Eclipsekai Phase

Background

The Consortium Consumer Protection Agency(CCPA) is one of the newest and most powerful entities in the Planetary Consortium. Originally launched as a sop to ward off a potential rebellion after several noteworthy corporate abuses of the Consortium's citizenry, the CCPA turned out to be more popular than its creators could ever have feared. Early attempts to curtail its powers resulted in burning corporate storefronts and terrorist attacks on major corporate strongholds, prompting the end-of-career bureaucrats sacrificed to the CCPA to move boldly.

Every enforcement action, every arrested or fined corporate agent or shareholder, entrenched them and made them even more untouchable by legal avenues. This eventually came to a head when a corporate hit squad attempted to take out the CCPA management and made an unfortunate acquaintance with the CCPA's habit of warehousing, rather than destroying, seized corporate weapons.

Ten years after its inception, the CCPA continues to gaze upon the Planetary Consortium with a baleful eye, having mostly absorbed agencies like Oversight into its ever-growing bulk. Its supporters hail it as a vital first step on the road to a better, more equal, Consortium, while its detractors either insist that it's preventing *real* revolution from happening, or that it's suppressing the will of the free market.

You are troubleshooters employed by the CCPA.


Five years ago, Radical Bro Games launched a revolutionary new MMO: "Space Gun, Legends of the Trials of the Bulletmancers." It wasn't anything you could play from your home or via the Mesh, instead you had to make the expensive trip through a Pandora Gate to an exomoon under their control and partially terraformed. There, ensconced within the luxurious resort on the other end, you'd jack into remote puppet bodies and romp through exciting adventures at a safe geographic remove.

It was novel but, after ensuring that it wasn't an egonapping scam or all built using illegal indentures, the CCPA paid it no more attention, focusing their regulatory eye on known, local enemies instead of small fish on a distant moon. That all changed last month, though, a gamer returning from a visit to the Radical Gamer Moon suddenly burst into fire and, upon closer investigation, all his local ego backups had been moved to unknown locations mere hours after the event. Following up on it, the CCPA discovered that the remainder of said gamer's group had vanished without a trace in the same time period, coinciding with a high-priority Gate shipment to the Radical Gamer Moon.

This is why they're sending you into an MMO.

Unlike the rest of the gamers, though, they've secured a way for you to physically be present in the game world, rather than remotely piloting a body. Your mission is to stay secret, stay safe, find out what happened to the missing gamers and find out what was worth kidnapping them for.

You've also been furnished with a decent amount of in-game microtransaction currency for the purpose of buying cosmetics and luxury suites at the resort, the CCPA has a large budget these days.

Setting

This is the Eclipse Phase setting with a few notable differences:

It's now about 80 years since the Fall, not 20. 20 years since the Fall was just raw anarchy and no one was sure what was going on.
The Exsurgent virus doesn't exist, it turned out to be invented by the governments of Sol for propaganda purposes to make everyone burn TITAN sympathizers on sight. Nasty nanoplagues do exist, but none that turn you into an evil cthulhoid zombie.
While TITAN cultists exist, the TITANs themselves and their closer servants(robot drones, AI allies, cyborg troopers, etc.) appear to be holding to an unspoken truce to not intrude on human space and vice versa. There are a few flashpoint where actual war with some TITANs is happening.
Watts-McLeod is no longer a strange space mystery, but just a fact of life that mostly gets used for daytime talk shows to uncover who really is the father.

System & Chargen

System

The system is ORE. You roll stat+skill worth of D10's and look for matches. The number of matches is the Width, which is the main thing for determining who succeeds at things. The number that the matches have is the Height(like for three 10's, 10 would be the Height), which serves as a tie breaker(if Width is the same), determines if you damage large mook swarms or not and determines locational damage against non-mook enemies.

If you're trying to do two things at once(like Dodging and Attacking in the same round), you use the smallest pool of the two minus one per extra action. Thus, if you have a dodge pool of 9 and an attack pool of 10, and you want to both dodge and attack, you would roll 9-1=8 dice. Any given set can only be used once, though, so if you want to succeed at using two actions, you also need to roll two sets. Each wielded weapon can be used for at most one attack per round.

Expert Dice have their result picked before rolling all normal dice, Master Dice have their result picked after rolling all normal dice. Only skill dice can be Master and Expert Dice, not stat dice.

If a body part is completely filled with Shock damage, further Shock damage flips the existing Shock damage to Killing.

