50% of the players will hunt down everything in the immediate area with a research tag or clue then hold up in a corner until they are needed.
25% of the players will spend their time toeing the line with the nearest police officer until the first one is carted away for threatening an office and carrying a concealed weapon. The remainder or this faction will then scramble to see which skill set is best used to spring a fellow from custody before any weird facts come to light.
15% of the players will use this event to better understand their character as they interact with those within this world in efforts of personal or altruistic gain. Some will see this as a chance to find their role in the town structure. Others will use this to make a place for themselves. The ground work of their personal story will be evaluated. Those found wanting will be torn down to the salvageable bits and remade in time for the next one day.
6% will do everything they can in game to ensure enough people survive until the the weekends finally come. They will take it upon themselves to utilize the knowledge amassed by the first 50%, they will crystallize the lessons learned by the daring 25% who put themselves in harms way so everyone else will be just a little bit wiser. With the help of the 15% they will sow the seeds of a township held together by the tenuous bonds only made when paranoia and survival strike a delicate balance. The 6% will become the cohesive node that help push through whatever man made barbarism or mad man's vision unleashed against them.
3% will do all they can to subvert everything above.
1% will find in the pursuit of following the 6% percents example a obscure text in a back shelve of a library. Upon reading it they are set upon by shadowy figures out to destroy the book and PC. After a madcap escape where no props or property is damaged (To the amazement of all who witnessed it) the 1% will try to convince the 6% of the calamity about to befall them that evening. The 50% will examine the book and become convinced a simple word usage foretells of another calamity set to happen no where near where and when the 1% said it would. The 25% will then rush into action to secure the location and obfuscate any authorities who might interfere as they prepare for battle. By this time the 1% starts to realize that the 3% are invest in obtaining the book for their own ends and silencing the only witness to such an act. The 6% will assess the fighting and medical personal available. The 15% will be found to have a needed combination of fighter and medic and will be a welcome compliment to 25%. This will serve as a chance for the 15% to develop a brothers in arms bond with many in town. The 1% will watch as 96% of the town will make their way to the hypothetical spot of combat via inconspicuous means. The 1%, after calling upon of hidden skills brought out in times of pressure, confound the 3% and arrives at the specified site in the book and faces the nightmare alone. Upon reading the correct passage, the 1% is swept away to a twisted representation of this world centered upon a pit erupting elderic lights and nauseating sounds of movement. They then descend into the pit where they soon exhaust all their skills and even find their weapons destroyed. By the time they make to the bottom using only the jagged broken handle of a toilet plunger and a spatula duct taped together engraved with the forgotten battle chant of "Live free or Fry Hard". At the bottom the final battle begins with great to do. After a epic struggle (interspersed with frequent breaks for water) the multiple limb paradox lies dead with only the strange instrument used to bring about its arrival laying on the ground. The 1% staggers to reach it....
When the game is called and everyone is gathering to wrap things and wondering why that one player in the corner is sobbing.
Occam's Razor: Breaking Souls, One Player at a time. *Bows*Statistics: Posted by Henry Gondorf — Wed Aug 14, 2013 11:05 pm
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