Message:Q&D Dream within a Dreamsicle
King: Be the servant Saber and aid magnus Shiro in the Holy Grail War. Success and secure the area you occupy toward Safehaven. Regardless, move to anywhere in the complex. Difficulty: 7 Advantage: Trait Spirited
Inverted: Survive puberty with the help of the half dog-demon, Inuyasha. Fail and Shaken. Regardless, if you have not secured the Executives, release one more Spider Syringe from the unstable Executives Timeshares. Difficulty: 8 Advantage: Trait Fierce
Double Bane: Battle flesh eating ghouls in Tokyo. Success and secure the area you occupy toward Safehaven. But fail and Shaken. Regardless, move to anywhere in the complex. Difficulty: 9 Advantage: Savvy Crack Shot (F)
Queen: Adventure with a strong warrior Guts, mostly as the person who cleans entrail off his oversized broad-sward. Success for Command Pip. But fail and randomly move to an adjacent area. Regardless, if you have squad troopers in both Converters, treat those areas as Safehaven (stabilized). Difficulty: 7 Advantage: Savvy Dreadnaught (T)
Inverted: Mentor the 16-year-old poor boy who has the power to transform into the Chainsaw Devil. Fail and add a Quell to your location; remove that before destroying enemy or obtaining Safehaven. Regardless, if you have not secured the Components, release one more Gyro-Sever from the unstable Components Manufacturing. Difficulty: 8 Advantage: Savvy Stentorian Voice (O)
Double Bane: Participate in a thousand-Year Blood War, rather wistful nostalgia. Success for Command Pip. But fail and Shaken. Regardless, move to anywhere in the complex. Difficulty: 9 Advantage: Savvy Generalissimo (P)
Knight: Chase criminal with bounty hunter Spike. Success and secure the area you occupy toward Safehaven. Regardless, move to anywhere in the complex. Difficulty: 7 Advantage: Funky Precognition (F)
Inverted: Ally with a young boy, Izuku, fighting the Villains using his superpower Quirks. Fail and add a half D8 to PM Cycle Tally. Regardless, if you have not secured the Barracks, release one more Gyro-Sever from the unstable Barracks. Difficulty: 8 Advantage: Funky Telekinesis (N)
Double Bane: Join a secret society to eliminate a powerful curse with fellow high school student Yuji. Success and secure the area you occupy toward Safehaven. But fail and add a half D8 to PM Cycle Tally. Regardless, move to anywhere in the complex. Difficulty: 9 Advantage: Funky Monkey Dust (B)
Knave: Help Rintaroin in the Future Gadget Lab to perfect his time machine. Success to destroy a Gyro-Sever in your location or an adjacent connected location; there may not be any to destroy. But fail and randomly move to an adjacent area. Regardless, if there is any enemy in your area, suffer vicious. Difficulty: 10 Advantage: Skill Power Generation
Inverted: Discover your absentee father is actually a world-renowned specialist in fantastical pursuits. Whatever those are? Fail and wander a half D8 areas. Regardless, troopers in any area with a Gyro-Sever, suffer Shaken. Difficulty: 11 Advantage: Savvy Protean Calm (K)
Double Bane: Select a side in the conflict between sorcerers and espers in Academy City. Success to destroy a Gyro-Sever in your location (only). But fail and suffer vicious wound. Regardless, move to anywhere in the complex. Difficulty: 10 Advantage: Savvy Jive Evasive (S)
Maiden: Form a dysfunctional adventuring party with a goddess, an archwizard, and a crusader. You’re the comic sidekick. Success for Catbird Seat. Regardless, move to anywhere in the complex. Difficulty: 12 Advantage: Savvy Preëminent (Q)
Inverted: Find a place for yourself within an antihero story of revenge. Actually, you could be the star. Fail and add a point of Insanity. Regardless, if you have not secured both Skyhook, release one more Spider Syringe from an unstable Skyhook. Difficulty: 11 Advantage: Skill Myrmidon
