From time to time its asked just how tolerant the Imperium is, how this galaxy wide government imposes its faith. With how large the Imperium is, and how inneficient the FTL travel and communication is, its only natural that the faith isnt uniform. But, how does said faith varies? What is and what isn't allowed. In the excerpt, we can see some explanations
A Life of Worship
The Emperor has a profound effect in the lives of the people he protects. To most, He is everywhere and everything. Part of every citizen’s life is to honour the Emperor, often on a daily basis, for the protection and guidance that He provides. How they honour Him, however, will of course vary depending on where they live and just how they choose to view the Emperor. For example, on the world of Acreage, the priests of the High King teach that the Emperor is the “King of the Sky”; sky-mill workers must keep there eyes averted from the heavens when they work high above the ground, lest they anger Him with their impudence. Villages often make “candle-balloons” in which to offer their prayers. On the mining world of Luggnum, the pit-shafts are so dangerous that all miners undertake hour-long blessings by the station abbot before they descend. Miners that have refused or avoided such blessings are scorned (or even killed) by their co-workers, lest they bring ill-luck to all, proving that perhaps the blessing does in fact protect from harm. Then there are worlds like Dwimlicht, a feral world far from the civilized core of the sector, where primitive locals see the Emperor as a mighty star-god and shave their heads so that at night He might look into their minds with His million eyes and see that they are faithful.
Whatever the world’s particular teachings, almost universally, citizens pray before work, before meals and before downtime. They thank the Emperor for what they have and pray to Him for what they desire. As most citizens of the Imperium are poorly educated, often knowing only what they need to do their jobs, prayer and the teachings of the Ministorum are all they know of the galaxy or world beyond their homes. They often believe wholeheartedly that if they do not pray to the Emperor and follow the instructions of His clerics, they risk their very souls (a belief unfortunately justified on many worlds). Over time, citizens become entwined in the rituals of worship, so that daily prayers to the Emperor are as natural to them as breathing. For most, this is as far as they come in their religious observance, convinced of their faith, living and dying without ever questioning the Ministorum or the god it serves.
Of course there are those who stray from the path. Paying no more than lip service to the Imperial Creed, these people forget their faith (if indeed they ever had it) and instead choose to see the Emperor as a distant overlord, ruling an empire that He will never see from a state of neither death nor life. Such folk choose to live by their own set of morals and ethics, though usually they have little of either. On many advanced worlds these kinds of people thrive. Where the rise of technology has overshadowed spirituality and wonder, so too does it undermine the belief in a power greater than mankind. Such places can be breeding grounds for the faithless or for those that would scorn the power of the Emperor for more tangible and immediate rewards.
For many citizens, however, the truth is, as always, somewhere between fevered worship and the brink of heresy. Most citizens pray at their local shrine once a ten-cycle, and invoke the Emperor’s name to protect them from evil; but beyond this they go about their daily lives like everybody else.
A Question of Faith
Just what your PC believes, when it comes to the Imperial Creed is up to you. All Acolytes have been raised in the shadow of the Cult of the Emperor and cannot doubt His influence and the power of the Imperium. However, deciding to accept or reject any of the myriad of nuances making up His religion, such as the stock placed in certain saints or the best way to interpret His will, is up to you to decide. The following questions may be used to help you round out your character’s religious beliefs.
How was the Emperor revered on your home world?
The worship of the Emperor varies greatly from world to world and, quite often different cultures focus on a key aspect of His power. For instance, on an agri-world it might be the grace of the Emperor that protects and nurtures their crops and villages, while keeping them safe in the night. Hence the population would view Him as a benevolent figure that guides and shelters them. Alternatively on a penal world, the Emperor is a harsh judge and overseer who weighs your every deed and strikes you down if you are found wanting. Here the population would view Him as an unquestionable overlord to be obeyed and feared. These various experiences colour how you see the Emperor and His role in your character’s life; even though your circumstances may have now changed, you remember the mighty Star-God or glowering statues of your childhood.
Were there any saints on your home world?
Many worlds have their own saints, whether sanctioned by the Ecclesiarchy or not. This helps people to better relate to the Emperor and His Creed. After all, at one time or another, saints were humans who lived, struggled and died in His name. If your character grew up on a world where the Ecclesiarchy was strong, it is likely that he or she would have also been taught about some of the many saints of the Imperium and be able to name each of the twenty-three trials of Quirdas, or tell the story of Kinorr the Pure and the three-armed Ork for instance. You would also have been taught about any local saints, such as the founder of your world (provided he was not a foul traitor who resisted the Imperium in any way). All this, of course, is not to say that a character born far from the schooling of the Ecclesiarchy could not come from a world blessed by saints. In many primitive cultures, for instance, the first warrior to approach the skyship when it landed is credited for “welcoming” the Emperor to their world (whether he got a bolt shell for his troubles or not).
Are there any saints that you personally identify with?
Where the Cult of the Emperor is strong, so too is the influence of its saints. On such devout worlds, when a child first receives the blessing of the Emperor it is not uncommon for the residing cleric to choose a saint to watch over the infant, sometimes adding the saint’s name to that of the child. These guardian saints are said to follow the person through his life, helping him to overcome his problems and finally, when he dies, usher him into the Emperor’s light. Sometimes, people come to have a guardian saint through other means, such as a man who nearly drowns taking up the worship of Epps the Unwell, saint of dangerous environments, for example. So it is possible, either though his upbringing or a chance event, that your character may have a very close relationship with one or more saints, praying to them regularly and looking to them for guidance in times of need.
How do you believe people should best serve the Emperor?
The people of the Imperium are often taught that they serve the Emperor in everything they do, whether it is vanquishing His foes or cleaning bilges on His cargo ships. However, most citizens of the Imperium believe that certain tasks please the Emperor more than others. For example, many believe that there is no greater service to the Emperor than killing His foes, be they aliens, heretics or witches. These people claim that His favour can only be found by wading through a sea of xenos blood. Others extol the virtues of self-deprivation and abstinence, claiming that the true light of the Emperor can only be found within our frail mortal shell. These folk suggest fasting and flagellating as the means to seek His grace. Some believe that what the Emperor truly desires is souls to cry out His name in worship, demanding that His word be spread to new worlds in order to turn unbelievers from their wicked ways and into His light. Of course it can be all of these or none, and ultimately it is up to you to choose just what your character believes.
What do you believe will happen when you die?
The Imperium is a violent, perilous place where life is cheap and death is common. For citizens on even the most stable and safe of worlds, most expect a lifetime of toil that leads to an unmarked grave. For this reason, the Ministorum teaches that, through service and sacrifice to the Emperor, the faithful can find eternal peace beyond the gates of death. For many, it is enough to know that no matter how terrible their lives or the drudgery of their days, this reward awaits them. Some, however, know more than they care to about the nature of the universe and the things lurking beyond the veil of death. Acolytes often know or have seen things that can alter their perception of death and what lies beyond, all of which is tied closely to their religious outlook. It is possible that every action your character makes is a step along the path to his eternal reward at the Emperor’s side, or perhaps your Acolyte has seen too much and knows that all they have to look forward to is the chilling madness of the warp. In either case, with such a risky occupation, your character’s feelings about death can have a profound effect on his personality and how he reacts to others.
How has the Ministorum affected your life?
