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High Risk Quest #1: The Ghost Signal

Note: Here we go, gamers! The first High Risk Quest for Magisteria. These quests will serve as tiered mini-events which reveal crucial world lore, goings-on, and also tie into the metaplot and the large events. High Risk Quests will trade off in emphasis, meaning tech --> magic --> tech --> magic.
While this quest has seeds for the Tech Path Conflict, it should be noted that it's OTA and also that quite a bit of magic-specific locations/mini-events will open soon. The Magic Path Conflict is brewing in the background and will become more apparent soon, too, so keep one's eyes peeled.
Context & Recap
This quest takes place after The Coffee Shop Mingle, which features NPCs discoursing on the goings-on of High Rise Village. Players are encouraged to look at that.
In the first event, Training in High Rise Village, we learned about a mysterious intruder who infiltrated the Digital Flora Dome and the Neon Nest, two properties belonging to an android named Rosalind Vireo. PCs who restored the properties deciphered a mysterious phrase, "Symphony of Disruption..." Seems portentious! In the above coffee shop mingle, Rosalind speculates as to the possible culprit(s?).
Bling
See the plotting post: PCs can go all out with the cyber weapons on this one, in addition to whatever tech or magic they've learned, whatever canon abilities have returned, and Selena and Titan-7 can also be used as weapons (so to speak) or defenses/back-up. Feel free to write interactions with them or them stepping in however. Of course, the main route to success will be PCs supporting other PCs!
SEQUENCE
1. THE GHOST SIGNAL (intro)
2. IN THE HOT SUMMER NIGHTS OF HIGH RISE VILLAGE
3. THE FRACTURED: IDENTITIES AND ABILITIES
4-??? -- THE WRECKAGE LABYRINTH + BOSS FIGHT
📱 The Ghost Signal 📱
The Ghost Signal
By now, Otherworlders have been appraised that an event known as High Rise Expo is coming to Magisteria. This congregation of the city’s movers and shakers, the inevitable showcasing of the most cutting-edge technology, can sometimes provoke a backlash in the city’s underground.
And there are hints that it’s happening now: the intruder at the Digital Flora Dome, who may be connected to the Null Rebellion (an anarchist group), and the mysterious phrase, “Symphony of Disruption.”
On the nights of Solstium, the air begins to pulse with an aberrant signal. At first, it is something like a background sound, but soon enough, individuals with cybernetic enhancements begin to experience difficulties: distortions, glitches, slight malfunctions. They are annoying, disorienting, and possibly even a little painful. And with each night, the effects are worsening, threatening the possibility of intense pain for beings with implants, as well as other beings with sensitivities.
The Response
Otherworlders learn that there is not a singular form of law enforcement in Magisteria. Rather, there are various official groups who interface, sometimes form alliances on particular outings, and even have (generally friendly) competition.
Two such individuals appear, variously to be found around the apartments and the coffee shop. They are Selena Voss and Titan-7, the first being a private investigator and the second being a member of an android group known as the Steel Sentinels.
[ Eagle-eyed observers might notice that Selena has the same “esper girl” features as Seraphine Nova, and it may come up in conversation that she too is from the Aetherium District and she has already attended Atlas University. ]
IN THE HOT SUMMER NIGHTS OF HIGH RISE VILLAGE
In the Hot Summer Nights of High Rise Village
Pursuing the “ghost signal,” Selena, Titan-7, and the Otherworlders will find themselves entering parts of High Rise Village that may be unfamiliar. Back alleys which would not be particularly noteworthy during the day, but which, at night, away from the Bios-infused neon glow of the city, may seem to take on ominous characteristics.
For those Otherworlders insisting there must be something beneath the glossy exterior, this could be their first introduction to the parts of Magisteria which seem not as perfect.
