned her way through a line of police officers. She's given you some tasty recipes in the past.]
  302.  
  303. The Clubbing Post - Halifax, Canada - M -
  304. [A boy who takes everything, you could call HIM masochistic if he hadn't lost a leg and other things to a traffic accident when he was seven. He says things that draw draws the worst sort of attention, mouths of anyone and endures almost every form of abuse with a smile. Aside from self-flagellation, he enjoys billiards and teaches a class on elaborate trick shots.]
  305.  
  306. The Lady Provocateur - Mobile, USA - F -
  307. [SHE is an individual with a watch on everything, and eyes all over the place. No one suspects it’s her setting up police busts in one hand and small time heists in the other. Outside of the screen she seems actually like a normal individual with a staunch timetable to keep, and a decent editor for papers you needed checked over. As of late though she's gotten more than a little paranoid, and has been moving from motel to hotel.]
  308.  
  309. The Freakshow - Mexicali, Mexico - M -
  310. [A guy covered in tattoos who works with a band of travelling luchadores, HE has a handful of tricks, a mask, a computer and a pair of pants. And that's it. Really, he's frightening bastard despite his- diminutive stature. He doesn't use weapons when he fights, he doesn't need them. He only needs a crowd, and something inside of the ring he can wrestle into submission. Actually working on an online degree in computer studies at the moment.]
  311.  
  312. The Mediator - Cuidad De Mexico, Mexico - F -
  313. [A woman of honest conviction, SHE has spent most of her time settling disputes, one way or another, offer the olive branch but ready the sword. She's spent most of her time studying law, dispensing pretty decent legal advice. That being said she also keeps massive amounts of blackmail material on her person at all times and she's pretty ruthless when she needs to be, especially when someone fucks on her friends.]
  314.  
  315. The Confident - Denver, USA - M -
  316. [An operator for a suicide hotline, HE listens, he talks, and he's damn good at both of those things. You can't tell how good his memory is but he can pull almost everything you've said to him out of his ass against you. He actively pushes his friends to be the best they can be, and does his job so well he often forgets himself. Regardless he holds his cards well, and he won't give up anything easily.]
  317.  
  318. Doom Players - Those Linked To Shatter & Fall
  319.  
  320. The Orkadian - Orkney, United Kingdom - F -
  321. [To be honest you've never been able to understand a single word of what SHE has said, ever. Her writing is actually pretty good, but never have you heard such a thick accent and never understand what it is she's saying, no one outside of the northern UK does. Other than being an undecipherable fucknut she spends most of her time constructing fireworks, and then stockpiling them. Why? God knows why.]
  322.  
  323. The Silenced Girl - Augusta, USA - F -
  324. [A girl who was rendered completely deaf as a baby from a particularly nasty accident, SHE doesn't really seem to mind her circumstances. In fact they've proven useful in certain circumstances. What circumstances those may be she's never elaborated. In fact she's quite well off thanks to those circumstances whatever they may be or have been as she refuses to elaborate.]
  325.  
  326. The Actual Corpse - York, United Kingdom - M -
  327. [HE died. No he actually died and he's not one hundred percent dead. He's- there, even after the fact, a ghost. He can still interact with objects, mostly just pulling his old body around and using it to tack away at the keyboard, occasionally relocating to a new place to leech off of other people’s wifi. He doesn't know why he ended up like this, but he's trying to make the most of it and live as much as he can, and he's very grateful you actually believe him.]
  328.  
  329. The Driver - Delphi, India - M -
  330. [The live of a cab driver who lives in his car is shit. No it literally is shit, where public deification issue is a serious problem, and HE has told you all sorts of horror stories about his adventures shuffling people from place to place in the nightmare that is Delphi for drivers. Still, it could be much worse for him, he has a car to sleep in and he has some decent spending cash, which is more than can be said for many people around the city.]
  331.  
