VLDR - Zero Tether Dilemma | Federico End

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Re: VLDR - Zero Tether Dilemma

Postby Cyantic » Wed Jun 03, 2020 12:01 am

Hawk lifts Hailey up as Judeau gets his old man, stirring him from the slumber. They share a few quiet words as they all begin to head up the facility stairs, together.

Except for the stragglers.

...

At the escape pod room, there's a strange device. It reads 'NOT ENOUGH POWER' in blinking tones, but the escape pods are clearly available. Hawk glances at the console - she looks like she can lift the restrictions on the escape pods.
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Re: VLDR - Zero Tether Dilemma

Postby Hawkwing425 » Wed Jun 03, 2020 12:03 am

I'll handle the console.
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Re: VLDR - Zero Tether Dilemma

Postby Arcthurus » Wed Jun 03, 2020 12:05 am

See if you can unlock as many pods as possible. Like, nine.


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Re: VLDR - Zero Tether Dilemma

Postby yauaustin202 » Wed Jun 03, 2020 12:06 am

Please do.

....Fed has 4 minutes left, he needs to be quick....
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Re: VLDR - Zero Tether Dilemma

Postby Hawkwing425 » Wed Jun 03, 2020 12:06 am

Working on it.
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Re: VLDR - Zero Tether Dilemma

Postby Cyantic » Wed Jun 03, 2020 12:07 am

Hawk lifts the restrictions on the escape pod.

Oberyn and Kaitlyn separate as they take functioning escape pods. Seliph returns, leaning on Judeau's shoulder.
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Re: VLDR - Zero Tether Dilemma

Postby yauaustin202 » Wed Jun 03, 2020 12:08 am

Thanks Judeau. I apreciate it.
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Re: VLDR - Zero Tether Dilemma

Postby AcidicBreeze » Wed Jun 03, 2020 12:08 am

What does that small machine mean? the one that says not enough power?
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Re: VLDR - Zero Tether Dilemma

Postby Hawkwing425 » Wed Jun 03, 2020 12:08 am

...Oh my god. It's... it's over? There's no way. Or maybe I'm just a pessimist. Either way...

Hailey, let's go home. You deserve it.


Hawk takes the blue rose necklace that she's had on her person and gently, ever so gently, puts it around Hailey's neck.
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Re: VLDR - Zero Tether Dilemma

Postby Schultz128 » Wed Jun 03, 2020 12:09 am

Hawk, can you both fit within one pod?
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Re: VLDR - Zero Tether Dilemma

Postby Cyantic » Wed Jun 03, 2020 12:11 am

Federico returns, an unconscious Hywel in his arms. Hywel looks like he's gone through hell, but Federico's got him. He's got the poor guy in his arms and he shows no signs of letting go.
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Re: VLDR - Zero Tether Dilemma

Postby ChubbyMooshroom9 » Wed Jun 03, 2020 12:11 am

Nelson's a fucking murderer. Let's just get out.
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Re: VLDR - Zero Tether Dilemma

Postby Arcthurus » Wed Jun 03, 2020 12:12 am

Holy shit, this is it. This is fucking it. Be careful handling that thing, Kaitlyn. I think the route is pre-programmed. We just got to get it going and we're golden, kid!

Oberyn gives a nervous laugh.


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Re: VLDR - Zero Tether Dilemma

Postby Cyantic » Wed Jun 03, 2020 12:12 am

The machine with not enough power remains, but it seems like whatever purpose it had, it's gone now. Whatever was... will not be again. But perhaps that is for the better.
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Re: VLDR - Zero Tether Dilemma

Postby Arcthurus » Wed Jun 03, 2020 12:13 am

Holy shit, Fed. I have no words. You did it. Holy shit.


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Re: VLDR - Zero Tether Dilemma

Postby Schultz128 » Wed Jun 03, 2020 12:14 am

Told you, Fred.

Thank you for not giving up, though. Let's get out of here.
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Re: VLDR - Zero Tether Dilemma

Postby Hawkwing425 » Wed Jun 03, 2020 12:14 am

To... answer your earlier question, Judeau, no. One person per pod.
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Re: VLDR - Zero Tether Dilemma

Postby Schultz128 » Wed Jun 03, 2020 12:14 am

How many do we have?
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Re: VLDR - Zero Tether Dilemma

Postby AcidicBreeze » Wed Jun 03, 2020 12:15 am

Kaitlyn just stares in shock before shaking her head with a smile
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Re: VLDR - Zero Tether Dilemma

Postby ChubbyMooshroom9 » Wed Jun 03, 2020 12:15 am

Seliph was in on it at first seemingly - maybe he bailed or Hywel beat the shit out of him.