… ā̴̡̦̙͔̟͍͕̪̻̻̿̆͛̂̚h̸̛̺̬͓͙͖̔̑̔̂̿͗̉́́̋͑ḩ̵̨̫̮͍̜̆͌̐̏ḧ̴̢̨͉̥̖̣̮̗̥͇̯̱́͒̇̐͂͆̊͗̋̅̈́̈͠͝ͅ
… ā̴̡̦̙͔̟͍͕̪̻̻̿̆͛̂̚h̸̛̺̬͓͙͖̔̑̔̂̿͗̉́́̋͑ḩ̵̨̫̮͍̜̆͌̐̏ḧ̴̢̨͉̥̖̣̮̗̥͇̯̱́͒̇̐͂͆̊͗̋̅̈́̈͠͝ͅ
Out of the corner of your eye, you see it:
Amidst the darkness of the evening, they begin to appear.
The Fractured, as Otherworlders learn, are an eclectic mingling of cyber beings whose existences are equal parts problematic and tragic: discarded junk code which attained sentence, if perhaps animalistic or insectoid sentience rather than the human or superhuman levels of so many of the AI citizenry of Magisteria, AI who were created and misused by humans or even other AI [as many AI have tried to self-replicate without knowing or following proper ethical regulations, leading to fragmented “children”] or AI whose Bios was darkened to impurity, beings who lost hope and reprogrammed themselves to be unreachable. Even viruses who attained sentience, but who know only how to corrupt systems.
Otherworlders learn that the only way to “save” them, or to make them compatible with life in Magisteria, would be to de-program and/or re-program, and while attempts have been made on this front, The Fractured have often self-immolated or simply stopped functioning. For that reason, they are generally left to their existences in the city’s underground.
It Begins
Whether with creepy, halting steps, or in a sudden ambush, the beings of The Fractured approach the PC/NPC alliance, clearly not looking to negotiate, but with intense, violent aggression. To reach the source of the Ghost Signal and stop the threat, PCs will need to fight them.
[ Feel free to make your own threads/logs off these comments! The NPC abilities are listed in the comment below. ]
lucy kushinada | cyberpunk: edgerunners
fractured i.
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btw feel free to wrap this up if u wish. i know it's an older thread hahaha.
aaand done!
fractured ii
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fractured i
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Emet-Selch | Final Fantasy XIV | open
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crusty as fuck, feel free to ignore!
all good!
William G Maryblood | The Faraway Paladin | open (newbie)
I rolled the dice and it came up Rivenwreaver Matriarch
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I blame savage for forgetting about this oops
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Gilgamesh | Fate | Open to All!
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THE FRACTURED: IDENTITIES AND ABILITIES
The Fractured: Identities and Abilities
The Rivenwreaver Matriarch
Ribbon Slash: The Matriarch can control the red ribbons to lash out at enemies, slicing through armor and digital defenses with ease.
Cloak of Shadows: The dark cloak can envelop the Matriarch, making her invisible and allowing her to move unseen and undetected.
Hypnotic Gaze: The black eyes on the mask can entrance those who look into them for too long, causing temporary paralysis or mind control.
Symbolic Seal: The symbol on her forehead can project a powerful seal that disrupts electronic devices and cybernetic implants, causing malfunctions.
Unraveling Embrace: The ribbons can entangle and constrict enemies, draining their energy or corrupting their systems with a touch of digital poison.
Phantom Walk: The Matriarch can phase through physical barriers, making her a difficult foe to trap or contain.
The Sinister Siren
Siren’s Song: Emits a haunting melody that can hypnotize and control weaker-willed beings, leading them into traps or forcing them to fight for her.
Whiplash Hair: Uses its long, whiplike hair as a weapon, capable of slicing through metal and flesh with ease.
Shadow Dance: Moves with unnatural speed and agility, making it difficult to hit. Can perform a deadly dance, causing massive damage to those caught in its path.
Predator's Maw: Its serrated teeth can deliver a vicious bite that inflicts heavy bleeding and corrupts the victim’s code or biological system.
Crown of Spikes: The sharp spikes on its crown can be used to impale enemies at close range.
The Sentinel of the Eye
All-Seeing Eye: The large eye in its chest can see through walls and illusions, making it nearly impossible to hide from. It can also detect hidden weaknesses in opponents.
Eye Beam: Fires a powerful energy beam from its eye, capable of slicing through most materials and causing significant damage to foes.