Finally, the most important aspect about how your character feels about the Ecclesiarchy and the worship of the Emperor comes down to how he or she was treated by those that claim to work in His name. Perhaps he was treated well by the faith, raised by caring, if strict, abbots and clerics of the Schola Progenium and he views all those who wear the mantle of the Ministorum with respect and obedience. On the other hand, your character might have seen his family and friends put to the torch for trivial crimes in the name of the Emperor by corrupt and cruel confessors, leaving him with a deep distrust of those who claim to work in His holy name. This can be made more complicated by the fact that the Ministorum is often at odds with itself, and, like the Inquisition, there are equal amounts of the faithful and the flawed in its ranks.
When I open a Logic project or create a new one, with the M32 connected, it comes up in "Track" mode and the Logic transport controls work as expected, and the encoders default to fader volume. But, when I press "Shift"+"Plugin/Midi" buttons it will not switch to midi mode. Preventing me from using the encoders to control instruments like Arturia Lab V.
It's like the hot key "Shift"+"Plugin/Midi" suddenly doesn't work anymore. Logic 10.7.8
I thought this used to work?
im all for artistic expression and representation .... yesterday i was composing a fantasy landscape in photoshop. i am already knowledgeable in drawing, i sketch traditionally a lot and i own tons of sketchbooks, but the thing is i've only been used to drawing in paper.
my uncle, who is an experienced graphic designer, offered himself to help me do my assignment in photoshop. i don't really know the software that much and he assisted me well at first. i also already thought about it beforehand, i sketched the landscape on paper and i was planning to just trace the outline so i can color it later. he watched me do the lineart with my recently bought tablet and he accepted the composition. he said that it looked okay. he also taught me the techniques on how to start coloring it, aswell as layers, masking, the shortcut keys, and other basic essential things and i got the hang of it pretty quickly. i do have to point out that i've already drew digitally a bit in other softwares before, but i was still new to photoshop.
when he downloaded a nice pack of brushes for me to use, i ended up enjoying the software a lot. i started by coloring the moon at the back, the sky, and then i went to the first mountain at the middle. i spent hours coloring it with detail and blending it and experimenting with the brushes and i was happy with it. i want to say that this is just a fantasy landscape. i do think i'm free to do whatever i want because it doesn't have to real and i experiment with it as much as i want, and art is subjective and it doesn't have to be realistic all the time. but nonetheless, i was happy with it and i found my own artwork pretty. i thought i'd just go with the flow and my own pace and it'll already be done eventually so that i can submit it. also my uncle was just by my back the entire time and he didn't object to anything.
but not until i finished coloring the second mountain at the right, which was atleast 4 hours into my work, when my uncle suddenly said that i was apparently doing things wrong. he said he didn't like the light source of where the colors were coming from and that it didnt make sense. he then started complaining about the moon, he said it was too big which didnt make sense, he complained about the mountains, he complained about the clouds, he said that i put too much and its distracting, he complained about the cave in the mountain towards the sky that i put there, and he said that it didn't make sense aswell. he started complaining about the entire artwork and he said thar everything was wrong. i have to say.. i have a sort of fright arguing with my uncle that's why i blindly just accepted what he said. even though it was supposed to be fantasy, i tried to explain my stance to tell him that's the point of it, i dont want it to be realistic. but he argued back and said that i dont want to listen to him, and im not willing to learn about anything, and all of a sudden im being difficult to teach. and he was being rude to me at this point.
and then he told me to go back, i should take care and focus on my one year old cousin while he will go "fix" my drawing, i didnt say anything to him and i just accepted it and obeyed him. turns out i didn't save a copy of what i did and now when i let him touch the software he completely changed the composition, he changed everything.. he adjusted the mountains and got rid of most of it, he got rid of the sky i spent hours coloring on, he got rid of the fantasy elements i put, the moon aswell he changed it of course, he also changed the bridge and the gazebo, and instead of it being colorful and having my own expression to it he just plastered a color blue on top of everything, and he tried to reason its supposed to be like this, that he doesnt care if its fantasy i should atleast make it correct, which doesnt make sense because art is supposed to be experimental and there's tons of artstyles that you can do, and then when he gave the laptop back to me he wasn't even done with it yet at all he left so many things undone, and he told me to go fix it more and only follow what he did.. and he told me to not do what i did at first anymore. i asked him if i can go back to my first artwork he said no you cant, and when i touched the mouse at that point i was getting a slight anxiety attack, i tried my best to calm down but as i looked at it everything was gone, it didnt look like my own drawing anymore it looked basic and corporate as if it was my uncle's drawing now, and all of my hardwork is wasted and i cant get back to my own first drawing too. i tried not to cry i just left and held my tears i cant even talk back to my uncle because he insists that he should be the one thats followed, that what hes doing is more right, but im saying i was being decent that entire time i wasnt being mean to him i didnt argue i didnt talk back i just went back to my room, i cant submit the assignment on time anymore either, and im just so upset and what im evem more upset about is that i cant explain myself because my uncle will always believe that hes the one thats right and im the one thats being dramatic and im being wrong
im sorry if this is not proofreaded
Bloodhunt Launches with 3 Hunters, 6 Hunted, 4 maps and more.
HUNTED:
The Scarecrow Difficulty: Moderate
Movement Speed: 4.6 Meters Per Second
Heartbeat: 24 Meters
Height: Moderate
Power: Lantern of Fear
Perks: Fear of Reality, Kill Streak and Skewered
Starter Add-ons: The Face of Fear Mask and Broken Light Bulb
Prestige 1: Kill 5 Hunted with a +25% Fear Bar
Prestige 2: Kill 10 Hunted with a +50% Fear Bar
Prestige 3: Kill 15 Hunted with a +75% Fear Bar
Full Prestige: Win 10 Matches where every Hunted is killed with a Full Fear Bar
Add-on Count: 14
Lantern of Fear The Lantern of Fear can be used on any survivor. While using the Lantern of Fear you are slowed down to 4.3 Meters Per Second. The Hunted can be put into 4 tiers of Fear. Upon reaching a new Tier The Hunted are immune to gaining more fear for 10 seconds.
Hunted Tier 1: The World becomes Orange, making everything much hard to see
Hunted Tier 2: Hallucinations randomly appear walking. From this point onwards the Hunted slowly gain more fear whenever they aren't near any other survivor
Hunted Tier 3: A distant Heartbeat is heard
Hunted Tier 4: Every Time The Hunted see each other they will scream. A Constant Heartbeat is heard.
Interacting with a Hunted survivor who is in a lower tier of fear than you makes you slowly lose fear. The Current Fear state of any of the Hunted is not revealed to the Hunter
Perks
Fear of Reality:
The Hunter's deep connection to the ethereal realm grants him unparalleled efficiency in wielding his powers.
Increases the efficiency of all powers by 5/10/20%.
"
Fear not the darkness, for it is your own sanity that shall crumble before him." - Jonathan Blackwood, before succumbing to the madness of the fog
Killstreak:
As the Hunter weaves their way through the fog, their malevolent presence disturbs the very essence of his surroundings.
This perk activates after injuring a Hunted Survivor while in chase. All of the Hunted within 4/8/16/32 meters of The Hunted Survivor in chase is revealed. This perk has a 60/30/15 second cooldown
"As the tally of his victims rises, so too does his insatiable hunger, an eternal hunger that feeds on your very essence." -Cirrus
Skewered:
The Hunter's arsenal of terror expands with each fateful encounter.
Gain a stack every time you injure a Hunted Survivor, up to a maximum of 5 stacks. Each stack increases your lunge by 0.25/0.5/1 meters.
"In the clutches of the Scarecrow's grasp, time unravels, and reality warps into a twisted nightmare." -Cirrus
Add-ons:
The Face of Fear Mask:
Starter Add-on for the Scarecrow The Face of Fear Mask, a haunting artifact in the possession of the Scarecrow, serves as a conduit for the embodiment of pure terror.