But let the court systems handle it, not vigilantism.

Let's just get out. We made it.
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Re: VLDR - Zero Tether Dilemma

Postby yauaustin202 » Wed Jun 03, 2020 12:18 am

ChubbyMooshroom9 wrote:Seliph was in on it at first seemingly - maybe he bailed or Hywel beat the shit out of him.

But let the court systems handle it, not vigilantism.

Let's just get out. We made it.

I'll pay for my crimes.
But Nelson cut the tethers, and in the that first incident, in the decision room, I had to comply or die.
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Re: VLDR - Zero Tether Dilemma

Postby Cyantic » Wed Jun 03, 2020 12:28 am

Oberyn and Kaitlyn eject first. It seems... natural to them, in the end. They had come with each other and they had left with each other. Perhaps they had learned some things, perhaps they had embraced their futures... perhaps they had become wholer people in the furnace. But one thing is for sure... an Uncle had become a Father in these last moments.

Hawk carries Hailey to a pod, resting a necklace against Hailey's chest. She kisses her cheek and fires the pod. Out there, she would see her daughter again. Out there, they could be together. Out there... a manager's war had ended and a mother's peace had begun.

Judeau places the man he knew as his father in the pod. He had learned much of the western world, their lives and their falls, their men and their flaws. He looked into Federico's eyes one last time. A thousand miles away, he had found someone his opposite. A man of technology, of fast paced living. But their values were the same, their hearts were the same. He nodded to him. Whatever this life may hold, there would always be them.

Seliph boarded a pod with reluctance. It's not that he hated freedom, but he felt like... an opportunity had slipped through the cracks. An ending had been missed, where he could learn about himself again. To know. To think. His past could have been his again. But... it's a dangerous thing, that. Being caught up in who you were, who you belonged too at one point. A dangerous thing indeed. When you face the past all the time, you can't see the future for what it is - what it could be. He may not know who he was, but he could be who he wanted to be.

Hywel could not be reached for comment, but whatever his worldview... ups and downs, left and rights, it felt like things kept shifting in a snow globe. Every hour, something changed in here, something changed in all of them. He couldn't figure out what it was, what any of it was. Nobody was evil... and no one was perfect. All had their vices, their desires. He learned that in California, and he learned that here.

Federico boarded his pod last, after the doors shut. Part of him wondered if Nelson would come. Part of him knew there was no hurry for him - it was a long trip. It'd be the last time he could stretch his legs. Part of him wondered what happened to his partner, but he had a strange feeling that things had been torn between them in this game. He looked at the machine for a long time, Leontiy's words floating around in his mind. It was a pipe dream, of course, but many things are. Many impossible things are. At the start, only four people could live. And now many more had lived in the end. He meandered a bit, a case half unsolved. He knew the bits and pieces, but he would never know the ending. One way or another, the case of the century was over. He entered a pod back to Earth as well, after the doors shut. He wished Nelson well in his last moments. He would never understand a father's grief, but he had seen it enough to know that it can break someone like an impure sword. A man had gone in, and a skinshape of one did not come out.
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Re: VLDR - Zero Tether Dilemma

Postby Cyantic » Wed Jun 03, 2020 12:47 am

When the Titan Facility burned, slamming into Earth, chaos reigned for a short moment. Convictions fell through, coverups occurred, and all of them walked free. Perhaps some of them shouldn't, but... duress is a hell of a thing. There were awkward glances, apologies, glares, and promises exchanged at the end. There was nothing to stop them, but... things just had a way of happening in the end. Epilogues and stories roll on and on, and no dangling conversation can stay that way.


Oberyn and Kaitlyn found their fates tied to one another following the collapse of Titan. Facilities were on the market, and the long stagnant company finally lurched into buying up some of the business. Neither knew quite how true that their company had betrayed them, but they were both kicked upstairs with promotions. Oberyn became a Vice President of Cerulean, while Kaitlyn served as his enforcer, an eye to the necessary corporate espionage that always marked these sorts of indictments. Under Oberyn... Cerulean became something else entirely. He had seen what desperation had done, what pointless cruelty had done. Changes had come to Cerulean, and kicking and screaming, the worst of the Old Guard and the suffering they had brought had been wiped away, a slate cleaned.