  332. The Good Catholic - Albany, New York - F -
  333. [It's very hard to be a good Christian these days, especially when all the good Christians are off being assholes or enjoying largescale infighting. Still, SHE was never one for giving up on anything, even when the going gets tough. She was born fighting an uphill and she keeps doing what she believes is right, and just. But there will come a day, not today, not tomorrow, not next week or the next month but at some point she's going to snap.]
  334.  
  335. The Nazi - Phoenix, USA - M -
  336. [For a Nazi, HE is actually quiet polite. In fact he doesn't even seem like a Nazi, he's amicable, friendly and frequently donates to charity. In fact he might only be a Nazi because he likes putting swastika flags up all over the place, he's got dozens of them, and he sent you an SS Stahlhelm for your birthday. He also has a large arsenal of German world war 2 equipment, of an unknown size, which may or may not include a Panzerkampfwagen VI Tiger Ausf. E.]
  337.  
  338. The Egalitarian - Dublin, Ireland - F -
  339. [A girl who believes everyone is collectively shit. When SHE isn't at the bottom of the bottle of filing the tax returns of assholes she's there, watching from the shadows, finding assholes and putting them down on a list of assholes, this list can suffer a series of fate, from being fed to doxxers of their respective opponents, being fed to a special government watch list or just having everything they know and love crash. And then back to the bottle.]
  340.  
  341. The Roman - Rome, Italy - M -
  342. [Some people live, and then there are people who are actually alive, HE likes to believe he is in the latter category Good food, good music, that is what he believes in. For someone who seems to lack a residence, he's given you dozens of reliable and delicious, and has given decent if snide advice when it comes to dealing with others. Recently you discovered he's been run out of the Vatican twice and he sleeps up on the terrace of the Coliseum.]
  343.  
  344. Void Players - Those Hallow
  345.  
  346. The /D/eus Ex - Berlin, Germany - M -
  347. []
  348.  
  349. The Sweet Jazz Muscisian - Portland, USA - F -
  350. []
  351.  
  352. The Communist - Portland, USA - F -
  353. []
  354.  
  355. The Farmer's Kid - Vanheld, Germany - M -
  356. []
  357.  
  358. The Story Teller - Newcastle, United Kingdom - F -
  359. []
  360.  
  361. The Native - Akwesasne, Canada - M -
  362. []
  363.  
  364. The Dude Bro - Denver, USA - M -
  365. []
  366.  
  367. The Shiite Girl - Salson, France - F -
  368. []
  369.  
  370. Life Players - Those Bursting With Essence
  371.  
  372. The Pickpocket - Paris, France - F -
  373. []
  374.  
  375. The Eighty Percent Kosher - Buffalo, USA - M -
  376. []
  377.  
  378. The Street Vagrant - Montreal, Canada - F -
  379. []
  380.  
  381. The Cultist - Monterrey, Mexico - M -
  382. []
  383.  
  384. The Zero Point Zero One Percent - Sacramento, USA - M -
  385. []
  386.  
  387. The Scientist - Miami, USA - F -
  388. []
  389.  
  390. The Hypercompitent - Minneapolis, USA -M -
  391. []
  392.  
  393. The Insomniac - Vienna, Austria - F -
  394. []
  395.  
  396. Mind Players - Those Bound By Thought
  397.  
  398. The Problem Sleuth - Grand Rapids, USA - F -
  399. []
  400.  
  401. The Meat Shield - Cheyenne, USA - M -
  402. []
  403.  
  404. The Surfer - Holulu, USA - M -
  405. []
  406.  
  407. The Informant - Hosaka, Japan - F -
  408. []
  409.  
  410. The Hold and Fold - Springfield, Illinois - F -
  411. []
  412.  
  413. The Weapons Collector - Sydney, Australia - M -
  414. []
  415.  
  416. The Shit Poster - Reno, USA - M -
  417. []
  418.  
  419. The Arsonist - Calgary, Canada - F -
  420. []
  421.  
  422. Heart Players - Those Bound By Passion
  423.  
  424. The Hillbilly Escapee - Porto, Portugal - F -
  425. []
  426.  
  427. The Games Journalist - Perth, Australia - M -
  428. []
  429.  
