Round 18
Another bricky explosion starved a swathe of the great fire from its precious oxygen, but it wasn't enough - a part of it still rages onwards.
A series of clicks and clacks from terminal keyboards diverted all power to Ventilation, shutting down Lighting in the process, leaving the Pipeworkers stranded in darkness.
But for some, the darkness was much more bleak than others. For some, the darkness came swift and ravenous, as an internal dispute within the Lords created a state of anarchy. When the workers found out that they were being puppeteered entirely by a Spy from another faction, they rioted - to their own destruction.
The Spy, of course, was keen to salvage what they could.
The Ventilation, now active once again, began to eagerly suck away at the pollution, disposing of it safely and compressing it toward the Vents. But a contaminant was introduced - a sickly-sweet substance tinged with psychoactive ingredients.
A highly-illegal drug somehow made it was into the ventilation system and dispersed itself throughout the Pipeworks. The dosage was low, but the effect was immediate. A high, in the midst of which we are now, which will shortly be followed by a crash.
All members of the Pipeworks are currently under the effect of a
Suspicious Drug, with ramifactions as follows:
- The Drug causes a high, then a low.
- This round, affected factions gain 3 additional actions to use whenever they please.
- These actions should be inserted between other actions: for example, Action 3.5, action 6.5, or action 0.5.
- Next round, affected factions will only be able to use 3 actions in total. The other 3 must become Pass. Factions may choose which actions these are.
- "Affected factions" includes all faction which do not exempt themselves in this way.
- If a faction has either a Gas Mask or a Surgical Mask, they may optionally exempt themselves from the effects of the Drug. This choice must be stated as Action 1 on this round, as "Use Gas Mask" or "Use Surgical Mask".
- Consuming Narcotics or Energy Drinks while under the effects of the Drug is not recommended.
- The Drug's effect will wear off at the end of the following round.
As the lights were off, an analysis of the fire was not possible.
Also, the Invaders have the Generator again.
Round 18 ends: Round 18 has ended.To get the big fire sorted out (or win) you have 6 actions remaining.6 actions = 1 round. You have 1 round remaining.
Please PM any queries to
myself and Naii_the_Baf.