Hawk left the company, finding her settlement more then enough for a lifetime. She returned to England with her surrogate daughter, finding herself smiling a lot more. She took up a variety of hobbies - painting, writing, and expressing herself in art therapy. She had seen enough as well of suffering, of pain, and she channeled her efforts into helping her daughter. When she grew up, she was there every step of the way, cheering her on, and being her most loyal supporter. Hailey, to her credit, became something quite exceptional in school, a true rising star. And this time, though the cycle repeats, Hawk was there to break it. There would be no more desperate kids, clinging onto life and what they could. If Hailey was to change the world, she would not do it like it had happened in the past.

Judeau returned to Poland, his hometown. He tended to his Master - and Father - for his time, enjoying the company of both of them. A simple life was the life for him, though he took strangers in on occasion, who brought him tales of the Western World. Life had changed in his hometown, but for the better. He used what he learned in Titan to make mechanical improvements. Tractors ran more efficiently, power was more stable, and his hometown became a thriving hub under the watchful eye of a blacksmith. All throughout, however, he sent a stipend to his old parents, the ones who gave him up to feed the rest of the family. In the end, though, he was happy with his new father. And his new father had found a son, the most talented blacksmith in all of Eastern Europe.

Seliph couldn't exactly return to the force. He ended up on the streets for a time, looking into Nelson's old haunts in Detroit. He cut the past off, like he had before, and began anew. That was what felt right to him, and he moved on. The past could keep itself for all he cared. When one looks too closely into the past, it has a nasty habit of biting you and never letting go. He wasn't going to let it nearly killing him again change that.

Hywel didn't know what to do with himself. He had felt truly hopeful for humanity, and despaired at it. Helped and betrayed, swung left and right in an endless balance... but he couldn't figure it out in the end. It felt chaotic, uncertain. But when he thought of Emily and Frederick... he felt it unfair that the world had ignored AI. He truly felt that they were people as well, in the end. The shadow that hung over man... they seemed immune. Kinder, happier. He would go into politics lobbying for AI citizenship. While he wasn't successful, he lead many changes in California and abroad that improved their conditions. It was for him a cause worth fighting for.

Federico felt a bit aimless at the end, as he did after all cases. When he returned home, he found himself missing the asshole Vano was. He had suspicions, but no proof. He had finished the case of a century, but there was nothing left for him here, in a strange way. No protege. no apprentice... but he couldn't stay idle. His parents had raised him as a protector, as a saint among men, and so he returned. With the money, he charged little if any for cases, and specialised in kidnappings. He felt it was a homage to it all, in a way. He wouldn't be recognised for his efforts by any state or federal government... but he preferred it that way. By the end, he had kept a corkboard on his wall. Every single inch had been filled with thank you letters or Christmas cards or happy birthdays or general greetings of the kids he saved. His efforts had turned Brooklyn into perhaps the safest place in America. The rest of the world might have been pitch black, but for him and his city... it burned bright.


---

He had booted up the Cass program one last time. She smiled at him. They talked for hours and hours, about anything they could think of, before Titan fell. She told her about Mollie, he told her about Oliver. She told her about working for the government, he told her about his cases as a detective. They laughed, cried, and lived anew in those final hours before the impact. As the alarms went off, as everything starts to fall apart...

She pressed her hand to the screen. He pressed his hand to the TV. And for just a moment, they swore, they could feel their hands intertwine.

Life can be like that in the end. Cruel. But... you always find a way to plant a thousand flowers, filling it all with hope. No one knew about how a desperate man and his daughter spent their time, a trillion miles from home... but they didn't need that.

They only needed each other.

FEDERICO END
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Re: VLDR - Zero Tether Dilemma

Postby Cyantic » Wed Jun 03, 2020 12:51 am

Winners
Federico Decandia
Hawk Grey
Judeau
Kaitlyn Caesar
Oberyn Caesar
Hywel Jones
Seliph

True Victors
Federico Decandia
Hawk Grey
Judeau
Kaitlyn Caesar
Oberyn Caesar


Those Who Ended At Sea
Vano Vadoma
Nelson Smith
Roque de Lares
Lucille Syn
Fabiano Strong
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Re: VLDR - Zero Tether Dilemma

Postby Cyantic » Wed Jun 03, 2020 12:53 am

Federico Decandia
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DETECTIVE FEDERICO DECANDIA
Justice has a longterm view of things.