Upon a Hunted Survivor reaching tier 4 they become exposed for 20 seconds
Exposure makes any Hunted take 2 health states when hit
Broken Light Bulb:
Starter Add-on for The Scarecrow The Broken Light Bulb serves as a chilling reminder that no sanctuary can be found within the fog's enigmatic embrace.
Upon a Hunted Survivor reaching tier 4 they cannot use their item until they leave Tier 4
"The flickering light fades, shrouding you in darkness."
Crow Reaper:
Common Add-on for The Scarecrow The Crow Reaper, a foreboding implement affixed to the Scarecrow's lantern, beckons the dark forces of the avian realm.
Increases range of Lantern of Fear by 15 meters (25 meters)
"In the wake of my haunting presence, the crows gather, harbingers of your imminent demise" -The Scarecrow
Crow Caller:
Common Add-on for The Scarecrow The Crow Caller, a macabre attachment affixed to the Scarecrow's person, summons an unsettling entourage of spectral crows.
Whenever a Hunted Survivor enters tier 4 they gain a crow that screeches whenever they are within the Scarecrow's Heartbeat
"Beware the call of the crows, for they herald my approach" -The Scarecrow
Lit Candle:
Common Add-on for The Scarecrow Increases movement speed when using the Lantern of Fear by 0.3 meters per second. Decreases movement speed when not using The Lantern of Fear by 0.3 meters per second. Increases all Fog Stones at the end of the round by 100%
Crow Invader:
Uncommon Add-on for The Scarecrow A macabre charm fashioned from the feathers of dark, otherworldly crows, the Crow Invader radiates an eerie energy that resonates with The Scarecrow's presence.
Upon a survivor leaving any fear state they become exposed for 20 seconds
"Expose the trembling prey as they flee, and watch their hope wither in the mists." -The Fog, telling The Scarecrow his purpose
Crow Killer:
Uncommon Add-on for The Scarecrow The Crow Killer, a wicked contrivance of The Scarecrow's malevolence, embodies his desire to ensnare the Hunted Survivors within a web of terror
Reveals the aura of any Hunted Survivor in Tier 1 or higher whenever they complete a skillcheck for 3 seconds
"Every act of defiance shall be met with revelation. The crows bear witness to your torment, and their caws shall herald your impending doom." -The Fog
Crow Feather:
Uncommon Add-on for The Scarecrow The Crow Feather, a sinister artifact tied to the dark powers of The Scarecrow, shrouds him in a veil of stealth and deception.
Whenever a Hunted survivor enters tier 4 you become undetectable for 25 seconds
Undetectable removes the Hunter's heartbeat "Silent as the wind's whisper, I tread upon your trembling dreams." -The Scarecrow
Crow Meat:
Rare Add-on for The Scarecrow Whenever a survivor enters a new fear state they gain the Blindness effect for 30 seconds
Blindness makes any aura not appear "Feast upon the crow's cursed flesh and feel the world fade to darkness. In fear's embrace, your eyes shall betray you, lost amidst the shadows of your own despair."
Crow Beak:
Rare add-on for The Scarecrow Reveals the aura of all survivors within the range of Lantern of Fear
"Beneath the Scarecrow's gaze, no secret shall hide."
Moldy Crow:
Very Rare Add-on for The Scarecrow The Moldy Crow, a decaying relic steeped in The Scarecrow's dark powers, inflicts a sinister influence upon the Hunted Survivors.
Any Hunted Survivor within tier 4 becomes oblivious
Crow Bone:
Very Rare Add-on for The Scarecrow Once emerging from the Fog all Hunted Survivors start to gain fear up to tier 1.
"From the first step, your souls shall be tainted with fear, forever haunted by the specter of your impending demise." -The Scarecrow
Iridescent Crow:
Iridescent Add-on for The Scarecrow A cruel "present" from the Fog itself, serves as a mocking reminder to The Scarecrow of his past life and his eternal entrapment within its grasp.
Reveals the aura of any Hunted survivor whenever they enter a new fear state for 5 seconds
"Behold this Crow, a twisted jest from the Fog's cruel heart. It is formed from the very roots of the Fog, and shows that you are still a man compared to the Fog" -Cirrus
Crow Wing:
Golden Add-on for The Scarecrow Injuring a survivor who is in tier 3 or higher makes them broken until they are in tier 2
Broken means that survivor cannot heal
Lore: In the late 19th century, during the unsettling era of the Industrial Revolution, a small farming community nestled deep within the heartland of a forgotten country thrived under the care of a diligent and compassionate farmer named Jonathan Blackwood. As the crops flourished, so did the hopes and dreams of the townsfolk who relied on the bountiful harvest to sustain their humble lives.
Jonathan possessed an uncanny talent for tending to the land, seemingly blessed by nature itself. With his expertise, the fields yielded more than ever before, and the villagers marveled at the abundance of food that spilled forth from the earth. The sight of the flourishing crops enchanted the townsfolk, and their admiration for Jonathan soon transformed into something akin to worship.
However, as the seasons passed, the prosperity that once enveloped the farming community began to wane. The crops withered, livestock perished, and a sense of despair hung heavily in the air. Blighted by a mysterious blight that defied explanation, the town faced an imminent threat of famine.
Desperate to save his beloved community, Jonathan turned to the forbidden arts of the occult. Rumors whispered of his nocturnal excursions to ancient burial grounds, where he sought guidance from the spirits of the departed. Driven by his love for the people who depended on him, Jonathan was willing to do whatever it took to restore the land's fertility and safeguard their futures.
It was during one fateful moonlit night that Jonathan stumbled upon a hidden chamber within an ancient burial mound. Within its depths lay an ornate lantern, its ethereal glow pulsating with a sinister energy. Overwhelmed by a mixture of awe and trepidation, Jonathan cautiously reached out and touched the lantern, and as his fingers brushed against its surface, an unholy pact was forged.
The spirit that inhabited the lantern, a malevolent entity known as Mirage, sought vengeance for its own tragic demise centuries earlier. Empowered by the farmer's desperation, it offered Jonathan a twisted bargain. In exchange for the spirit's guidance and the restoration of the land, Jonathan would become the vessel through which the spirit would unleash its wrath upon the world.
Blinded by his desire to save his community, Jonathan accepted the wicked pact. In that moment, Mirage's essence seeped into his very being, transforming him into a grotesque amalgamation of man and spirit. The once kind-hearted farmer was reborn as The Scarecrow, a twisted figure shrouded in tattered garments and adorned with straw-stuffed limbs, his hollow eyes burning with otherworldly fury.
With the newfound powers granted by Mirage, The Scarecrow returned to his dying community. As he roamed the moonlit fields, the eerie glow of the lantern he now wielded cast long, haunting shadows across the barren landscape. The presence of The Scarecrow alone brought terror to the hearts of the townsfolk, as they realized that their beloved farmer had been irrevocably changed by dark forces.
No longer bound by the limitations of mortal flesh, The Scarecrow's malevolence manifested through the powers of the lantern. As he stalked his prey, the lantern's glow intensified, and an oppressive mist engulfed the surroundings. Within this ethereal fog, the Hunted found their senses dulled, their movements slowed, and their chances of survival diminished.
The Scarecrow reveled in the torment of his victims, deriving sadistic pleasure from their despair. The once benevolent farmer had become an embodiment of fear, a being who lurked within the mist, harvesting the souls of those unfortunate enough to cross his path. The townsfolk's worship had been replaced by fear.