  430. The Pole - Milan, Italy - M -
  431. []
  432.  
  433. The Hippie - Washington D.C, USA - F -
  434. []
  435.  
  436. The Heartless - Athens, Greece - F -
  437. []
  438.  
  439. The Personality Disorder - Arkansaw, USA - F -
  440. []
  441.  
  442. The Prima Dona - Aukland, New Zealand - M -
  443. []
  444.  
  445. The Seen Some Shit - Jerusalem, Israel - M -
  446. []
  447.  
  448. Rage Players - Those Bound By Chaos
  449.  
  450. The Nigerian Prince - Istanbul, Turkey - M -
  451. []
  452.  
  453. The Hero of /TG/ - Madrid, Spain - M -
  454. []
  455.  
  456. The Inventor - Ankara, Turkey - F -
  457. []
  458.  
  459. The Melee Enthusiast - Darwin, Australia - F -
  460. []
  461.  
  462. The Forward Movement - Kuwait, Kuwait -F -
  463. []
  464.  
  465. The Übermensch - Striens, Germany - M -
  466. []
  467.  
  468. The Punk - Cork, Ireland - F -
  469. []
  470.  
  471. The Anime Enthusiast - Cornwall, United Kingdom - M -
  472. []
  473.  
  474. Hope Players - Those Bound To The Promise Of Better
  475.  
  476. The Puerto Rican - San Juan, Puerto Rico - F -
  477. []
  478.  
  479. The Fat Brit - Manchester, United Kingdom - M -
  480. []
  481.  
  482. The Macgyver - Edinburgh, United Kingdom - F -
  483. []
  484.  
  485. The /X/-File - Mann, United Kingdom - M -
  486. []
  487.  
  488. The Mongoloid - Brussels, Belgium - F -
  489. []
  490.  
  491. The Hiker - West Coast, USA - F -
  492. []
  493.  
  494. The Sikh Boy- Franklin, USA - M -
  495. []
  496.  
  497. The Inglorious Bastard - San Jose, Costa Rica - M -
  498. []
  499.  
  500. Blood Players - Those Who Live Inside Of Others
  501.  
  502. The Irish Howler - St.Johns, Canada - F -
  503. []
  504.  
  505. The Mormon - Salt Lake City, USA - M -
  506. []
  507.  
  508. The Horror Fanatic - Durham, USA - F -
  509. []
  510.  
  511. The Yeti - Banff, Canada - M -
  512. []
  513.  
  514. The Spirit Talker - Idaho Falls, USA - M -
  515. []
  516.  
  517. The 7-11 Operator - Tijuana, Mexico - F -
  518. []
  519.  
  520. The Humilitas - Naples, Italy - F -
  521. []
  522.  
  523. The Closet Case - Budapest, Hungary - M -
  524. []
  525.  
  526. Breath Players - Those Touched By The Wax & Wane
  527.  
  528. The Muscovite - Moscow, Russia - M -
  529. []
  530.  
  531. The Refugee - Seville, Spain - F -
  532. []
  533.  
  534. The Thick - Green Bay, USA - F -
  535. []
  536.  
  537. The Addict - New Port, USA - M -
  538. []
  539.  
  540. The Imperator - Greenshire, United Kingdom - F -
  541. []
  542.  
  543. The Sadist - Reykjavik, Iceland - F -
  544. []
  545.  
  546. The Greaser - Rochester, USA - M -
  547. []
  548.  
  549. The Emancipator - Louisville, USA - M -
  550. []
  551.  
  552. Guides
  553.  
  554. The "Noble" guide, a creature of your own mind, a thing that will serve to inform you of the sum of your tasks vital to your success. This is the thing that show you the way, that will be with you at all times, it will speak to you, and it's form will shape the enemies of the game, from the lowest guttersnipe to the very end at the rally against the despot. Choose wisely.
  555.  
  556. The Marbled Polecat | A horrible little monster that always snuck around at the fringes of your residence, despite no one else ever seeing it you always knew it was following you. At least it gives you good advice, and it watches your back, something that you rarely trusted others with.
  557.  