Page 7 of the Godlike PDF has a detailed chart, but at 4 dice in a pool you have a 50+% chance of a two-width match with every roll and at 7 dice in a pool, you have a 90+% chance of at least a two-Width match with every roll.

All Gunmagic, Occultfist and Psi points recover as soon as the party has a chance to sit down and have a good, long rest and some food(or batteries, for synths).

Combat

Wider sets always go before narrower sets, defenses(dodging, parrying) can only affect lower and narrower sets.

Half of all suffered Shock damage is healed automatically after a fight, healing Killing damage requires multiple days of bedrest of the attention of a skilled medic/mechanic. Trying to use a limb filled with Shock damage for anything(or in the case of the Torso, doing anything at all), offers a 1-die penalty to all related actions.

Area damage applies damage even for single dice.

Height Hit Location Default Health
1 Left Leg 5
2 Right Leg 5
3-4 Left Arm 5
5-6 Right Arm 5
7-9 Torso 10
10 Head 4

Swarms of mooks are treated as single enemies, with each mook adding a single die to their communal pool, to a max of 15 dice. Any hit against them will take one out, with their Threat rating determining how good the hit has to be. Any set with Width or Height equal to or greater than the Threat rating takes one out of the action. Area attacks and morale attacks are also exceptionally effective against them, destroying or scaring away a number of mooks equal to their Area rating or the higher of the Width or Height of the Morale Attack. Mooks also can't get better than Width 3 on any of their attacks, instead making many smaller attacks.

Healing

Everyone naturally recovers one point of Shock damage every time they have restful downtime for at least 8 hours(this is replaced by the healing from Medichines if the character has Medichines).

Alternately, characters can be healed with First Aid(or Mechanics, for a Synthmorph). A successful check heals Width Shock(or turns Width Killing into Shock), at locations up to the Height of the set(so a Height of 10 is required to heal head injuries). The character being cared for may also roll Health and if if they get any set, it increases the Width or Height of the First Aid/Mechanics check by one.

Chargen

Everyone starts with 1 point in each of the six stats and 135 points with which to "buy" their character(note that the same points are also used to buy equipment, perks and psi). Costs are as follows:

Increasing a Stat by 1: 5 points.
Increasing a Skill by 1: 1 point.
Promoting a Normal Skill die to an Expert Die: 1 point.
Promoting an Expert Die to a Master Die: 5 points.
Buying another Psionic/Occultfist/Gunmagic Power: 5 points
Increasing your max Psi/Gunna/Punch/Leet points by 1: 5 points
Buying equipment: 3 equipment points per 1 character point

A skill can have at most 1 Expert and Master Die per four normal dice(rounded up).

Stats

Body: Be fast, be strong, endure. Characters with a Body of 3+ do +1 damage with melee weapons and gain 1 extra wound box for their torso, at 6+ these bonuses increase to +2.
Coordination: Shooting, stealth, fine mechanics.
Sense: See, smell, hear, feel.
Brains: Knowledge skills.
Command: Most skills related to charisma.
Cool: Some charisma skills, important for Watts-McLeod powers. Every two dice of Cool provide +1 Psi points if your character is Psionic.

Skills

Some skills have a (Type) tag which means that it's bought separately per related skill.

Body

Athletics: Running, jumping, climbing, swimming and playing sports games fall under Athletics.
Brawl: All melee combat, both armed and unarmed, falls under Brawl.
Health: Resisting disease and poison, every three dice in Health also provide another torso wound box.
Throw: Grenades, shurikens, throwing knives, throwing axes and picking up smaller enemies and throwing them at other small enemies.

Brains

Computers: Everyone knows how to use a computer, this is the space future, instead this skill covers unintended computer use, like hacking and high-level stuff like recovering corrupted data.
Education(Type): A field of knowledge that you're well-informed about(Bureaucracy, biology, physics, anime robot trivia, pro-wrestling history, etc. all the great and important fields of the wise)
First Aid: Fixing meat bodies
Lockpicking: Includes electronic, but not digital, locking mechanisms
Mechanics: Fixing metal bodies

Coordination

Dodge: Getting out of the way of attacks, for those things you can't parry(like explosions and bullets).
Drive: Vehicles are rare on Brigid, but if you manage to jack one, you'll need this. Strangely enough also applies to flying vehicles.
Heavy Weapons: For machine guns, rocket launchers, flamethrowers and other big, unwieldy weapons.
Pistol: For smaller, one-handed firearms.
Rifle: For shooting big, two-handed firearms.
Stealth: Being a sneaky person who doesn't get seen or heard.