Code: Select all
STR: +1     |     VIT: +1     |     FAE: +3
-------------------------------------------
ATH: +1     |     -------     |     INT: -2
---------------------------------------------------------------
DLT: +2     |     BLT: -5     |     CQC: +1     |     AIM: +2
-----------------------------------------------------------------
MED: -2     |     SCI: +3     |     MEC: -5     |     MOB: +5

ADEPT: Fighting Zero


Night - When you intervene in a fight on the outnumbered side, you gain +2 to all rolls. If you are seriously wounded in the fight, you gain +4.
Alliance of Convenience - Your medicine skill becomes positive when treating your partner. This ability may change depending on your relationship with your partner...
Threnody for the Lost - You are adept against Zero. The effects of being wounded are lessened and take longer to take you out. You lose this second ability if you bring down the Masked Killer - or if anything else happens to that belief...
Parental Legacy - You can still make them proud. You gain +1 FAE for free.

Escape.



Vano Vadoma
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VANO VADOMA
Heaven waits for my reign.

Code: Select all
STR: +4     |     VIT: +0     |     FAE: +3
-------------------------------------------
ATH: -1     |     -------     |     INT: -2
---------------------------------------------------------------
DLT: +3     |     BLT: -5     |     CQC: -2     |     AIM: +2
-----------------------------------------------------------------
MED: -5     |     SCI: -5     |     MEC: +4     |     MOB: +5


Mirage - If your face is obscured by a mask, you are unable to be recognised. This does not mean you are invisible, simply that no player can see who you are. You start with the knowledge on how to make a mask quickly. This mask will fall apart if it is hit. When masked, you deal more damage to a player by +1.
Alliance of Convenience - You can survive one fatal attack while you are in the same room as your partner. This ability may change depending on your relationship with your partner...
The Conqueror of Fate - If you roll a natural 1 in combat, you get +3 to your next action.
The Broken Mask Killer - The world bends to the will of a fledgling god. You gain +1 FAE for free.
The Reckoning - If all other players die while you have an unbroken mask, you ascend. All actions become natural 20s forever.

Escape.



Nelson Smith
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DETECTIVE NELSON MIDAS SMITH
One seed of hope; a thousand blooming flowers.

Code: Select all
STR: +3     |     VIT: +0     |     FAE: -1
-------------------------------------------
ATH: -2     |     -------     |     INT: +3
---------------------------------------------------------------
DLT: -5     |     BLT: -5    |     CQC: +3     |     AIM: +3
-----------------------------------------------------------------
MED: +5     |     SCI: -5     |     MEC: -5     |     MOB: +5


Sunless - You may once take something from a player's corpse. What you take gains special properties, becoming much stronger in their own way.
The Trail Burns Bright! - You're many steps closer now to finding Cassandra. You gain +2 to all investigative actions you perform. This ability may change depending on the results of the game...
War and Peace - Owing to your skills as a boxer and a healer, you may choose to focus on war or peace in a roaming phase. Focusing on war grants you +1 CQC, -2 MED, -1 INT and +1 VIT. If you focus on peace, you gain +1 MED, -1 CQC, -1 AIM, -1 STR, and +1 ATH.
Flame of Hope - You'd never let them down. You gain +1 FAE for free.
A Man in the Machine - You have a robotic right leg. This leg cannot be healed by normal means, but it gets better results from mechanical healing.

Escape.


DETECTIVE NELSON MIDAS SMITH
One seed of hope; a thousand blooming flowers.

Code: Select all
STR: +3     |     VIT: +0     |     FAE: -1
-------------------------------------------
ATH: -2     |     -------     |     INT: +3
---------------------------------------------------------------
DLT: -5     |     BLT: -5    |     CQC: +3     |     AIM: +3
-----------------------------------------------------------------
MED: +5     |     SCI: -5     |     MEC: -5     |     MOB: +5


Sunless - You may once take something from a player's corpse. What you take gains special properties, becoming much stronger in their own way.
Never Let Hope Die - You will see her again. You gain +2 to all investigative actions and get +1 CQC for free. This ability may change depending on the results of the game...
War and Peace - Owing to your skills as a boxer and a healer, you may choose to focus on war or peace in a roaming phase. Focusing on war grants you +1 CQC, -2 MED, -1 INT and +1 VIT. If you focus on peace, you gain +1 MED, -1 CQC, -1 AIM, -1 STR, and +1 ATH.
Flame of Hope - You'd never let them down - alive or dead. You gain +1 FAE for free.
A Man in the Machine - You have a robotic right leg. This leg cannot be healed by normal means, but it gets better results from mechanical healing.

Escape.



Hawk Grey
Spoiler:
HAWK GREY
The greatest asset is yourself.