  558. The Jack In The Box | You hated jack in the box, you hated everything about the surprise you knew was coming, you fucking hated these things, so it is only natural that the bullshit spirit guide would be one. Still- it seems to only 'pop' when you’re in trouble. At least.
  559.  
  560. The Mounted Bear Head | A disgusting trophy that your guardian kept around for sentimental reasons, you hated the smell of it. but in time You grew used to it, in fact you started to really like it, you like how it tears through your enemies now. You could take a few pages from it's savagery.
  561.  
  562. The Baby Doll | A simple plastic doll that one would give a child. Simplistic, you can't remember receiving the doll, you never wanted the doll, it's just always- been there, never moving, never shifting, just- there. Still, it's a decent guide, albeit a boring one.
  563.  
  564. The Computer | The only thing you ever owned you could ever trust. The one consistent thing in your life, the computer was your only friend you can touch, and now it ended up being used for the machinations of the GAME. Fucking wonderful. At least you know what's going on.
  565.  
  566. The Jason Mask | The mask, shoddy, cheap, but a cheap laugh, looking at it helps you forget, forget what? You don't know. You don't want to know. Responsibility is cheap, and you've got more then enough to worry about then a stupid mask, funny how it keeps following you around.
  567.  
  568. The Dog Skeleton | The bones of an old friend, the beast was rotten beneath the earth, but the bones are eternal, and now they're back and better then ever, he might be a little clickity and a little more spooky, but he remains to be the loyal dog you always knew.
  569.  
  570. The Eye | A brass eye, it never talked, it never made any noise but it didn't need to, you understood it's meaning well enough. In fact you had a good idea something of this horrible nature would happen eventually, and your far more ready then any of your friends. Very ready.
  571.  
  572. The Pet Snake | 'Solid' has been with you for many years, he's always been there, reassuring you, making sure your happy, helping when things got bad. He always told you what was right and what was wrong, and now he's going to guide you on his last journey, and your first.
  573.  
  574. The Squid | Some might cite a squid as a bizarre pet but you always kept it hidden, a tiny little purple squid, you looked after it, and made sure no one ever found out about it, and it's going to pay you back for all the hard work you put into protecting. But- hopefully your friends won't say anything.
  575.  
  576. The Stephen King's IT doll | Oh god, why did it have to be this thing. You saw IT when you were small, and it has haunted your nightmares ever since. Jesus fucking Christ why?
  577.  
  578. The Idol | Your interest in occultism was more then passing, you still remember the writings, nothing really matters, so why bother worrying about it? Do your best, gather the pieces, and perhaps you will get something done, who knows what leads you forward, but nothing holds you back.
  579.  
  580. The Wasp | You never felt the same way others do, and maybe that's why you always liked wasps. They're just doing what they need to survive, stinging anyone who gets in their way. Maybe that's why you ended up with the wasp, you're going to do something. One way or the other.
  581.  
  582. The Stone Angel | A faceless angel you always had hidden away, sitting quiet, contemplative, waiting for it's moment. The angel has all the time in the world, and the angel knows it. The angel is not your enemy or your friend, it simply is. Maybe that will be enough.
  583.  
  584. The Mirror | Why? You ask. Why not?
  585.  
  586. Boons
  587.  
  588. Every player has tricks and ploys, it's part of how you made it this far, and how you survive long enough to beget the cycle, so tell me player, what is it that makes you special?
  589.  
  590. [Pick Two]
  591.  
  592. An Outer Thing's Touch | There are nightmares on the fringes of the GAME's reality, horrifying abominations that have mutated with age, the age of regicide has ended for them long ago, or perhaps it is far in the future. Who knows? They certainly aren’t telling. They aren't all bad, some are actually quiet helpful to players of the game, and will leave hints and 'gifts' to players they hold in high regard.
  593.  
  594. An Inner Creature's Guidance | The children of the everlasting battle scurry and toil, beneath their gargantuan tyrants who wage constant war upon one another. With the arrival of the players inside of the GAME the war has multiplied in scope, and some individual pawns have grown to the point where they make their own decisions, and one such pawn has decided you would be a preferable succesor to any GAME monster.