Sense

Empathy: Reading people's subtle cues and determining if there's something they're hiding.
EM: Feeling out magnetic fields and active electronics.
Natural: Using the standard five senses all humans have.
Psi: Sensing psi-capable or psi-reactive creatures/objects.

Command

Inspire: Convince someone that doing what you say is for the greater good.
Intimidate: Convince someone that not doing what you say is for getting their legs broken.
Perform: Playing instruments, dancing and acting for the sake of entertaining people rather than to convince them of something.
Tactics: Understanding how defenses are laid out and circumvented, minimizing (your own) casualties in mass combat scenarios and the like.

Cool

Lie: Telling blatant untruths and having them believed.
Psi Gamma: Psionic abilities related to sensing and seeing beyond normal senses.
Psi Chi: Abilities that affect the user.
Psi Omega: Abilities that affect the physical world around the user.
Will: Resisting psionic influences.

Perks

Master and Expert dice granted from perks ignore the normal limits.

Name Cost Description
Chameleon 15 Your skin and hair can change colour at will, though each change takes a small amount of time. Provides Expert Dice to Perform, Inspire, Stealth and Intimidate.
Eelware 5 Your entire body is a tazer. Once per 24 hours, you can discharge an attack that automatically hits anyone touching you(or whom you're touching), dealing 2 points of armor-ignoring Shock to all body parts. Organic targets that fail a Will roll also cannot act during the next round.
Extra Limbs 4 per pair of limbs Allows you to wield more weapons or pieces of equipment at once. Extra limbs also make climbing easier(+1 Expert Die when attempting to scale any sort of surface).
Gills 4 You can breathe underwater.
Gunmagic 10 You have access to special weapon abilities. Start with a base 5 points of Gunna(like Mana, but for Guns) and two free Gunmagic powers.
Large 0 You're built like a brick shithouse. +3 to all wound boxes, Dodge pool permanently penalized by 2 dice.
Leet Haxxor 10 You know how to type on two keyboards at once, how to hack a mainframe, how to flash someone's BIOS with a GPU RAM that's been overclocked to make it explode… you're a Hackerman. Provides 2 free Hackerman powers and 5 points of Leet.
Medichines 20 Nanomachines that constantly keep your body in good repair and good condition. As long as you aren't suffering from malnutrition, they provide 1 Expert Health Die and every 24 hours they repair 1 point of Shock damage to all body parts(or downgrade one point of Killing damage to Shock).
Mercurial 0 You're an uplifted animal of some sort, this conveys no inherent advantages or disadvantages.
Natural Weapons 5 Built-in, retractable claws, swords, fangs or other weapons that upgrade your unarmed attacks to doing Killing damage.
Occultfist 10 You can deploy special sick melee moves so advanced that, to the uninitiated, they resemble magic. You have a base 5 Punch Points and two free Occultfist powers.
Psionic 10 You've been infected with the Watts-McLeod virus and have gained psionic powers. You start with five Psi points and two free Psi powers.
Small 0 Your morph is built to a smaller scale than standard. This provides +1 Master Dodge Die(not subject to the normal limit), but subtracts 2 from all your body wound boxes.
Swarm 10 You're composed of multiple smaller objects, either robotic or organic. Provides +1 Master Stealth Die, but you cannot wear armor.
Synthmorph 10 +1 armor on all body parts, repaired with Mechanics rather than First Aid, immune to Psi Gamma, cannot use Psi sense or Psi powers.
Vision Modes 4 You have Night Vision and Thermal Vision on command, though it requires willfully switching to these vision modes over your normal visible light eyes.
Wings 5 Flight wings for a human-sized body would be prohibitively large, but these will let you glide for long distances, in case you're worried about not having a parachute. Doubles cost of any torso armor.
Wired Reflexes 15 per rank With an overclocked central nervous system, you're capable of acting faster than any unaugmented creature. Every rank of Wired Reflexes reduces the multiple action penalty by 1.

Psi

All Psi powers cost 10 points to learn. Using Psi powers when out of Psi points does Shock damage to your Head location equal to the amount of Psi you're spending. All Psi powers use Cool and the appropriate Psi skill.