Blade Mastery: Expertly wields its dual-sided blade with deadly precision, able to switch between rapid, short-range strikes and powerful, long-range slashes.
Armored Defense: Its armored shoulders and body provide substantial protection, making it resilient to physical attacks.
Surveillance Network: Can tap into and manipulate nearby electronic devices and networks, using them to gain tactical advantages or disrupt enemy communications.
Scythe Maiden
Scythe Arms: Her arms end in razor-sharp scythes that can cut through almost anything. She uses them with incredible speed and accuracy, making her a formidable opponent in close combat.
Rope Blades: The rope-like appendages around her body can extend and lash out at enemies, ending in sharp points that can pierce through armor and flesh alike.
Shadow Step: The Scythe Maiden can blend into the shadows, becoming nearly invisible and allowing her to move silently and strike without warning.
Blinding Light: She can emit a burst of intense white light from her face, temporarily blinding and disorienting her opponents.
Agile Acrobatics: Her slender, agile form allows her to perform acrobatic maneuvers, dodging attacks and striking from unexpected angles.
Twisted Tin
Rotting Touch: Twisted Tin's touch can cause rapid decay in both metal and organic matter, corroding weapons, armor, and flesh alike.
Rusted Sword: The sword it wields can cause infection and lingering damage, as the rust transfers to any wound it inflicts.
Twisted Tendons: The sinewy tendons give it unnatural flexibility and reach, allowing it to stretch and contort its body in ways that defy normal mechanics.
Corrupting Aura: The creature emits an aura that disrupts cybernetic implants and AI systems, causing them to malfunction or behave erratically.
Ghoulish Howl: A terrifying scream that can induce fear and hesitation in opponents, lowering their combat effectiveness.
High Risk Quest Continuation: THE WRECKAGE LABYRINTH
The Wreckage Labyrinth
Pursuing the source of the Ghost Signal, Otherworlders and their NPC allies will find themselves manuevering through the alleyways of High Rise Village, through unmarked back streets that they might have a difficult time re-locating in the light of day. It is almost as if new quarters and new corners of the district have simply manifested from the ether. The presence of The Fractured also seems to pave the way, as it can be reasoned that the source of the signal is also where these beings are originating from.
Eventually, the group encounters it: a building which appears to be an abandoned industrial complex. Towering, decaying, it looks entirely at odds with anything Otherworlders have thus far seen within High Rise Village.
As your group approaches the abandoned facility, you will notice a massive, rusted gate. It is partially covered in overgrown vegetation. Upon entering, there's a courtyard filled with debris, broken-down vehicles, and obsolete machinery. The ground is cracked, with tufts of hardy weeds poking through. As you near the facility itself, the atmosphere is thick with the hum of electronics and the occasional flicker of unstable lights, giving it an eerie, almost haunted feeling.
And, once again, the sentinels in the form of The Fractured begin to appear -- these, appropriately, looking all the more like guards than the previous set:
Round Two
[ Ready for round two? Here it is! See below for their identities/abilities.]
BISHOP | OC |
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Augh I'm so sorry I took so long to reply
The Fractured: Round Two -- Identities and Abilities
The Fractured: Identities and Abilities
Razorblade Sentinel
Agility: Moves with the grace and precision of a dancer, able to navigate through tight spaces and execute complex maneuvers with ease.
Stealth: Its white and black coloration allows it to blend into both bright and dark environments, making it hard to detect.
Sharpness: Every part of its body is a weapon, from its claws to its feet to its head, designed for maximum lethality.
Psychological Warfare: The red eye-like spots (torso and shoulders) can project terrifying images and induce fear in its enemies, disorienting them in combat.
Void Stalker
Agility and Flexibility: Moves with an unnerving fluidity, able to twist and contort its body in ways that seem impossible, allowing it to evade attacks and slip through narrow spaces.
Sharpness: Its legs and shoulder spikes are razor-sharp, capable of slicing through many materials.
Void Manipulation: The star-like objects in its shoulder gaps can generate small voids, absorbing light and energy, creating zones of darkness or destabilizing objects within close proximity.