  595.  
  596. A Denzien's Audience | To each player there is a land, to each land there is a beast, a titanic monster that only falls when it wishes to fall, each Denzien has vast knowledge of the game, and your own Titan is far less conniving and underhanded then other denziens. In fact it seems quiet eager to talk, and only a fool would refuse to listen.
  597.  
  598. An Early Wake Up Call | Most know their destiny only as they are thrust into the GAME, but you are very different, all players have a part of themselves that remains within the GAME, this grants the player the opportunity to learn about the GAME's inner machinations and world as a small sprite while they sleep, but this functioning part of the self either ends up violently decapitated or dissipating into dust on ascension to the Godhead.
  599.  
  600. A Noble Guide | Every player creates a guide, a creature from their psyche that will guide them through the game, this creature is born from the totality of the players mind, and it's form shapes the enemies all players encounter. Your guide is helpful. Far more then others, you understand yourself, and as such you understand your guide, as the guide understands you. As well enemies you encounter will also be far less likely to move into cheap tactics and traps.
  601.  
  602. A Back To Lean Against | You have one friend amongst all others who you trust implicitly, who you trust more then any other, this individual will die for you and in turn you would take a bullet for them. This individual has always been there for you, and in turn you are there for them. In combat very little can overcome you when you fight side by side. Double the effect with Best Friend.
  603.  
  604. A Shadow Of The Self | You as you are will have some impact on what you will become, a shadow of the now will be created, to guide the new, and once this duty is done it will fade, as the new steps up in this brave new world. For the shadow it will be like a Fever dream, waking in a moment of failure and despair to lend aid to the new.
  605.  
  606. An Outside Contact | The game is vast in scope, it's laws not bound to that of the reality you exist in now. There have been many sessions of the GAME and many more to come, and only a fraction of them ever succeed. Most failed sessions collapse, but some persist, as the players survive the infighting and learn to survive. A single solitary survivor from one such session contacts you at the onset, leaving strange advice that always strikes true. But what does it want?
  607.  
  608. A Champion's Call | You know how to lead, and you know how to talk. Your capable of motivating others well beyond their limits, and are much stronger fighting and leading in a group, and this extends well beyond your fellow players, into the otherwise benign elements of the game, and the monsters that would normally only focus on savaging them.
  609.  
  610. A Howling In The Dark | There's something inside of you that other players fear, and makes the nightmares on the fringes shudder in terror. You don't know what it is, but you are unrivaled in savage combat, and savagery in general, tearing away at problems others wouldn't touch. You scare others, and you know you do, maybe you enjoy it, just a little bit.
  611.  
  612. A Dead God's Heart | You find something players are not supposed to find midway through the game, a still beating heart of a monstrous creature, so horribly warped by time and the GAME's machinations it's hard to tell what it began as. Touching the heart, you understand what it is, and what you could be capable of, if you ate it. You know what the costs would be, and the potential rewards. It's up to you to decide if it's worth it.
  613.  
  614. A Blade's Will |You've never been capable of accepting defeat, backing down is not an option. For you it is either victory or failure, there is nothing in between. That's really all there is to say.
  615.  
  616. A Spark Of Innovation | All emotions are felt upon entrance and realization to the GAME, but you felt the less common, elation. Your mind spun with thoughts, within the game, items can be combined to absurd and chaotic effect, and you thrive on that, understanding the fine arts of the system that others couldn't hope to understand, and you revel in it.
  617.  
  618. A Dark Tome | Information in the game is spread by the creatures hiding out in on the fringes, much of which is ruinous to unprepared minds. However you were not unprepared, in fact you were groomed for this, you always owned this book, and in time you came to be able to understand the information within, scattered beneath many layers of maddness. But what lies within?
  619.  
  620. A Bottle Of Smooth Maple Whiskey | Some might overlook this bottle, of course, it is just a bottle of alcohol after all. High grade alcohol, but alcohol nonetheless. Why is it here? Well, it is, not for anything less then that. Perhaps it will matter, perhaps it will not, only time will tell.