The Banshee Difficulty: Hard
Movement Speed: 4 Meters per Second
Heartbeat: 32 meters
Height: Small
Power: Banshee Lunge
Perks: Banshee Scream, Lust for Blood and Death Immunity
Starter Add-ons: Crystal Ball and Timid Death Poster
Prestige 1: Kill 1 survivor with Banshee Lunge
Prestige 2: Kill 2 survivors with Banshee Lunge
Prestige 3: Kill 3 survivors with Banshee Lunge
Full Prestige: Win 15 Matches where the final kill was using the Banshee lunge
Add-on Count: 12
Banshee Lunge Banshee Lunge can be charged.
Base Range: 15 meters
Charged Range: 30 meters
Hitting a survivor with Banshee Lunge will injure them for 1 health state. Banshee Lunge counts as a Special Attack. Hitting a deep wounded survivor with Banshee Lunge instantly kills them.
Perks:
Banshee Scream:
The Hunter's presence strikes fear into the hearts of the prey, invoking a visceral response with their deadly strikes. Upon ending the life of a survivor, the echoes of their dying breath send ripples of terror through their injured comrades.
Upon killing a survivor all injured survivors scream and reveal their auras for 3/6/12 seconds
"In the wake of death, the Banshee's cry echoes, striking terror into the wounded souls. Their screams reveal their fate, a chilling reminder of the inevitable."
Lust for Blood:
The Hunter's unyielding thirst for retribution sharpens their senses, granting a keen awareness of the wounded.
Reveals the aura of any survivor being healed for 2/4/8 seconds. This perk's icon lights up while it is active
"The Banshee's hunger grows with every drop of blood spilled. Her eyes keenly watch the wounded, exposing their feeble attempts to mend their broken bodies."
Death Immunity:
The Hunter's relentless pursuit of vengeance grants a formidable resilience in the face of adversity.
Upon injuring that survivor that survivor also suffers from bleed. After being stunned by any means you gain a 50% breaking speed for 10/20/40 seconds. This perk has a cooldown of 80/40/20 seconds
"The Banshee cannot be deterred by mere resistance." -Cirrus
Add-ons:
Crystal Ball:
Starter Add-on for The Banshee The Crystal Ball, a mystic artifact in the Banshee's possession, grants her a glimpse into the fate of those she strikes with her Lunge
Reveals the aura of any survivor who vaults over a window for 3 seconds after injuring a survivor with Banshee Lunge
"The Crystal Ball gazes into the depths of their torment, revealing the futility of their attempts to flee"
Timid Death Poster:
Starter Add-on for The Banshee Reveals the aura of all survivors for 4 seconds whenever you kill someone with Banshee Lunge
"In their fear, they are exposed, mere prey in the Banshee's unending hunt."
Screwdriver Head:
Common Add-on for The Banshee A twisted modification to the Banshee's deadly instrument, imbues her with an eerie and unsettling power.
After deep wounding a survivor with Banshee Lunge you become Undetectable for 25 seconds
"The Banshee slips through the realm undetected, her wrath hidden until it is too late."
Training Sword:
Common Add-on for The Banshee Reduces range of Banshee Lunge by 8 meters. Increases maximum Lunges by 1 (2 lunges). Increases turn rate by 25%
"Precision over distance, agility over reach." -Altan Khulan
Crossbow Bolt:
Uncommon Add-on for The Banshee Increases range of Banshee Lunge by 12 meters. Decreases turn rate by 25%
"Yet with each strike, her steps become deliberate, her pursuit relentless, but measured." -Cirrus
Crossbow Stand:
Uncommon Add-on for The Banshee Increases speed of Banshee Lunge by 50%. Decreases range by 10 meters
Father's Katana:
Rare Add-on for The Banshee Father's Katana, a cherished relic passed down through generations
Increases lunge speed of by 25%. Increases range by 10 meters. Increases recharge time by 5 seconds
"With ancestral steel in hand, the Banshee dances upon the wind. Swifter, deadlier, her reach extends to embrace the wailing souls. Yet, with each swing, the past lingers, lingering in every step."
Father's Tools:
Rare Add-on for The Banshee Decreases recharge time by 3 seconds. Decreases lunge speed by 20%
Old Crossbow:
Very Rare Add-on for The Banshee A weathered relic from a forgotten era, holds a peculiar power that instills terror within the hearts of the Survivors.
All survivors within 16 meters of your lunge will scream
Charred Skin:
Very Rare Add-on for The Banshee Gain the ability to break pallets and doors with Banshee Lunge. After breaking a pallet or door with Banshee Lunge you get 50% faster break speeds for 30 seconds
Iridescent Tuft of Hair:
Iridescent Add-on for The Banshee This Tuft Hair is a peculiar adornment that appears to mock the Banshee's spectral nature. This whimsical accessory, shimmering with an iridescent glow, serves as a playful reminder that even in the realm of the Fog, levity can find its way amidst the darkness. It offers no tangible benefits, but its presence is a whimsical tribute to the ethereal entity that strikes fear into the hearts of Survivors.
After killing a survivor with Banshee Lunge all other survivors are revealed for 8 seconds
"With a mischievous glimmer, this Tuft Hair dances upon the Banshee's spectral visage. A playful nod to the absurdity of their existence, it brings levity to the shadows that consume the realm."
Bloody Kunai:
Golden Add-on for The Banshee Increases range by 10 meters while in chase. Decreases range by 10 meters when not in chase
Lore: In the tumultuous era of the Mongolian War, amidst the chaos and bloodshed, there existed a woman named Altan Khulan. She was a humble civilian, a mere bystander caught in the crossfire of warring factions. The clash of swords and thunderous hooves reverberated through the land, leaving destruction in their wake. Altan's life was forever changed when she became an unwitting pawn, kidnapped by a ruthless faction as leverage in their political machinations.
Altan Khulan was torn from her family, her fate sealed as she became a captive in the midst of the war. The ruthless faction saw her as a means to exert control, a bargaining chip to manipulate their enemies. Her spirit shattered by the cruelty of her captors, Altan yearned for freedom and the reunion with her loved ones, but the fog of war veiled her hopes in darkness.
Days turned into nights, and nights into weeks, as Altan's captivity persisted. In the depths of her despair, she discovered a sliver of solace in the haunting whispers of the wind. In the darkest moments, a mysterious force resonated within her, resonating with her anguish and offering an opportunity for vengeance and release.
With each passing day, Altan's resolve hardened, transforming her from a vulnerable captive into a woman fueled by an unquenchable fury. In the depths of her despair, a dormant power awakened within her, granting her the mantle of the Banshee, a harbinger of woe and retribution.
Empowered by the spirit of vengeance, Altan embraced her newfound abilities and cast aside her former name. She became the Banshee, a spectral embodiment of her rage and sorrow. No longer bound by the mortal coil, she could traverse the ethereal plane and wield her spirit as a weapon, piercing the hearts of those who dared to stand in her way.
In a fateful turn of events, the Banshee found herself consumed by the fog. The Entity, an enigmatic force that presides over the realm of Bloodhunt, claimed her as one of its own. The fog embraced her, merging her essence with its own, forever entwining her destiny with the eternal hunt.
Now, the Banshee roams the fog-laden landscapes, a vengeful specter driven by her insatiable thirst for retribution. She emerges from the shadows, her chilling cry echoing through the realm, striking terror into the hearts of the Hunted Survivors. With each Banshee Lunge, she leaves a trail of devastation in her wake, a reminder of the horrors she endured and the price she paid to become one with the fog.
As the Banshee, Altan Khulan transcends her mortal origins and embodies the wrath and sorrow that have consumed her. She serves as a reminder that even the most vulnerable can rise to become an unstoppable force in the face of unspeakable atrocities. The Mongolian War may have stolen her name, but it also forged her into a fearsome entity, forever known as the Banshee, forever destined to haunt the Fog.