Double Bane: Learn that your middle school ex-girlfriend and her younger brother have been killed by the Manji Gang. Success for Catbird Seat. But fail and add a point of Insanity. Regardless, if you have squad troopers in both Skyhook, treat those areas as Safehaven (stabilized). Difficulty: 10 Advantage: Savvy Blitzkrieg (D)
Martyr: Solve the Millennium Puzzle and seek revenge on all who once bullied you. Yu-kil-Ya! Success to destroy a Spider Syringe in your location or an adjacent connected location; there may not be any to destroy. But fail and randomly move to an adjacent area. Regardless, if there is a Gyro-Sever in your area, suffer vicious. Difficulty: 12 Advantage: Trait Inventive
Inverted: Of course you are a genius with undiscovered powers not just some dweeb (like everyone else at a young age). Fail and wander a half D8 areas. Regardless, troopers in any area with a Spider Syringe, suffer Shaken. Difficulty: 10 Advantage: Funky Cerebral Splitter (P)
Double Bane: Forced by the Lord of the Gnomes to live in an isolated subterranean village. Success to destroy a Spider Syringe in your location (only). But fail and wander a half D8 areas. Regardless, if you have squad troopers in every Sensors, treat those areas as Safehaven (stabilized). Difficulty: 10 Advantage: Trait Durable
10: Seek the mysteries of your life and back story with an enigmatic mecha pilot. Success and secure the area you occupy toward Safehaven. Regardless, move to anywhere in the complex. Regardless, gain a clue that if you are too far from others, things will get scary. Difficulty: 9 Advantage: Funky Mechromancy (T)
Inverted: Rip-off the sixth-sense and be another random dullard who has the ability to see spirits, but doesn’t make a fortune as a medium or Evangelical Cult Leader. Fail and add a Breach to your location; remove that before destroying enemy or obtaining Safehaven. Regardless, if you have not secured both Converters, release one more Gyro-Sever from an unstable Atmo Converter. Difficulty: 9 Advantage: Savvy Raconteur (R)
Double Bane: Seems like you stumbled into a romantic comedy where you, the cool kid, have to solve all the nerdlinger problems. Success and secure the area you occupy toward Safehaven. But fail and add half D8 PM Cycle Tally. Regardless, if you have squad troopers in the Gunnery, treat that area as safehaven (stabilized). Difficulty: 9 Advantage: Savvy Détente (L)
9: Find yourself singing in an idol group as the roguish power-armored kid next door. Success and secure the area you occupy toward Safehaven. Regardless, move to anywhere in the complex. Difficulty: 8 Advantage: Savvy Esprit de Corps (I)
Inverted: Be the popular schoolgirl dragged by a recluse into a series of adventures where nothing truly makes sense, but all is resolved with a swirl of colors and 8-bit music interludes. Go SOS Brigade! Fail and add an Exploit to your location; remove that before destroying enemy or obtaining Safehaven. Regardless, if you have not secured the Gunnery, release one more Gyro-Sever from the unstable Gunnery. Difficulty: 9 Advantage: Funky Bio-War Pheromones (A)
Double Bane: Transform from high school kid into noire detective, changing your name to Conan—why?—to hide your identity from an evil organization of criminals. Success and secure the area you occupy toward Safehaven. But fail and add half D8 PM Cycle Tally. Regardless, if you have squad troopers in the Components, treat that area as Safehaven (stabilized). Difficulty: 8 Advantage: Funky Neural Shock (O)
8: Don the prototype arsenal Giant Robot Suit and fight in the intergalactic war. Sounds like crummy work. Hey, wait!?! Success for Fury Pip. But fail and randomly move to an adjacent area. Regardless, if you have squad troopers in every Matrix, treat those areas as Safehaven (stabilized). Difficulty: 7 Advantage: Savvy Gun Honcho (N)
Inverted: Seems like you’ve fallen into a soap opera, where all you need to do is repeatedly say I Luv U while dying horribly (or just being maimed). But all seems just a portent of the heroine’s daydream of what she’s imagined for your fate. Fail and add a half D8 to PM Cycle Tally. Regardless, if you have not secured both Robotics, release one more Gyro-Sever from an unstable Robotics. Difficulty: 7 Advantage: Savvy Warhorse (M)