Code: Select all
STR: -3     |     VIT: -1     |     FAE: +1
-------------------------------------------
ATH: +0     |     -------     |     INT: +6
---------------------------------------------------------------
DLT: +2     |     BLT: -3    |     CQC: -4     |     AIM: +3
-----------------------------------------------------------------
MED: +3     |     SCI: +2     |     MEC: -3     |     MOB: +2


Home - Somewhere in the game is an item of your choosing. When you obtain it, you will gain two points in a stat of your choice. If it is lost or destroyed, you lose three points. You may give this item to a character of your choosing - you will lose your stat gain and they will gain +1 to all rolls.
The Surrogate - Was it your fault? Your adopted daughter, Hailey, was kidnapped about a week ago. If her life is in direct danger, you will get a shot of adrenaline, which boosts your statline. The boost depends on the immediate danger she is in. This lasts until the danger has passed or for the next five non-move actions you do. If Hailey is wounded, you gain +1 MED when treating her. This ability may change depending on the results of the game...

The Manager's War - You gain two bugs you can leave in a room to get a vague idea of what is occurring in that room at any given time. If you place a bug on a person, you know where they are at all times and learn some information about them. The bugs are invisible to the eye and can only be detected by a machine scanner. You get a +1 bonus to any Cerulean Robotics automatons, workers, or anything else out there that denied you your rightful place in that company in combat.
The 24th Century Dream - You've bled for a better life. You gain +1 INT for free.

Escape.


HAWK GREY
The greatest asset is yourself.

Code: Select all
STR: -3     |     VIT: -1     |     FAE: +1
-------------------------------------------
ATH: +0     |     -------     |     INT: +6
---------------------------------------------------------------
DLT: +2     |     BLT: -3    |     CQC: -4     |     AIM: +3
-----------------------------------------------------------------
MED: +3     |     SCI: +2     |     MEC: -3     |     MOB: +2


Home - Somewhere in the game is an item of your choosing. When you obtain it, you will gain two points in a stat of your choice. If it is lost or destroyed, you lose three points. You may give this item to a character of your choosing - you will lose your stat gain and they will gain +1 to all rolls.
The Children's Crusade - After saving Hailey, you feel yourself reground. You gain +1 VIT and +1 ATH for free.
The Manager's War - You gain two bugs you can leave in a room to get a vague idea of what is occurring in that room at any given time. If you place a bug on a person, you know where they are at all times and learn some information about them. The bugs are invisible to the eye and can only be detected by a machine scanner. You get a +1 bonus to any Cerulean Robotics automatons, workers, or anything else out there that denied you your rightful place in that company in combat.
The 24th Century Dream - You've bled for a better life. You gain +1 INT for free.


Escape.



Roque de Lares
Spoiler:
ROQUE DE LARES
No matter how far you travel, you still carry a bit of home with you.

Code: Select all
STR: -3     |     VIT: +1     |     FAE: +4
-------------------------------------------
ATH: +4     |     -------     |     INT: -2
---------------------------------------------------------------
DLT: +1     |     BLT: -3    |     CQC: +3     |     AIM: +3
-----------------------------------------------------------------
MED: -1     |     SCI: -1     |     MEC: -1     |     MOB: +5


Faces - You may, twice in a roaming phase, check the fates. The fates will tell you how well you rolled on your die and give you the chance to reroll - it could be better, worse, or the same.
The Traveller - You cannot be restrained (you can pop your bonds off at any time) and you will always succeed to some degree running away.
The Gambler - You may use your FAE stat to roll in replacement of any stat or skill. (Keep in mind, if you use FAE to replace your skill, it is not an auto-succeed, it is a roll unlike normal.) You can do this three times per roaming, just write (use FAE) in your action to do so.
The Chosen - Fate has always had a thing for you. You gain +1 FAE for free.

Escape.



Judeau
Spoiler:
JUDEAU
Simple beginnings make for the strongest men.

Code: Select all
STR: +1     |     VIT: -2     |     FAE: +0
-------------------------------------------
ATH: +3     |     -------     |     INT: +2
---------------------------------------------------------------
DLT: +3     |     BLT: -5    |     CQC: +2     |     AIM: -2
-----------------------------------------------------------------
MED: -5     |     SCI: -5     |     MEC: +4     |     MOB: +5


Sacrifice - Every time someone sacrifices a part of themselves for you (decision game, amputation, whatever), you will gain one point in a stat of your choosing. If they die, you gain three points in a stat or a skill point of your choosing.
Gainful Employment - Your employer, the blacksmith that has fed, housed, and paid for you, has been kidnapped about a week ago, and his wife has been worried sick. He had made you a very special knife that you can hide in your jacket, which you have done so. You start out with a hidden, but well made knife. This ability may change over the course of the game...
Apprentice - You gain +2 to a roll when you follow someone's instructions. You gain +2 MEC when repairing or improving weapons - and on the flipside, weapons are much less likely to fail on you.
Just Honest Work - Due to your life as an apprentice and servant, you gain +1 STR for free.