The Prowler Difficulty: Hard
Movement Speed: 4.5 Meters per Second
Heartbeat: 24 meters
Height: Tall
Power: Hunting Season
Perks: The Prowl, Stay out and Proper Hunting
Starter Add-ons: Worn Machete and Worn Axe Head
Prestige 1: Kill 1 survivor who gets Trapped at least once
Prestige 2: Kill 1 survivor by an Arrow
Prestige 3: Kill 1 survivor by the saw
Full Prestige: Win 15 rounds where every survivor is trapped at least once
Hunting Season: Upon Emerging through the fog boxes appear throughout the map. Inside the map The Prowler can choose between 3 different powers
- He can choose The Bow and Arrow, which takes 6 shots to kill a survivor. The 6th shot will always instantly kill the survivor. While charging an arrow his movement speed is slowed to 4.2 Meters per Second
- He can choose The Traps, which can be placed, up to 4 can be placed at a time. They can be placed and moved at any given time. Stepping into a trap will make the survivor bleed.
- He can choose The Saw, which can be charged and will injure the survivor for 2 health states and make the survivor bleed. Hitting a deep wounded survivor instantly kills them. While charging the saw his movement speed is slowed to 4 meters per second. Upon activating it you gain a short burst of speed for 3 seconds, and then the saw overheats for 10 seconds
Perks:
The Prowl:
Any time you would normally down a survivor you now instantly kill them. This perk has a cooldown of 80/40/20 seconds
"With a silent and deadly presence, the Prowler's malevolence materializes in an instant. The Fog trembles as his prey falls lifeless, their existence snuffed out in a single decisive strike."
Stay Out:
Whenever you injure a survivor they also bleed. Whenever that survivor is healing their bleed they are revealed. Upon finishing the heal they are revealed for 2/4/8 seconds
"The Prowler's sadistic artistry leaves a mark that cannot be concealed."
Proper Hunting:
Any Hunters power now inflicts bleeding if the power can injure them. This bleed has a 60/30/15 second longer time to bleed out.
"The Prowler's art of hunting transcends the physical realm."
Add-ons:
Worn Machete:
Starter Add-on for The Prowler Reveals the aura of any survivor who steps into a trap, gets hit with an arrow and gets hit with the saw for 6 seconds
"Its edge, worn but sharp, brings forth the revelations of survival's fleeting moments."
Worn Axe Head:
Starter Add-on for The Prowler Reveals the aura of any survivor who disarms a trap, dodges an arrow, or dodges the saw for 6 seconds
"The Worn Axe Head, a testament to the Prowler's relentless pursuit"
Charred Machete:
Common Add-on for The Prowler Increases charge speed of The Bow and Arrow by 25%. Decreases charge speed of The Saw by 25%
Charred Axe Head:
Common Add-on for The Prowler Increases charge speed of The Saw by 25%. Decreases charge speed of The Bow and Arrow by 25%
"The Charred Axe Head, a symbol of relentless torment, delivers the scorching kiss of everlasting agony. Its fiery embrace consumes hope, leaving only the ashes of despair." -Cirrus
Original Machete:
Uncommon Add-on for The Prowler Start the Round with The Beartraps equipped. Increases setting speed by 25%
"Its blade carries the echoes of a thousand hunts, resolute in its duty to deliver the final blow."
Original Axe Head:
Uncommon Add-on for The Prowler Start the round with The Saw equipped. Increases saw charge speed by 5%
"Through the ages, it remains an emblem of the Prowler's unquenchable resolve."
Original Bow and Arrow:
Uncommon Add-on for The Prowler Start the round with The Bow and Arrow equipped. Increases Bow Charge speed by 20%
Golden Axe Head:
Rare Add-on for The Prowler Increases charge speed of The Saw and The Bow and Arrow by 25%.
Prized Bow and Arrow:
Rare Add-on for The Prowler Decreases maximum arrows required to kill by 1.
Sharpened Arrow:
Very Rare Add-on for The Prowler The Sharpened Arrow, a haunting reminder of past encounters, is the very same arrow that pierced the flesh of Ethan during a fateful encounter.
Decreases maximum arrows required to kill by 1. Increases charge time by 1
Bloody Hockey Mask:
Very Rare Add-on for The Prowler Its macabre visage, marked with the scars of their encounter, instills fear and despair in those who catch a glimpse of its chilling countenance.
Survivors no longer bleed when hit with the saw. Increases saw charge speed by 30%
Broken Book Bag:
Very Rare Add-on for The Prowler Survivors who escape from the bear trap suffer from a broken bone.
Broken Bones make the survivor 1% slower, and make all healing progress lost after 20 seconds without healing
Iridescent Axe Head:
Iridescent Add-on for The Prowler Glinting with a malicious radiance, this axe head seeks to taunt the hunter, dredging up memories of a life filled with hardship and isolation.
Progress between The Saw and Bow and Arrow carries over.
- 4 or more arrows inside a survivor can now allow the saw to kill the survivor
- 1 saw hit can now allow 1 arrow to kill the survivor
- Beartraps who trap deep wounded survivors now instantly kill that survivor
Chipped Machete:
Golden Add-on for The Prowler The Following effects are applied to any survivor who steps into a trap:
- The survivor gains the blindness effect for 30 seconds
- The survivor gains a broken bone
- The survivor becomes exposed for 30 seconds
And the Prowler becomes undetectable for 30 seconds
Broken Bones make the survivor 1% slower, and make all healing progress lost after 20 seconds without healing, Undetectable removes the Hunter's heartbeat, Exposure makes any Hunted take 2 health states when hit, Blindness makes any aura not appear
Lore: The Prowler, a relentless and sinister hunter in the fog, once roamed the mountain resort with malicious intent. This man, whose identity remains shrouded in darkness, made the resort his hunting ground, preying upon unsuspecting victims with his deadly arsenal of a bow and arrow, traps, and a saw. His twisted desires drove him to kidnap and torment those unfortunate enough to cross his path.
One fateful day, a group of young adults arrived at the mountain resort, seeking a memorable getaway. Little did they know, their presence would become a horrifying chapter in the Prowler's dark tale. Among them were Kris, Kayley, Olivia, Kyler, Jamison, Ethan, Emma, Kara, and Anthony, each unaware of the imminent danger that awaited them.
Tragedy struck swiftly and mercilessly. Kris, a young woman full of life, tragically lost her footing and met a grim fate as her neck snapped upon impact. Kayley, another unsuspecting victim, bled out, her life force draining away. Jamison, overcome by a series of treacherous traps, met a gruesome end as his head was ensnared within their clutches. Ethan, wounded by an arrow piercing his shoulder, faced a brutal demise with his neck swiftly snapped. Emma, consumed by the unforgiving snow, was buried and suffocated beneath its icy grasp. Kara, too, fell victim to the Prowler's relentless pursuit, succumbing to a blood-soaked demise.
Yet, amidst the horrors that unfolded, three survivors emerged—Olivia, Anthony, and Kyler. In their desperate bid for survival, they managed to wound the Prowler, albeit only slightly. But in a cruel twist of fate, Anthony suffered a grievous loss, his three fingers severed in the struggle against the sadistic hunter. As they reported their harrowing ordeal to the authorities, the police were led to the mountain resort, only to discover an eerie absence. The Prowler, consumed by the ominous fog that enshrouded the realm, had vanished without a trace.