Double Bane: Be one of a group of six sixth-grade childhood friends that drift apart after one of them dies in an accident. Dark Shite this anime. Success for Fury Pip. But fail and add a half D8 to PM Cycle Tally. Regardless, if you have squad troopers in the Executives, treat those areas as Safehaven (stabilized). Difficulty: 7 Advantage: Funky Emotions (K)
7: Enlist in the Survey Corps to battle against the titans. Rest is too complicated for synopsis. Leaves you crying; myriad causes. Success for Tactics Pip. But fail and randomly move to an adjacent area. Regardless, if you have squad troopers in the Tanks, treat those areas as Safehaven (stabilized). Difficulty: 9 Advantage: Funky Bio Feedback (D)
Inverted: Confused when told that in a post-cyberpunk future, computer technology is integrated straight into your brain. Duh. Fail and add a point of Insanity. Regardless, if you have not secured all three Matrix, release one more Spider Syringe from an unstable Core Matrix. Difficulty: 7 Advantage: Funky Reinforced Synapses (R)
Double Bane: Use 16th-century Chinese novels, combined with elements of Hong Kong Chop-Sooky, to follow your path from childhood through adulthood training in martial arts. Success for Tactics Pip. But fail and add a point of Insanity. Regardless, move to anywhere in the complex. Difficulty: 8 Advantage: Savvy Eisenfuß (J)
6: Fight with another teen genius over a mysterious notebook, neither one of you should have borrowed from the old eccentric in the haunted house. You picked your death method. Success to destroy either a Spider Syringe or Gyro-Sever in your location or an adjacent connected location; there may not be any to destroy. But fail and randomly move to an adjacent area. Regardless, if there is a Spider Syringe in your area, suffer vicious. Difficulty: 12 Advantage: Savvy Better Valor (B)
Inverted: See strange floating monsters, followed by a compulsion to catch them all, train them and wager as they fight to the death. Fail and Vicious. Regardless, troopers in any area with an enemy, suffer Shaken. Difficulty: 10 Advantage: Savvy Assassin’s Eye (C)
Double Bane: Explain to a fish out of water FNG that he’s not expected to have any gift; just wear his Suit proudly and try not to get killed. That and stop falling in love with other grunts. Success and everyone may move to anywhere in the complex. But fail and random player character suffers vicious. Regardless, if you have squad troopers in both Refuse, treat those areas as Safehaven (stabilized). Difficulty: 10 Advantage: Savvy Grenadier (A)
5: Cast into a universe, a mere reflection of reality, where supernatural forces dwell. Sounds more exciting than it is. Success and secure the area you occupy toward Safehaven. But fail and randomly move to an adjacent area. Regardless, gain the Fury Pip (not here, post roll). Difficulty: 9 Advantage: Funky Ab-Zero Cryonics (H)
Inverted: Summoned by your estranged father to the futuristic capital city, the only place that escaped global catastrophe (really big bombs). Fail and find yourself in the SE corner. Regardless, if you have not secured both Power, release one more Gyro-Sever from an unstable Power Node. Difficulty: 8 Advantage: Funky Fire Starter (G)
Double Bane: Lose a body part for violating the taboo of using alchemy to revive a dead family member. Magic, no good must ever come from its use. Success and secure the area you occupy toward Safehaven. But fail and randomly move to an adjacent area. Regardless, if you have squad troopers in both Power, treat those areas as Safehaven (stabilized). Difficulty: 8 Advantage: Funky Active Cell Regen (E)
4: Adventure on the pirate world. No, it’s not Cutlass. This one has Devil Fruit eaters that grant power but causes men to drown. Success and move to any Safehaven in the complex. But fail and randomly move to an adjacent area; if that location has any enemy, suffer vicious. Regardless, gain the Command Pip (not yet, post roll). Difficulty: 8 Advantage: Funky Mechplegia (I)