Escape.



Lucille Syn
Spoiler:
LUCILLE SYN
Service with a smile!

Code: Select all
STR: +2     |     VIT: +1     |     FAE: -4
-------------------------------------------
ATH: +2     |     -------     |     INT: +3
---------------------------------------------------------------
DLT: +2     |     BLT: -4    |     CQC: +1     |     AIM: +1
-----------------------------------------------------------------
MED: +3     |     SCI: +1     |     MEC: +2     |     MOB: -4


Surge - You gain advantage at any violent task done to a friend.
Wellness Associates - You share the highest FAE stat when you are in the same room with Fabiano. This means if you need to clear a FAE roll, you use would use whoever has the highest stat, and vice versa for him. This ability may change depending on your relationship...
Take Two Pills... - Whenever sometimes gets medical help from you, you may take one item from them. You may also heal them poorly, causing their wounds to reopen if they engage in strenuous activity - nullifying your medical help.
... And Call Me Never - Due to the fact you are robotic (whether you know it or not), you get better results from mechanical healing. You cannot be healed by normal means whatsoever. You gain +1 STR for free.

Escape.



Kaitlyn Caesar
Spoiler:
KAITLYN 'MILES' CAESAR
Never again.

Code: Select all
STR: -2     |     VIT: -2     |     FAE: +1
-------------------------------------------
ATH: +2     |     -------     |     INT: +5
---------------------------------------------------------------
DLT: +0     |     BLT: -5    |     CQC: +4     |     AIM: -4
-----------------------------------------------------------------
MED: -2     |     SCI: +1     |     MEC: +1     |     MOB: +2


Trail - You may choose to make yourself inept to someone. This means that you will be inept in all actions towards them and they will be adept to all actions towards you. You gain two free stat points once you do this. It cannot be done on someone who is at immediate risk of dying.
Family Ties - You are harder to detect when you are in the same room as Oberyn and are hidden. This ability may change depending on your relationship...
Cerulean's Ghost - You can choose a player and know their strongest weapon once per roaming. You get a +1 bonus to sneak attacks for being undetected, aiming, and damage.
The Ring - Due to your enhanced eye showing other people's weaknesses, you may choose to get +1 in a combat skill for your next two actions per roaming. Your eye receives better results from mechanical healing, but your eye is immune to any healing from normal medicine.

Escape.



Oberyn Caesar
Spoiler:
OBERYN CAESAR
The future is in robotics.

Code: Select all
STR: +0     |     VIT: +2     |     FAE: +2
-------------------------------------------
ATH: +1     |     -------     |     INT: -1
---------------------------------------------------------------
DLT: +0     |     BLT: +0     |     CQC: +2     |     AIM: +0
-----------------------------------------------------------------
MED: -1     |     SCI: -1     |     MEC: +2     |     MOB: +3


Sunlit - When someone gives you a weapon, your attacks always hit against them using the weapon. If you kill them with this weapon, you regenerate your health.
Family Ties - You gain +1 ATH if Kaitlyn is in the same room as you, and she is in a fight. This ability may change depending upon your relationship...
Tools of the Trade - Being a high ranker in Cerulean Robotics has taught you a few things. You gain +3 SCI if you are doing something with robotic attachments.
Enhanced - Your robotic limbs make you naturally faster than others. You gain +1 ATH for free. If they are damaged, they receive better results from machine healing. They are, however, immune to being healed by normal medicine.

Escape.



Hywel Jones
Spoiler:
HYWEL JONES
Everyone's just in it for themselves. Why be any different?

Code: Select all
STR: -1     |     VIT: +2     |     FAE: -2
-------------------------------------------
ATH: -1     |     -------     |     INT: -5
---------------------------------------------------------------
DLT: +3     |     BLT: -3    |     CQC: -2     |     AIM: +3
-----------------------------------------------------------------
MED: +4     |     SCI: +3     |     MEC: -2     |     MOB: -1


Honesty - You start with three syringes. If you successfully inject one into someone, you steal a stat point from them of your choosing.
Forewarned - You may pick someone who will be in your roaming grouping. You can choose not to do so as well. You get a private chat with the person you select.
In the Shadow of Giants - Due to a mixture of cunning, parental influence, and general knowledge, you've learned a bit in manipulation. You can hijack the speakers of the facility to broadcast a message once per roaming. You may throw your voice as well, to sound like someone else in a different room - or any other use you could think of.
Troubled Physician - Your past has been influenced quite significantly by medical knowledge and general corruption. Whenever you are making something medical, like a poison or some sort of healing salve, you make it twice as quickly and can use more basic components. You gain +1 VIT for free due to understanding your body.