Now forever lost within the fog, the Prowler roams the twisted realm of Bloodhunt, his insatiable hunger for victims driving him to relentlessly pursue those who dare to enter his domain. The echoes of his past atrocities continue to reverberate through the mountains, serving as a haunting reminder of the terror he once inflicted upon unsuspecting souls. Olivia, Anthony, and Kyler, forever marked by their encounters with the Prowler, find themselves forever changed by their near-death experience, haunted by the nightmares that unfolded on that fateful day.
As the survivors venture into the fog-ridden realm, they must face the eternal darkness that now encompasses the Prowler. The hunt has begun anew, and their only hope for escape lies in outsmarting and evading the remorseless predator that lurks within.
The Hunted:
John Carlson Difficulty: Moderate
Item: Flashlight
Perks: Backstab, Quick and Easy and Tenacious Detective
Prestige 1: Backstab the Hunter once using the perk
Backstab Prestige 2: Successfully get out of Chase using the perk
Quick and Easy Prestige 3: Successfully evade chase using the perk
Tenacious Detective Full Prestige: Survive 10 rounds as
John Carlson
Flashlight The Flashlight allows you to see easily in dark areas where the generators aren't finished. (No the flashlight can't blind someone)
Perks:
Backstab:
A Cunning detective knows that striking when least expected can be the key to survival
After recovering 100/50/25% while downed you get a hard skillcheck when the hunter picks you up. Successfully hitting this skillcheck drops you from the hunter's hands
"The Hunter becomes the Hunted. Just when they think they've got me, I strike back with a vengeance." -John Carlson
Quick and Easy:
This perk activates after vaulting while injured. Your grunts of pain are silenced and your blood pools are softened. This perk stays activated for 3/6/12 seconds
"In this deadly dance, every second counts. I glide through obstacles unseen, my steps a whisper in the night." -John Carlson
Tenacious Detective:
The Detective's investigative instincts persist even in the fog, granting him unparalleled awareness of his surroundings.
This perk activates after emerging through the fog. All Hunter Objects are revealed to you for 2/4/8 seconds. This perk also activates every time a generator is completed. The Killer is revealed for 2/4/8 seconds whenever a generator is completed.
"I see through their tricks, their devices. Every step we take, I unravel their dark design." -John Carlson
Add-ons:
Old Battery:
Common Add-on for John Carlson This worn-out battery holds sentimental value for John, as it harkens back to his early days as a detective.
Increases battery life by 1 second
Battery:
Uncommon Add-on for John Carlson Increases battery life by 2 seconds
Reinforced Battery:
Rare Add-on for John Carlson It was a crucial tool that sustained him through long nights and perilous encounters, granting him the strength to persevere against all odds.
Increases battery life by 3 seconds
"I can withstand the storm." -John Carlson
Cracked Lenses:
Very Rare Add-on for John Carlson These cracked lenses were once an essential part of John's detective gear, aiding him in observing details and spotting hidden clues. However, during a fateful encounter with one of his most elusive suspects, the lenses shattered, a physical representation of the shattered trust and fractured reality that followed.
Increases distance of the flashlight by 4 meters
"Stop Him!"
Iridescent Grip:
Iridescent Add-on for John Carlson Crafted by the fog itself, it serves as a mocking symbol, highlighting the futility of trying to maintain control or unravel the mysteries that lie within. It is a stark reminder that within this twisted domain, the fog reigns supreme, and no investigation can prevail against its relentless grasp.
Allows you to blind the killer when aiming at their eyes. Blinding takes 5 seconds. Blinding lasts for 5 seconds. Decreases battery life by 1 seconds
"It Fucking Mocks me! The Fog Fucking Mocks Us! There is no escaping! There is no nothing!" -John Carlson
Scratched Battery:
Golden Add-on for John Carlson A battery that never seems to die out when you need it to be alive.
Grants infinite life. The Flashlight will die whenever the last generator is completed.
Lore: In the shadows of the 1970s, when crime and corruption permeated the streets, John Carlson emerged as a seasoned detective with a reputation for his tenacity and resourcefulness. Born and raised in a city plagued by lawlessness, John had a front-row seat to the injustices that unfolded daily. Determined to restore order and bring criminals to justice, he dedicated himself to his work, earning the respect of both his colleagues and the community he served.
John possessed an uncanny ability to uncover the truth, seeing beyond the façade and deciphering the intricate web of lies spun by criminals. His sharp mind and keen instincts made him a formidable adversary to those who sought to evade justice. However, as John delved deeper into the dark underbelly of the city, he unwittingly stumbled upon a secret society that thrived in the shadows—a clandestine organization known as Fog Whisperers.
Fueled by greed and power, Fog Whisperers operated with impunity, pulling the strings behind the scenes, orchestrating crime waves and manipulating key figures within the city. They saw John as a threat, a disruptor who posed a risk to their carefully constructed empire. In a calculated move to eliminate him, they devised a sinister plan.
One fateful night, as John tirelessly pursued a high-profile case, he received an anonymous tip leading him to an abandoned warehouse on the outskirts of the city. Unbeknownst to him, the tip was a carefully orchestrated trap. As he ventured deeper into the derelict building, he found himself ambushed by a group of masked assailants, agents of the Fog.
A vicious struggle ensued, but John was outnumbered and overwhelmed. Despite his valiant efforts, he was overpowered, beaten within an inch of his life. The assailants, believing they had dealt the detective a fatal blow, left him for dead, disappearing into the night.
However, fate had other plans for John. As his lifeblood seeped from his battered body, he was enveloped by an otherworldly mist, a manifestation of the very darkness he had fought against. In his darkest hour, the fog claimed him, granting him an unexpected second chance at life—but forever tethered to the fog and its twisted realm.
Now one with the fog, John emerged as a hunted survivor, trapped within the nightmarish trials orchestrated by the Fog. His skills as a detective proved invaluable in his quest for survival, enabling him to outsmart and evade the relentless hunters that pursued him. Yet, the line between self-preservation and selflessness became blurred for John. His desire to survive often clashed with his moral compass, as he would not hesitate to use his companions as distractions, ensuring his own escape.
While seen by some as a helpful survivor, John's reputation was marred by his self-serving tendencies. With every trial, he walked a precarious tightrope, balancing survival and the instinct to alert the hunter for his own benefit. His conflicted nature, a blend of resourcefulness and self-interest, painted him as a complex figure among the survivors, one whose actions could be both admired and criticized.
As John ventured deeper into the trials, he was haunted by the shadows of his past, the echoes of the crime-ridden city he had once fought to protect. In the fog's merciless embrace, he sought redemption, an opportunity to atone for the compromises he had made. The path ahead was treacherous, but John Carlson, the detective of old, remained determined to survive, to unravel the mysteries of the fog, and perhaps, find a way to free himself from its unforgiving grasp.
Amy Light Difficulty: Easy
Item: Medkit
Perks: Shattered Mirror, Fine Fettle and The Doctor in The Room
Prestige 1: Avoid the Hunter's hit by any means using
Shattered Mirror Prestige 2: Get Injured and heal yourself using the perk
Fine Fettle Prestige 3: Heal 2 other Hunted in 1 round using
The Doctor in the Room Full Prestige: Heal 20 other Hunted as
Amy Light
Medkit: Gain the ability to heal yourself, and you can now heal any other hunted 25% faster. The Medkit has a total of 5 heals before you run out of heals. This counts self heals.