Stealth: Its dark coloration and ability to create voids make it nearly invisible in low light conditions, perfect for ambushes and stealth missions.
Crimson Wraith
Swordsmanship: An expert with its glowing red sword, the Crimson Wraith can perform swift, lethal strikes with precision and power. The sword’s energy can cut through most materials and even disrupt digital entities.
Shadow Step: The Crimson Wraith can meld into shadows, becoming almost invisible.
Heat Creation: The sword and the red light under its hood, as well as its body, can generate intense heat. It can beam powerful laster blasts from beneath the hood.
Resilience: The fractured nature of its armor and form allows it to endure and recover from damage that would incapacitate others, regenerating its structure over time.
*** The Crimson Wraith is sturdier than the other members of The Fractured that the party has encountered thus far. To destroy it, its core parts (chest) and its "head" must both be shattered. If possible, the suggestion would be to plunge a sword or sharp object directly into both -- that is, if one can manage to bypass the intense heat/lasers emitted by its "face." Shattering the twin cores will break its regeneration abilities.
The Wreckage Labyrinth: Interior
The Wreckage Labyrinth: Interior and Lower Layers
Once inside the facility, Otherworlders and their NPC allies will finally find that which they've been seeking: the source of the Ghost Signal. Machines and codes and nodes are scattered throughout the interior, running like abandoned, cybernetic phantoms.
The goal will be for tech PCs to use their neural interfaces and affinity to take the codes, whether by means of downloading them neurally or (if they're not at that level of tech ability) downloading them into their aXess Link devices.
PCs don't have to worry too much about the hardware side of things, aside from shutting down the hardware responsible for the signal (which they should be able to find easily enough now that they're up close); it's more important to get into the interfaces and take the scripts and bases of code, such that they may be examined and used to create preventive/resistance measures against the "disruption technology." These resistance measures will prove important for upcoming events, so PCs will want to get those scripts so they can be taken back to High Rise Village and examined more closely!
Selena and Titan-7 both indicate how unnerving all this is: what The Wreckage Labyrinth has become is entirely antithetical to the entire glorious image of High Rise Village and the city-state of Magisteria itself, and when this gets out to the higher-ups... well, the reaction is probably not going to be a very good one. The existence of The Fractured was not a mystery, particularly to law enforcement and the AI/cyborg/augmented denizens of the district, but the numbers/kinds that have appeared tonight have made both of the NPCs feel wary and uncertain. Nor do they usually wander out so boldly.
The lower levels of The Wreckage Labyrinth are not for the faint of heart. The feeling on this lower level is ominous, as though decay and melancholy hangs in the air itself. And the shadowy forms which manuever within are perhaps the most grotesque that the group has encountered to date...
Round Three: The Nasties
[ One more round and then we can clear this rodeo! See below for their identities/abilities.]
The Fractured: Round three nasties -- Identities and Abilities
The Fractured: Identities and Abilities
Arachnotron
Stealth and Ambush: The Arachnotron uses its many appendages to move silently and swiftly, often ambushing its targets from above or from the shadows.
Venomous Strikes: The sharp points of its appendages can inject a paralyzing venom into its prey, immobilizing them for capture or termination.
Cybernetic Enhancements: Its cyborg components give it enhanced strength and resilience, making it a formidable opponent in combat.
Energy Core: The red gem-like dot on its chest and the gelatinous blob on its back are connected to its energy core, which powers its movements and attacks. Damaging these points can weaken or disable the creature.
Webbing Traps: It can create synthetic webbing from its cyborg components, using it to trap or hinder intruders in the Wreckage Labyrinth.
Malebuzz
Plotting and Manipulative: The Malebuzz is cunning and manipulative, often appearing to be plotting its next move. Its sinister demeanor suggests it enjoys tormenting its prey.
Venomous Sting: Its red stinger can deliver a potent venom that causes severe pain, hallucinations, or paralysis, making it easier to capture or toy with its victims.
Buzzing Distraction: The small wings produce a disconcerting buzzing noise that can distract and disorient intruders, adding to the psychological terror.