  621.  
  622. A Dense Mind | Your mind is much more sturdy then others, where others shit themselves in fear, froth at the moth in fury or start bleeding from the eyes you remain undaunted, though for most things you remain undaunted, nothing surprises, nothing shocks, nothing joys, nothing makes any difference as you keep trudging forword.
  623.  
  624. A Safe Passage | The entrance into the GAME from the universe you grew up in is not safe, it is violent, a confusing ritual that draws on all player, leaving destruction behind, or wiping out the players and dooming the session before it can even begin. You are quicker then the other players and are the first one into the GAME. You can guide others to prevent nightmarish failure before it can occur.
  625.  
  626. A Garbage Bin | A bin of frights and nasties, you don't remember where you got it, but you know why you keep it. Once and only once you'll be able to retcon something within the game, a stupid decision that could destroy you, or worse leave you to rot. Once it's gone, it's gone. Into the trash it goes.
  627.  
  628. An Early Review | The GAME will be released to all individuals, even though those not made by the games touch will not survive. But you pay attention to a certain few British reviewers, whose destiny it is to let everyone know what a load of fucking shit the GAME is. And will succeed. They'll release a detailed process of entrance and the early parts of the GAME. They will go silent afterword’s as the ancient being they made a deal with will end up getting jagged out of existence.
  629.  
  630. A Way Out | There is a way out of the GAME. It is not easy to access, and it leads to the manifolds of unending space, a reality with millions of sessions of the GAME happening around you. Perhaps, if you were able to convince your friends- just maybe it might be doable. But is giving up the ultimate reward worth it?
  631.  
  632. A Kings Token| The kings, the monumental gods of the sessions, they battle eternal, attempting to overpower their rivals, the black king is doomed to rise to the top, and obliterate the session when he wins. This is inevitable. What is not inevitable are the actions of the other kings, of whom their may be perhaps a single gargantuan white, or many, numbered kingdoms. And one will grant you a powerful gift.
  633.  
  634. A Beast| Inside of the game is a large and frightening creature that had prior been destined to rip out your guts and eat them while you were still alive and very much conscious. I should say 'prior' as the dumb thing took a nasty fall and came to with you prodding it. It now behaves much as a small dog would if you choose to take care of it, protecting you from anything it things will threaten you.
  635.  
  636. A Switch of Player | All players hold all aspects inside of them to varying degrees much as the world is composed of all aspects, and the game made be switched, a player may change what aspect his allies are, but be warned, it will change their personalities and their parts a great deal, and you will have to deal with what remains.
  637.  
  638. An Ancestral Tie | All players have an ancestral connection, players are produced in twos, the true players are brought to earth all at once, to act in unison. All others are scattered to the winds of the past, where they lay the foundations unknowingly for the game to occur, making the history of the world. You are the unknowing descendant of a historical figure of your choice, and at some point in the session you will find a relic of theirs, for your own use.
  639.  
  640. A Break In Pace | Your session is- slower. The battle of the kings much slower to come to it's maximum heat, the denizens still slumbering peacefully in the ground, the creatures of the game for a time docile, even friendly if you can bribe them. This time won't last forever, but it will allow you a time to adjust, prepare and enjoy the sights of the vastness of the session.
  641.  
  642. An Architect's Advice | There is a truly massive creature that's name is so long it is unspeakable to the short human tongue, it has taken notice of something inside of it's vast construction. You. Occasionally, the thing will respond to open questions.
  643.  
  644. Misfortunes
  645.  
  646. Humans, humans are so- Masochistic. Really, few creatures crawling in the dark are capable of the self flagilation humans are. So lets strike a deal, the GAME will try it's hardest to stop you, to strike you down. Why not raise the the stakes, to make yourself stronger.
  647.  
  648. [Take a Maximum of Five, A pair will earn you an extra weapon, while solitary ones will earn solitary boons. Three will earn a bonus to your Godhead status.]
  649.  