Perks:
Shattered Mirror:
Reveals the aura of the killer whenever they use their power for 1/2/4 seconds
"I turn their tactics against them." -Amy Light
Fine Fettle:
Increases the speed you are healed by 10/20/40%
"Years of medical training have bestowed upon me the gift of swift recovery." -Amy Light
The Doctor in the Room:
Increases the speed at which you can heal by 10/20/40%
"Within my presence, the wounded find respite. With deftness and care, I restore vigor to their weary bodies. As my hands move, auras reveal the path to healing, uniting us in our shared journey towards survival." -Amy Light
Add-ons:
Plum Bandages:
Common Add-on for Amy Light Increases the speed at which you can heal by 10%.
Adrenaline Vial:
Uncommon Add-on for Amy Light After breaking from a heal the survivor getting healed gets a 5% boost for 10 seconds
Band-Aids:
Rare Add-on for Amy Light Increases boost from hitting skillchecks by 15%
Doctor Gloves:
Very Rare Add-on for Amy Light Increases boost from hitting skillchecks by 30%
Iridescent Vial:
Iridescent Add-on for Amy Light Gain the ability to instantly heal a survivor at any time. Cannot be used on yourself
Doctor's Notes
Golden Add-on for Amy Light No longer experience skillchecks while healing. The Medkit heals 50% faster than normal. 2 less heals.
Lore: Amy Light, a beacon of compassion and healing, was born into a world still reeling from the aftermath of World War II. In the wake of the devastating conflict, she emerged as a symbol of hope, dedicating her life to the noble pursuit of medicine. Amy possessed an unwavering commitment to her patients, driven by a deep sense of empathy that compelled her to alleviate suffering and restore lives shattered by the horrors of war. As a doctor, Amy witnessed firsthand the physical and emotional scars etched upon the survivors and soldiers who sought solace in her care. Her days were filled with tireless efforts to mend broken bodies and fragile spirits, tending to wounds that ran deeper than mere flesh. Despite the ravages of war, she remained steadfast in her belief that even amidst the darkest of times, a glimmer of light could be found. However, fate had a twisted plan in store for Amy. One fateful night, while attending to a patient haunted by the memories of battle, an unnatural occurrence unfolded within the walls of the hospital. The fabric of reality ripped apart, and the darkness of the Fog began to seep into her world. Chaos ensued as the hospital transformed into a nightmarish reflection of its former self, with the Fog's influence warping the very essence of its occupants. Amidst the chaos, Amy found herself trapped within the fog, torn away from the life she once knew. Stripped of her medical tools and stripped of her purpose, she was forced to navigate a realm where survival became paramount. Despite the fear and confusion that surrounded her, Amy's altruistic nature remained unyielding, and she became a guiding light for her fellow survivors. Within the trials, Amy became known for her selflessness and unwavering support for her companions. She would risk her own safety to tend to the wounded, offering solace and healing amidst the relentless pursuit of the Hunters. Her presence served as a source of comfort, as survivors found solace in her compassionate spirit, drawing strength from her unwavering commitment to their well-being. However, even the brightest lights can cast shadows, and Amy carried her own burden of survivor's guilt. Haunted by the faces of those she couldn't save, she yearned for redemption, seeking solace within the trials. Every survivor she aided, every life she mended, served as a testament to her unyielding resolve and her determination to rise above the darkness that threatened to consume them all. Though trapped within the fog, Amy remained a beacon of hope, reminding her fellow survivors that compassion and kindness could endure even in the most desolate of landscapes. In the face of unimaginable horrors, she stood as a testament to the resilience of the human spirit, a reminder that even within the darkest corners, the light of altruism could prevail.
Kris Hackley: Difficulty: Hard
Item: Hockey Stick
Perks: Ice Skates, True Fighter and Team Captain
Prestige 1: Successfully escape chase using the perk
Ice Skates Prestige 2: Successfully escape the Hunter's grasp using the perk
True Fighter Prestige 3: Complete 1 generator and heal 1 survivor using the perk
Team Captain Full Prestige: Stun the Hunter 30 times as
Kris Hackley
Hockey Stick: While within 2 meters of the Hunter you can hit the Hunter with you hockey stick for a 2 second stun
Perks:
Ice Skates:
After stunning the killer by any means gain the haste effect for 3 seconds. After this haste ends you gain the exhausted effect for 100/50/25 seconds.
Haste doubles you speed. Exhausted makes you 5% slower and you cannot experience haste while it is active. "With every daring move, I carve my path to freedom." -Kris Hackley
True Fighter:
Increases your wiggle speed by 5/10/20%. Increases your wiggle sway by 15/30/60%
"You may think you've caught me, but I refuse to be a captive in your twisted game " -Kris Hackley
Team Captain:
Kris's natural leadership qualities shine through, even in the face of overwhelming darkness.
Increases your action speed by 3/6/12% when not within 8 meters of any of the other hunted. Increases the action speed of any of the hunted within 8 meters of you by 3/6/12%.
"Together, we are stronger. With unity and coordination, we can overcome any obstacle that lies before us. Trust in each other, and we shall prevail." -Kris Hackley
Add-ons:
Goalie Gloves:
Common Add-on for Kris Hackley Increases swing speed by 0.5%
Hockey Putt:
Uncommon Add-on for Kris Hackley Increases swing speed by 1%
Back Breaker:
Rare Add-on for Kris Hackley Increases swing speed by 2%. Stunning the Hunter inflicts blindness for 20 seconds
Empty handed:
Very Rare Add-on for Kris Hackley Gain a haste effect for 2 seconds after stunning the Hunter. Cannot be used while exhausted.
Iridescent Hockey Wrap:
Iridescent Add-on for Kris Hackley Increases swing speed by 10%
Professional Hockey Stick:
Golden Add-on for Kris Hackley Allows you to hit the Hunter twice before the stick breaks
Lore: Kris Hackley had always been the embodiment of determination and leadership. As the captain of her local hockey team, she commanded respect and pushed her teammates to their limits. Yet, beneath her strong exterior, Kris harbored a simmering discontent towards those she perceived as unworthy or unfamiliar. It was this disdain that brought her to the fateful trip to the mountain, seeking an escape from the confines of her team and the pressure of her responsibilities. The day started with a hockey game, where Kris once again led her team to victory. But instead of relishing in the triumph, she found herself growing increasingly irritated with her teammates' shortcomings and mistakes. Seeking solace from the persistent frustration, Kris agreed to join her friends—Emma, Ethan, Anthony, Kyler, Kara, and her siblings Jamison and Kayley—for a weekend getaway in the serene mountain retreat. However, tensions began to rise as Anthony introduced a newcomer to the group—Olivia. Kris immediately resented the intrusion, perceiving Olivia as an unwelcome disruption to their tightly-knit circle. Her feelings of superiority and territoriality cast a shadow over the trip, as Kris became increasingly distant and hostile towards Olivia. As the group ventured further into the secluded mountain, their bonds began to strain under the weight of Kris's disdain. Unbeknownst to them, the dark presence of the fog had already begun to weave its way into their lives. It sensed Kris's isolation and resentment, drawing her closer to its clutches. Tragedy struck when Kris, consumed by her own emotions, failed to extend a helping hand to those in need. As they engaged in risky activities, disaster struck one by one. Kris watched in horror as Emma, Ethan, and Anthony succumbed to their fates—severing the already fragile bonds of friendship. Jamison and Kayley, her own siblings, suffered the consequences of her indifference. Overwhelmed with guilt and remorse, Kris found herself separated from the remaining survivors—Olivia and Kyler. Alone in the unforgiving mountain terrain, the fog began to envelop her, offering a haunting embrace that echoed her internal turmoil. In that moment, Kris's fate intertwined with the fog, becoming one with its ethereal realm. Now, as a Hunted survivor, Kris roams the trials, forever trapped within the fog's grasp. Her once fierce determination transformed into a relentless struggle for survival, and her perceived superiority challenged by the enigmatic horrors that lurk in the shadows. The lessons learned from her past failures now guide her, as she navigates the trials with a newfound sense of humility and empathy. Though the memory of her selfishness lingers, Kris's journey through the fog offers her a chance at redemption. She seeks to overcome her former limitations and forge new bonds, recognizing that unity and selflessness are the keys to survival in this twisted fog.