Psi Gamma

Name Use Cost Description
Commune 1 If successful, the psionic establishes contact with a touched organic creature which ignores language barriers. Communication is near-instantaneous, but requires consent, and targets may withhold information or lie, and animals and plants may have trouble communicating or understanding complex concepts.
Eyecatch 1 Choose one sense(sight, hearing, touch, taste, smell) for one creature, and for the duration of Eyecatch, you will sense the exact same things as the creature. Lasts for Width minutes and Height distance in tens of meters. The link can also be broken willingly.
Hive Mind 3 Width number of allies are united in a hive mind for height rounds. During these rounds, each ally may transfer one rolled die to another ally, per round.
Psychometry 2 The psionic handles an object and instantly gets a flash of any intense emotional events it was involved in. On a set of 3+ Width, the Psionic may choose a specific emotion to search for.

Psi Chi

Name Use Cost Description
Energy Absorbtion 1 For Width rounds, the next "energy" attack(fire, psionic, laser) against the user of up to Height is absorbed harmlessly and restores Width(of the attack) psi points(up to the psionic's maximum).
Focused Task 3 The psionic chooses one task he wishes to perform in the following round, adding Width/2 Expert Dice to it. In the round where Focused Task is used and in the following round, no multiple actions are possible.
Hyperprocessing 5 For Height rounds, the psionic can take up to Width simultaneous actions without penalty, but suffers 2 shock damage to the torso and head locations as they burn out their caloric reserves.
Rejuvenation 5 The psionic drops himself or a willing touched target into a coma, for a number of hours equal to the amount of Killing damage they've suffered(Shock injuries count as half Killing injuries). At the end of this time, they reawaken with all injuries healed. The time is reduced by the Height of the roll, but cannot be less than an hour.
Psi Omega
Name Use Cost Description
Banish 3 This power rips an opponent through space and places it a safe distance away, which it will take it at least Width rounds to return from if it intends to keep fighting.
Cryokinesis 1 Can be used to freeze water and other liquids(no cost or roll for small amounts the size of a mug), or offensively against enemies within 20 yards, dealing Width+2 Shock damage to organic enemies and Width Shock damage to inorganic enemies. This attack may be dodged normally.
Ghost Ride 2 Telekinetically wield a weapon. This allows melee weapons to be wielded at range and ranged weapons to be wielded while safely in cover. The weapon may be up to Height meters from the owner, and attack rolls with it are capped at the Width of the Ghost Ride roll.
Terrifying Display 2 The psionic releases undirected power into the area, doing little damage but making a lot of noise as items fly, lights flash, temperatures change abruptly and loud noises emanate from nowhere, like a combined weather phenomenon and poltergeist activity. This deals Width Morale damage to a chosen mook group.

Gunmagic

Gunmagic applies to all firearms and thrown weapons with the right tags.

Name Use Cost Description
Armor Piercer 3 Your next non-Area attack with ranged weapon gains the Armour Piercing trait.
Covering Fire 2 Allows you to trade two dice from an attack roll to an ally attempting to parry or dodge.
Cross Counter 1 You may choose to parry a ranged attack with a shot from your own ranged weapon. This can also be used against ranged attacks not aimed at you.
Fullest Auto 2 When using a Fully Automatic weapon, you may choose to make its attack Area typed.
Hostage Situation 3 Put a gun to your own head and declare that unless your demands are met, you will press the trigger. Roll a Cool+Pistol/Rifle/Heavy Weapons check, Width enemies are distracted for Height minutes by this before giving up and telling you to go ahead, but may make a Will check to regain control if something demanding their attention is happening(i.e. a party member is entering a restricted area in full view, the building is on fire, a giant squid is attempting to eat them, things of that caliber).
Ricochet 3 If your next non-Area attack hits, you may immediately make a second attack with -2 dice on another opponent or object.
Shaped Charge 5 You may choose to make an Area attack non-Area.
Sleight of Blam 1 You inform someone that you're going to make a super cool, albeit cosmetic, trick shot(hitting a bullseye behind you, shooting something off someone's head, etc.). You make the shot perfectly, but you also make a Stealth check with +3 dice. If successful, you have pilfered some small object from them and they won't notice for Width hours unless they explicitly need it in the near future.

Occultfist

Occultfist moves can be performed with any melee weapon or bare hands.