Psychoactive Brain Fluid: The dark red translucent orb and visible brain are sources of a psychoactive fluid. It can release this fluid in mist form, causing hallucinations and fear in those who inhale it.
Knotskull
Brute Strength: Knotskull relies on its immense physical strength, using its long, gangly arms to deliver powerful, crushing blows.
Raw Flesh Exposure: The exposed, raw abdomen may suggest a vulnerability, but it also allows for regenerative abilities. Knotskull can absorb nutrients from its surroundings to heal wounds, making it a resilient foe.
Adaptive Armor: The exoskeleton can harden or soften depending on the threat level, providing additional defense or flexibility as needed.
The Ghost Signal: Conclusion/Final Battle
Boss Fight
Once Otherworlders and NPC allies have cleaned up at The Wreckage Labyrinth and exited with information, technology, and codes/scripts pertaining to the Ghost Signal and the "disruption technology," it's time to return back to the apartments. Selena and Titan-7 guide the way back to the familiar city streets, which at least look and feel far less menacing now.
It's very late at night by this point. In fact, a touch of morning twilight is even beginning to show... could it be that the dawn is around the corner? But then, your group has been having quite the night's journey, so perhaps it's been longer, cumulatively, than it might have felt during each individual moment. Fighting a bunch of nasties can also fuck with one's perception of time, as the saying goes.
Well, maybe there is no such saying. But there could be!Really, it all begins to come together now.
You think we care about that vile android woman and her flowers and birds? For a city of supposed geniuses, you guys aren't too bright at all. What we care about is the intersection of technology and organic matter, the absolute mingling of the DNA at the genetic level. There is no place in the multiverse that can interweave the two so fundamentally and irreversibly as Magisteria. Ah, but I have no intention of saying more than that. I'm just the messenger of your oblivion.
Hey, Otherworlders, I know you're listening, so I'll say it outright: I'm another of the esper girls. Thetics, we're called. Half-human and half-AI. Seems like the men in this city just can't get enough of fucking AI women, huh? "Artificial" pussy must be real good. 'Cept our mothers were far more than any mere AI women. Why don't you tell them, Selena? You know, about what's really going on in the Government district? Or could it be that you don't know, yourself?
[Selena Voss and Titan-7 are both extremely dubious about the claim that "her boss" can supersede The Administrator, given what The Administrator is, but there's no time to fight/debate such an ideological point now.]
High Risk Quest: Final Round, Lysa the White Phantom and Grimm
Clearly, it would seem talking is not getting anywhere with Lysa.
Selena, who knew her as a former classmate, is baffled by what's transpired, but whatever happened to her, her behavior -- coming out and throwing out such verbal molotov cocktails -- suggests she is beyond reasoning with. The goal is to capture Lysa and take her in for questioning and with an aim towards rehabilitation -- that's always the aim.
Otherworlders are free to throw whatever powers/abilities/tech they have at Lysa, but true to her claim of being a "Phantom," she will disappear as if into thin air, escaping in a translucent wave of glittering code that shimmers on the air (numbers, symbols, bits of alien scripting) before vanishing entirely. An escape.
The main battle will be against Lysa's companion, Grimm. Before disappearing, Lysa will note that even if you defeat her "puppy," there are plenty more Grimms out there, and others like it. Like she said, she's just the messenger.
Defeating Grimm will take a combined effort among the group! Unlike The Fractured and their reflexive, lower consciousness, Grimm operates with a sleek, computational efficiency, calculating opponents' movements and developing its reactions and abilities in direct counter to them. It has overwhelming bulk and raw strength and is capable of lightning fast movements. It can blast lasers from multiple parts of its body and at varying intensities, and it can also perfectly regenerate its body UP TO 5X, meaning the only way to defeat Grimm will be to wear it down repeatedly.
For this special fight, PCs will get more canon powers back temporarily: up to 40-50% and will have access to the big powers (ex: Noble Phantasms in Fate/) and even encouraged to use those.
-1 GRIMM LIFE (rip Emet's Bios)
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