Escape.



Fabiano Strong
Spoiler:
DOCTOR FABIANO STRONG
The cure for all the world's ills is probably salt water.

Code: Select all
STR: -2     |     VIT: -2     |     FAE: +0
-------------------------------------------
ATH: +2     |     -------     |     INT: +5
---------------------------------------------------------------
DLT: +2     |     BLT: -4    |     CQC: +1     |     AIM: +1
-----------------------------------------------------------------
MED: +2     |     SCI: +1     |     MEC: -5     |     MOB: +5


Firmament - When someone is injured, you gain +2 to rolls against them.
Wellness Associates - When you are in the same room as Lucille, you gain +1 to ATH. This ability may change depending on your relationship...
World's Finest Doctor - Whenever you heal someone, you gain a combat skill point of your choosing from them for that roaming only. If they are injured in the same roaming again after you have healed them, you become adept against them for that roaming only. [Note: You actually have to heal them fairly well for this ability to trigger.]
Coincidentally, World's Fastest Doctor! - Due to your amazing abilities, you have learned how to run quite well indeed. You gain +1 ATH for free.

Escape.



Seliph
Spoiler:
SELIPH
Nothing is lost forever.

Code: Select all
STR: -2     |     VIT: +2     |     FAE: +1
-------------------------------------------
ATH: +1     |     -------     |     INT: +2
---------------------------------------------------------------
DLT: +1     |     BLT: -3    |     CQC: -2     |     AIM: +3
-----------------------------------------------------------------
MED: +2     |     SCI: -2     |     MEC: -1     |     MOB: +3


Kindness - Every time you win a decision game (defined by the other one receiving the penalty or you receiving the benefit), you gain +1 to a stat of your choosing.
Bloodhound - You may, once per roaming, select a player to investigate. You will receive some sort of information about them.
Know Your Enemy - If you investigate someone, their weapon skill (depending on what they're using - a sword will be duelist) falls by one point against you. If you investigate them again, your chosen weapon skill (again, depending on what weapon you're using in that combat) gains a point.
A New Life - Separated from your past and all knowledge from it, you've learned how to build a life from the ground up. You gain +1 VIT for free.

Escape.



Leontiy Artemie
Spoiler:
LEONTIY ARTEMIE
Future perfect.

Code: Select all
STR: +0     |     VIT: +0     |     FAE: +0
-------------------------------------------
ATH: +0     |     -------     |     INT: +3
---------------------------------------------------------------
DLT: -5     |     BLT: -5     |     CQC: -5     |     AIM: -5
-----------------------------------------------------------------
MED: -5     |     SCI: +5     |     MEC: +5     |     MOB: -5


Shades of White - As you are an AI of Leontiy Artemie, you have access to the intercom, cameras and can fabricate a video with his persona in them. You can use automated drones to do some work for you. You do not have access to the intercom in Decision Games or Zero speeches, but have blocked Alexia from using it during the rest of the game.
The Horizon - As an AI, if anyone destroys your computer, you die. Speaking of death, your creator - Leontiy Artemie - has already died as a participant of the game. You have one X-Pass to give out - or if you die, becomes public knowledge. That X-Pass is "HORIZON".

Ensure six people die and someone uses the Horizon Machine.



Alexia Tys
Spoiler:
ALEXIA TYS
And the knife cuts all threads.

Code: Select all
STR: +2     |     VIT: +0     |     FAE: -2
-------------------------------------------
ATH: +0     |     -------     |     INT: +3
---------------------------------------------------------------
DLT: -4     |     BLT: +2     |     CQC: +0     |     AIM: +2
-----------------------------------------------------------------
MED: -5     |     SCI: +5     |     MEC: -5     |     MOB: +5


Shades of Black - As you have been locked out of most of the facility, you can only use the intercom during Decision Games. However, if players can reach you in the facility, you remain able to talk and interact with them. As you are not a player in the game, you have no X-Pass assigned to you.
Each Passing Hour - As Zero, you have complete access to the facility and may open or close areas at will.

Ensure the game reaches a natural conclusion while you stay alive.



Base Rolecards
Spoiler:
Luna

Faces - You may, twice in a roaming phase, check the fates. The fates will tell you how well you rolled on your die and give you the chance to reroll - it could be better, worse, or the same.

