Ahoy, plotmeisters!
The apparent attempt to start the Express and visit the underground has triggered a couple of events down there, and this is as good a chance as any to go over the developments that will unfortunately be affecting be affecting pretty much everyone funny how that works, isn’t it? :
( The tourist experience! )
They should arrive by the Clock gears at around midnight [between May 16 and May 17], and they’ll find the mechanisms have been under massive attack from quite the unexpected source: versions of themselves. Let it never be said that the deities don’t at least try to hint at the problems. Through curses. Totally the most efficient learning tool.
The expedition people will be witnessing this phenomenon in person we’re sure they’re oh-so-honoured, while regular Citizens who couldn’t make it below will get a live feed and a record of their upcoming instructions – they will find a video file titled ‘evidence’
The clones will be visible by the gears, and every time they assault them particularly harshly, the Clock’s beat will pause, then resume faintly. The clones themselves will look just a little worn themselves – unlike the specimens of the recent curse, they don’t perish naturally within 24 hours, and have presumably been in the underground for quite a while now.
Meanwhile, one of the sphinxes that stole a free ride on the Express while everyone was actually paying for it has a few things to say –
( Actually, make that more than a few | the communique / video feed )
Having taken notice of the Express’ arrival, the clones will be travelling through that same tunnel and making their way to the City. Since they’re not
A couple of notes on the ‘clones’:
- they are basically copies of the characters, with one main difference: where Citizens are repressing a weakness, or fear, or negative instinct, the clones have exacerbated it. They are mostly willing to direct their anguish at the Clock, or – once in the City proper – at their ‘originals.’ Some might behave irrationally, some might simply be sad, some might not exhibit any kind of change at all – it’s up to you and how you want to play out your character’s clone representation. NPC the clones at will!
- if you decide to have the clones have violent outbursts, we do encourage you to cap their powers even more so than you did those of your characters, so that there’s no huge war going on in the City!
- characters can get rid of clones by banishing them – and what this means is entirely up to you. It can be anything from truly, truly wishing them away, to killing them to get the message across most definitively, or helping them overcome the weakness or character flaw that governs their conduct. As the creature said, the point of this whole exercise in this impromptu Citizen boot camp has been for citizens to show evidence of their growth in the City: you can always use the opportunity of their encounter with their own selves at their worst to achieve that!
- everyone should have one, but if you’d really rather opt out of the event, it’s perfectly possible that your character’s clone never made it into the City, or that it was eliminated during acts of violence committed by some of the other clones.
- play with them however you’d like, but remember to have the clones gone by Thursday night, please!
- they are basically copies of the characters, with one main difference: where Citizens are repressing a weakness, or fear, or negative instinct, the clones have exacerbated it. They are mostly willing to direct their anguish at the Clock, or – once in the City proper – at their ‘originals.’ Some might behave irrationally, some might simply be sad, some might not exhibit any kind of change at all – it’s up to you and how you want to play out your character’s clone representation. NPC the clones at will!
Plot, plan, and have fun with this!
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