  650. An Outer Thing's Rage | You have attracted the deliberate spite of a massive hideous abomination on the fringes of the session. It can't get at you in the physical sense, but it can deprive you of sleep by haunting your dreams, soiling your nightmares and manipulating your session in an attempt to cause it to fail. If it succeeds the borders of you session of the GAME will fail and you will finally get to meet it, face to face.
  651.  
  652. An Inner Creature's Deciet | An inner thing of the game, a creature perhaps of the vast armies of the kings, perhaps a simpler creature has a grudge with you, after all, your presence has caused the aggravations of the kings, and led to bloody slaughter after bloody slaughter in the pursuit for dominance. It will try as hard as it can, to kill you first and every other player it can.
  653.  
  654. A Denzien's Wrath | Your denzien never slumbered beneath the ground as most did, it has always been awake, contemplating you, and it would seem it has come to a conclusion. You need to die, for one reason or another. Perhaps you are irresponsible in your power, perhaps you are doomed to cause some horrible incident, perhaps it just doesn't like you. Regardless the beast will always try to kill you, and it will succead if you confront it alone.
  655.  
  656. An Unwhole Body | Something about you is- incomplete. Perhaps you are broken, perhaps you are deaf, perhaps you lack an arm or a leg. Regardless you will be far worse off when push comes to shove, unless you've hardened yourself. Pick a physical defect of major impact. Can be taken multiple times.
  657.  
  658. A Mental Tick | There is something wrong inside the confines of your skull, you never found out what but you know something is in there that should not be, and it has not made your life very easy. Your going to need all your whits about you for what comes next. Pick a mental defect of major impact. Can be taken multiple times.
  659.  
  660. A Broken Past | Without this things would be tough, but now it is much more tough, your guardian suffers from problems, and you are constantly on the move to get away from their worse problems, and those problems catch up every now and again, to say nothing about your almost complete lack of education aside from what your guardian was able to teach you.
  661.  
  662. An Inbred Violence | You suffer from an unnatural aggression, you just want- you just want to grab things when your angry and you want to break them. You want to tear, and you want to shatter, and it doesn't matter why your pissed off, you still want to do it anyways. In fact only a single one of your friends can calm you down when you get exceptionally furious, or you can just cold-cock yourself on a wall.
  663.  
  664. An Unwholesome Obsession | One of your friends wants to keep you safe, and I really mean keep you safe. They'll try their hardest to advise you and to protect you, but if you keep fucking around and trying to get yourself killed then you just might find yourself tied up in a closet for a few days.
  665.  
  666. A Blood's Curse | One of your friends believes your death is ultimately necessary for the GAME to be won, and that is a cost they are willing to pay for victory. You do not know who this individual is, you do now know when they will strike, you will be warned twice however, in minor clicks that some might skip over.
  667.  
  668. An Outsider's Hate | You have attracted the gaze of a survivor with eyes on your session of the GAME, a creature who has been waiting for centuries for the opportunity to strike out and take what was unrightfully stolen from him, he will attempt to enter your session and slaughter all within upon the defeat of the black king. He is old, and he is very powerful.
  669.  
  670. A Monster's Ire | There are many powerful monsters waiting for the players as they explore the lands of their session. But one such monster is far more clever then its kin and has taken a role in activly seeking you out, it does not stop, it does not eat or sleep and it will stop at nothing until it has its jaws wrapped around your head.
  671.  
  672. A Violent Subconscious |You hate yourself, in a very literal way. Your subconscious and your conscious have long been in a war
  673.  
  674. A Broken Connection |
  675.  
  676. ERROR203CORRUPTIONDETECTED | ENENENENENENENENENENENENENENENEN ENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENENEN~LIN231~GER~ERRORNOTVALID
  677.  
  678.  
  679.  
  680.  
  681.  
  682.  
  683.  
  684.  
  685.  
  686.  
  687. And- done. Now I hope you are satisfied with your choices. I hope you are. Really I do. You won't remember me. Now all that remains is for you to... Wake up. And live this life you laid out here.
Add Comment
Please, Sign In to add comment