Escape.


Astrum

Sunless - You may once take something from a player's corpse. What you take gains special properties, becoming much stronger in their own way.
Internal Influence - You were looking for answers, weren't you? (This is entirely optional, but if selected, will contain something that you have to integrate with your character. It will not be entirely groundbreaking or something that will require you to build your character - just perhaps tweak it in a minor manner.)

Escape.


Solis

Sunlit - When someone gives you a weapon, your attacks always hit against them using the weapon.
Person of Interest - Once upon a time, you knew [Venus]. Were you friends, brothers, rivals, school children, workers at a pizza parlour once upon a time? (You will start in a chat with [Venus]. You may create anything at all - from hazy recollection to a close relationship. It's your choice.)

Escape.


Venus

Trail - You may choose to make yourself inept to someone. This means that you will be inept in all actions towards them and they will be adept to all actions towards you. You gain two free stat points once you do this. It cannot be done on someone who is at immediate risk of dying.
Person of Interest - Once upon a time, you knew [Solis]. Were you friends, brothers, rivals, school children, workers at a pizza parlour once upon a time? (You will start in a chat with [Solis]. You may create anything at all - from hazy recollection to a close relationship. It's your choice.)

Escape.


Hastam

Firmament - When someone is injured, you gain +2 to rolls against them.
Person of Interest - Once upon a time, you knew [Caelum]. Were you friends, brothers, rivals, school children, workers at a pizza parlour once upon a time? (You will start in a chat with [Caelum]. You may create anything at all - from hazy recollection to a close relationship. It's your choice.)

Escape.


Morbus

Night - When you intervene in a fight on the outnumbered side, you gain +2 to all rolls. If you are seriously wounded in the fight, you gain +4.
External Influence - A loved one - or what can be assumed by Zero - is being held captive by Zero. They will only be released if you escape - other details don't matter. Zero has hinted that there may be alternative methods to save them as well... but that doesn't have to matter to you if you live in a shack in the middle of nowhere and your elderly mother hasn't heard from you in decades, does it?

Escape.


Aurora

Honesty - Your inventory is hidden. Your hidden-hidden item can never be found, even if you are knocked out or killed, when searched.
Forewarned - You may pick someone who will be in your grouping. You can choose not to do so as well.

Escape.


Cultri

Surge - You gain advantage at any violent task done to a friend.
Person of Interest - Once upon a time, you knew [Praeteritum]. Were you friends, brothers, rivals, school children, workers at a pizza parlour once upon a time? (You will start in a chat with [Praeteritum]. You may create anything at all - from hazy recollection to a close relationship. It's your choice.)

Escape.


Praeteritum

Kindness - Every time you win a decision game (defined by the other one receiving the penalty or you receiving the benefit), you gain +1 to a stat of your choosing.
Person of Interest - Once upon a time, you knew [Cultri]. Were you friends, brothers, rivals, school children, workers at a pizza parlour once upon a time? (You will start in a chat with [Cultri]. You may create anything at all - from hazy recollection to a close relationship. It's your choice.)

Escape.


Quintus

Sacrifice - Every time someone sacrifices a part of themselves for you, you will gain one point in a stat of your choosing. If they die, you gain three points in a stat of your choosing.

Escape.


Venas

Home - Somewhere in the game is an item of your choosing. When you obtain it, you will gain two points in a stat of your choice. If it is lost or destroyed, you lose two points. You may give this item to a character of your choosing - you will lose your stat gain and they will gain +1 to all rolls.
External Influence - A loved one - or what can be assumed by Zero - is being held captive by Zero. They will only be released if you escape - other details don't matter. Zero has hinted that there may be alternative methods to save them as well... but that doesn't have to matter to you if you live in a shack in the middle of nowhere and your elderly mother hasn't heard from you in decades, does it?

Escape.


Caelum

Mirage - If your face is obscured by a mask, you are unable to be recognised. This does not mean you are invisible, simply that no player can see who you are. You start with the knowledge on how to make a mask quickly. This mask will fall apart if it is hit or after you leave the room. When masked, you deal more damage.
Person of Interest - Once upon a time, you knew [Hastam]. Were you friends, brothers, rivals, school children, workers at a pizza parlour once upon a time? (You will start in a chat with [Hastam]. You may create anything at all - from hazy recollection to a close relationship. It's your choice.)

Escape.
Last edited by Cyantic on Wed Jun 03, 2020 2:00 pm, edited 3 times in total.
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Cyantic
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