Inverted: Fall unrequited for the popular girl as you eventually learn that love is easier with the other sixteen girls pining for your attention. High school seems so unimaginably hard. Fail and find yourself in the SW corner. Regardless, if you have not secured both Refuse, release one more Spider Syringe from an unstable Refuse Bin. Difficulty: 8 Advantage: Funky Chameleon Skin (C)
Double Bane: Experience strong bonds with friends, renewed closeness of a protective family, followed by betrayal and parting of ways, without the weeping Irish tone of similar sagas. Success and move to any Safehaven in the complex. But fail and suffer vicious. Regardless, next player event changes to a Bane. Difficulty: 9 Advantage: Funky Life Decay (Q)
3: Slay demons with sword while maintaining your purity. Wonder if you could skip the responsibility of slaying and saving your purity to instead just be impure and avoid demons. Success and secure the area you occupy toward Safehaven. But fail and randomly move to an adjacent area. Regardless, if you have squad troopers in every Robotics, treat those areas as Safehaven (stabilized). Difficulty: 8 Advantage: Savvy Goldbrick (E)
Inverted: Performing research, part of large testing group, you accidentally mutate a creature, giving the leviathan terrible unnatural powers. Fail and find yourself in the NE corner. Regardless, if you have not secured the Tanks, release one more Spider Syringe from the unstable Substrate Tanks. Difficulty: 7 Advantage: Funky Recombinant (J)
Double Bane: You are one of three sons handed just part of a warlord’s kingdom. This is not going to end well for anyone. Success and secure the area you occupy toward Safehaven. But fail and Shaken. Regardless, gain the Command Pip (not yet, post roll). Difficulty: 7 Advantage: Savvy Hatchet Man (H)
2: Teach a young milliner, the eldest of three sisters, life lessons, while traveling the countryside in a flying castle. Success and move to any Safehaven in the complex. But fail and randomly move to an adjacent area. Regardless, if you have squad troopers in the Barracks, treat that area as Safehaven (stabilized). Difficulty: 9 Advantage: Funky Trip Transport (S)
Inverted: Suddenly terminally ill, attempt in your final days to reconcile with your estranged family and further foster a world of happiness for all you meet. Fail and find yourself in the NW corner. Regardless, if you have not secured all five Sensors, release one more Spider Syringe from an unstable Sensor Array. Difficulty: 7 Advantage: Funky Holographic Imager (L)
Double Bane: Join a group of six others in the defense of a village. Should you loan them a plasma pistol or just let them use what they trained with, swords. Success and move to any Safehaven in the complex. But fail and add half D8 to PM Cycle Tally. Regardless, move to anywhere in the complex. Difficulty: 7 Advantage: Savvy Killer Instinct (G)
Ace: Watch as three people describe an encounter from three individual perspectives. Makes you wonder about many of life’s ambiguities. Success and secure the area you occupy toward Safehaven. But fail and randomly move to an adjacent area. Regardless, gain the Tactics Pip. Difficulty: 7 Advantage: Funky Paralysis (M)
Inverted: Work in the witch’s bathhouse to earn your cursed parents’ freedom. That’s some hateful fairytale crap. Fail and wander a half D8 areas. Regardless, gain the insightful clue that the Stygians need to be awaken; but not while on this table. Difficulty: 7 Advantage: Skill Survivalist
Double Bane: Arrive on the estate of a feudal lord and ask for the right to commit seppuku. Wait, strike that. Be Pinocchio with rocket boots. Astro Boy, that’s more fun. Success and secure the area you occupy toward Safehaven. But fail and lose swagger. Regardless, move to anywhere in the complex. Difficulty: 8 Advantage: Skill Jet-Pack
Yours,
IronRed
21-May-2023