Name Use Cost Description
Combination Move 5 When attacking the same target as an ally, you may transfer all dice from one set to them if they already have a set of the same Height.
Drill Maneuver 2 You wind up for some sort of move that's obviously going to be super sick, perform about half of it, and then faceplant in some sort of incredibly (yet superficially) painful way, often involving a nutshot. You may then roll a Brawl+Perform check that can be used to parry/negate any type of enemy actions, aimed at any party member. Opponents whose actions have been countered are compelled to try to figure out what the hell you were trying to do and how it went so incredibly wrong.
Finishing Move 3 For a melee attack, double the effective Width before armor, but suffer as much damage as you're dealing.
Groot Access 5 Substitute a Body+Brawl check for any other type of check, as long as you can describe how you're doing it(percussive maintenance, drumming, looking like you're about to break something and thus prompting someone else to solve the problem for you, just so you won't, etc.).
Illegal Hold 2 After a successful Brawl attack, you may choose to maintain a hold on the struck body part, rendering it useless to your opponent for the next round. Every following round where you manage to strike the same body part, your damage increases by +2. The damage bonus is reset if you fail to land the hit.
Suplex 2 After a successful Brawl attack, roll another attack. If successful, you hurl your enemy at another enemy and they both suffer the damage from the second attack.
Throwing A Star 1 Allows you to attack with any melee weapon at range using the Thrown skill. It'll need to be recovered after throwing.
Wide Swing 2 Make your next attack with a melee weapon an Area-type attack.

Hackerman

Unless otherwise specified, every Hackermans skill uses a roll of Brains+Computer and must target a character with: an active wifi connection(almost everyone on Brigid) and either implants or a Syntmorph body(also almost everyone on Brigid).

Name Use Cost Description
Ad Banner 2 The target suddenly finds their vision obscured by one or more large, gaudy ad banners which persist for Height rounds and provide a Width penalty to anything requiring seeing their target.
DDOS 5 Knock out all wireless connections in a distance of 10xWidth meters for Height minutes. Detailed network forensics may be able to pinpoint the culprit, but not until much later.
Emote 1 Choose a simple emote(lie down, jump, point, shake fist at sky, etc.) which can be described in Width words, which the target must perform for Height minutes. If doing so would be dangerous or they're under threat, they get an opposed Will roll to resist.
Nanoforge 1 Create a temporary nano-forged object that lasts for Height minutes and can be described by Width words. For instance: "Key For Armory Door" would require a Width 4 roll(some articles can be dropped or aren't counted). Objects cannot have active mechanical or chemical parts, they must be inert and can weigh up to five kilos.
Overclock 1 A chosen ranged weapon deals +Width damage for Height rounds, but every time its fired, it also deals Armor Piercing Width damage to its owner(always the limb holding the weapon).
Server Ping 1 Used to ping all active wifi connections within 10xHeight meters, pinpointing their locations for Width minutes. They will know they've been pinged, however, and while not aware of who did it, will know the approximate position of the Hackerman who did it.
Slash Dance 3 The target character now begins dancing uncontrollably for Height minutes. If they're in a fight, they gain a Width bonus to dodge, and a Width penalty to all other Coordination and Body skills. A successful Perform roll on a given turn will reduce the penalty for that turn by Width(rolled separately at the start of the turn.

Equipment

Armor

Worn armor does not stack with innate armor, the better of the two is used. Heavy armor and shields provide an innate penalty to Coordination, heavy helmets provide an innate penalty to Senses.

Name Cost Armor Penalty Special
Armor Vest 5 Torso(1) 0 None
Body Armor 10 Torso, Legs, Arms(1) 0 None
Light Helmet 4 Head(1) 0 None
Carapace Armor 16 Torso, Legs, Arms(2) 1 None
Carapace Helmet 8 Head(2) 1 None
Exoskeleton 40 All(3) 2 +1 Body
Space Suit 15 All(1) 1 Integrated oxygen supply
Riot Shield 10 Special(2) 1 Provides stacking Armor 2 to a chosen body part and the wielding arm every turn.

Weapons

Armor Piercing weapons ignore half of the target's armor, rounded down.
Fully Automatic weapons can be used for any number of attacks per round.
For grenades and throwing weapons you're assumed to have an infinite supply unless you're disarmed somehow.

Name Cost Damage Special
Unarmed Attack 0 Width Shock None
Blunt Melee Weapon 2 Width+1 Shock None
Sharp Melee Weapon 5 Width+1 Killing None
Small Throwing Weapons 7 Width+1 Killing None
Two-Handed Blunt Melee Weapon 5 Width+2 Shock Requires two hands
Two-Handed Sharp Melee Weapon 8 Width+2 Killing Requires two hands
Vibro Blade 10 Width Killing Armor Piercing
Pistol 10 Width+1 Killing None
Submachinegun 20 Width+1 Killing Fully Automatic
Scoped Rifle 20 Width+2 Killing +1 Expert Die, Requires two hands
Assault Rifle 30 Width+2 Killing Fully Automatic, Requires two hands
Standard Grenades 30 Width+1 Shock Area None
Grenade Launcher(Heavy Weapon) 40 Width Shock Area Armor Piercing, Requires two hands
Rocket Launcher(Heavy Weapon) 60 Width Killing Area Armor Piercing, Requires two hands
Laser Pistol 20 Width+2 Killing None
Particle Beam Bolter 30 Width+3 Shock Requires two hands
Plasma Rifle(Heavy Weapon) 50 Width+3 Killing Fully Automatic, Requires two hands
Plasma Grenades 40 Width+1 Killing Area None

Miscellaneous Gear

Name Cost Description
All-Weather Camping Supplies 1 Contains everything you need to camp and cook in the wilderness. Also inexplicably a large amount of marshmallows. The tent is vacuum-rated.
Artillery Token 10 A rare re-usable token that allows you to call in a 10d Area Killing artillery strike or cruise missile on top of someone you're in a fight with. Only usable in valid, surface game areas. Has a recharge time of 48 hours.
Claim Token 10 Allows you to claim a 200-square meter area as your own, giving you official mining and construction rights. Always seems to attract PvP'ers, for some reason.
Cosmetics Token 1 Allows you to order in an airdrop of a cosmetic item that it's vitally you acquire right this instant. Ranges from entire costumes to a pair of glasses, but they always arrive intact and within an hour.
Demolition Explosives 15 A large package of explosives for bringing down structures and removing small terrain features. Not useful in combat, but anyone caught in a demolition suffers a 10d10 Area Shock attack which cannot be parried.
ECM Beacon 5 When triggered, disrupts all unshielded electronics in a range of about 50 meters(Synthmorphs are always shielded), disabling electronic communications and surveillance for thirty minutes. Will generally attract a GM's attention.
Grappling Hook 5 Comes with 200 meters of cable and a launcher capable of firing it about 50 meters.
SCUBA Gear 5 Vital if you plan on having any underwater adventures and happen to be a filthy air-breather.
Smoke Grenades 10 Anyone inside a smoke cloud suffers a -3 dice penalty to attack with or be attacked by non-Area ranged attacks(including Thrown weapons)
Trailbike 5 A cross between an electric motorcycle and a mountain bike. Made from lightweight materials and can be folded into a convenient carrying case.

Contact Log

Explorers' Brigade

We intend to map and document the geography and physical phenomena of Brigid for the benefit of all explorers and visitors, though some of our discoveries will be kept available to officers only, to keep them out of the hands of antisocial elements.

FabricatorIX aka Fab9

A lanky woman clad entirely in shades of blue and yellow, whose hair resembles some sort of small rodent's nest, including a number of twigs and leaves trapped in it. She has a wide variety of tools and packs strapped to her person but, at a glance, no weapons.

Legion of Intrepid Gentlebeings

"The Legion is an assembly of the noblest and the finest heroes on Brigid," Chadsworth states, proudly, "We protect newbies and the innocent, keep the roads safe from both wildlife and ancient dangers, encourage recycling and help explorers with handy little #lifehacks to extend the use of their supplies and reduce litter."

Chadsworth Studlington aka Cynthia

The beefy specimen apparently leading the charge strides over to Luke and Fieryan and greets them, "Are you all well, travellers?" His upper torso is practically a right-sided triangle and he looks like he could yank a small tree out of the ground and break rocks with his chin. He's also wearing both platemail and a cravat, as well as a cloak that flows dramatically even when there's no wind.

Deep Lore: Chadsworth is actually a terminal ill teenage girl in a wheelchair.

Missing Players

The missing players' in-game names are: Idium Inzoneth, Grozor Alvohith, Itosh Illushann, Exyll, Iphozora and Xygox Darksmoke. Idium was apparently a member of the Lost Scholars, while the others weren't members of any guilds. None of them have logged in for two months, and Exyll has been banned from the game with the reason: "Breach of ToS."

Idium Inzoneth

Lost Scholar

Iphozora

"Uhhhh… I think that's another neko.
Bangin' dresser. Had like, this high-collared white coat, red hair, cool sunglasses and a gunstaff.
Haven't seen her in ages, bunch of adventurers came by, de-hacked her API and she took off with them.
The High Neko said she wasn't welcome back because she acted OOC. Real harsh."
Judging by the screenshots, a 'gunstaff' is the in-game name for 'a rifle.'

Possibly a neko.

Exyll

Banned for "breach of ToS."

Xygox Darksmoke

A member of the Legion of Intrepid Gentlebeings.

Unaligned Players

John Halo Masterchef

No longer a neko, now a kawaii inu.

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