Kyler Hal: Difficulty: Moderate
Item: Glasses
Perks: Survivor!, Grand Refresh and Reap what you Sow
Prestige 1: Successfully survive one trial using the perk
Survivor! Prestige 2: Successfully take 2 hits for an injured survivor using the perk
Grand Refresh Prestige 3: Successfully stun the Hunter twice while using the perk
Reap what You Sow Full Prestige: Successfully escape 10 times as
Kyler Hal
Glasses: Glasses can be equipped or unequipped at any time. While equipped all of the fog is removed, however if you are hit while they are on you break the glasses.
Perks:
Survivor!:
This perk can be activated at any time while injured. You become broken for 80/40/20 seconds. During this time you suffer from blindness and oblivious. You also make no grunts of pain. Once this time is up you become healthy once more. This perk applies exhausted for 60/30/15 seconds.
Exhausted makes you 5% slower and you cannot experience haste while it is active, Blindness makes any aura not appear, Oblivious makes it so the heartbeat constantly seems further than it is, Broken makes it so the survivor cannot be healed. "Surviving isn't just about avoiding death. It's about embracing the risks and emerging stronger." -Kyler Hal
Grand Refresh:
Gain a stack for every protection hit you take for a survivor. Every stack decreases your grunts of pain volume by 10%. Gain a maximum of 6 stacks.
"In the face of danger, I'll stand as your shield."
Reap What You Sow:
Gain a stack for every time you stun the Hunter with a pallet or door. Each stack can be used whenever you hit a skillcheck on a generator. That generator will gain 5% of its current progress added onto the generator. That generator gets revealed to the Hunter. All stacks are lost upon being downed
"Every action has consequences. Let's make sure they favor us." -Kyler Hal
Add-ons:
Metal Lining:
Common Add-on for Kyler Hal Increases the speed you put on your glasses by 1 second
"Every second counts when darkness looms. I won't let it cloud my vision." -Kyler Hal
New Lenses:
Uncommon Add-on for Kyler Hal These lenses have advanced optics that brighten his surroundings, allowing him to see with greater clarity even in the darkest of environments
While the glasses are active everything becomes 25% lighter
"With a clearer view, I can navigate the shadows with confidence." -Kyler Hal
Bloody Glasses:
Rare Add-on for Kyler Hal Being hit while the glasses aren't active breaks them. Being hit while they are active does not break them
Blue Glasses:
Very Rare Add-on for Kyler Hal Reveals the killer in blue while looking in their direction
Iridescent Lenses:
Iridescent Add-on for Kyler Hal These unique lenses, infused with the essence of the fog, grant Kyler an extraordinary vision that transcends the boundaries of the physical world.
Removes the fog and darkness while active. Your vision becomes red while active.
"Through these lenses, I see a twisted reflection of my fate."
Golden Glasses:
Golden Add-on for Kyler Hal Increases the fog for the killer while in chase with you AND the glasses are active
Lore: Kyler Hal was a free-spirited adventurer, always seeking thrill and excitement in life. In the vibrant era of the 1970s, he yearned for experiences that would test the limits of his courage and fill his life with unforgettable memories. It was during this time that he found himself drawn to a mountain resort nestled in the picturesque Colorado landscape—an idyllic setting for the adventures he sought. Accompanied by his friends—Emma, Ethan, Olivia, Kris, Kayley, Jamison, Kara, and Anthony—they embarked on a journey filled with laughter and camaraderie. The mountain resort promised an escape from the constraints of the mundane world, offering a playground for their youthful spirits. Little did they know that their escapade would lead them to the unforgiving clutches of the fog. As they explored the resort's scenic trails and indulged in adrenaline-fueled activities, Kyler reveled in the freedom of the mountains. The majestic peaks seemed to call to him, urging him to push his boundaries even further. However, their joyous excursion took a dark turn when an ominous presence loomed over their group, watching their every move. Tragedy struck swiftly, as Emma, Ethan, Kris, Jamison, and Kara fell victim to the unknown malevolence that pervaded the mountain. Their lives were cut short, leaving Kyler, Olivia, and Anthony as the sole survivors of the harrowing ordeal. The weight of loss and survival weighed heavily upon Kyler's shoulders, his carefree spirit burdened by guilt and grief. It was on their journey back to civilization that the fog made its insidious move. Trapped in a dense mist that seemed to devour the world around them, Kyler found himself separated from his companions. Panic and confusion washed over him as he desperately searched for an escape, but the fog had claimed him, pulling him deeper into its eerie realm. Now condemned to wander the trials as one of the Hunted, Kyler fights to preserve the memories of his lost friends and find solace in their spirits. The fog taunts him, a constant reminder of the past he cannot change and the choices that led him to this haunting existence. His once carefree nature has morphed into a resilient determination, fueled by the desire to honor the memories of his fallen comrades and seek a way back to the world he once knew. In the trials of the Fog, Kyler's courage is put to the test, his survival dependent on his ability to adapt, cooperate, and outmaneuver the relentless Hunter. Through the fog's relentless challenges, Kyler seeks redemption, not just for himself but for the friends he lost on that fateful mountain journey. As he navigates the trials, he discovers that true strength lies not only in physical prowess but also in the bonds forged with his fellow survivors, united in their shared struggle against the encroaching darkness.
Anthony Kael: Difficulty: Easy
Item: Toolbox
Perks: First Serve, Hate The Sinner and Panic Headed
Prestige 1: Finish 1 generator using the Perk
First Serve Prestige 2: Finish 1 Generator using the Perk
Hate The Sinner Prestige 3: Finish 1 Generator while injured using the Perk
Panic Headed Full Prestige: Finish 30 Generators as
Anthony Kael
Toolbox: Can be used while working on a generator. While using it it you complete generators 25% faster, however getting off of generators is much slower.
Perks:
First Serve:
What some may see as old scrap you see as good machinery
This perk activates after touching a generator with no progress. Gain a 25% boost on that generator until one of the following happens: You leave the generator, you are hit or you fail a skillcheck. This perk has a 60/30/15 second cooldown
"When the sparks fly, and the machines come alive, it's my chance to make a difference." -Anthony Kael
Hate The Sinner:
This perk activates for 15/30/60 seconds after being injured. Gain a 15% boost on fixing generators during this time. This boost is increased to 30% if you are deep wounded
"There's a fire inside me, a relentless drive to fix what's broken and reclaim our chance at survival." -Anthony Kael
Panic Headed:
Unlike most, you don't scream from Injuries. You take the pain and laugh in the face of death
Gain a 3/6/12% boost to all actions while injured
"When the world spins in chaos, my mind clears. Panic fuels my every move, heightening my senses and sharpening my focus" -Anthony Kael
Add-ons:
Spanner Wrench:
Common Add-on for Anthony Kael Increases speed by 2%
Measuring tape:
Uncommon Add-on for Anthony Kael Increases speed at which you put the toolbox away by 15%
Metal Mallet:
Rare Add-on for Anthony Kael Increases boost from skillchecks by 5%
Screwdriver:
Very Rare Add-on for Anthony Kael Increases boost from skillchecks by 10%
Iridescent Screwdriver:
Iridescent Add-on for Anthony Kael Increases boost from skillchecks by 20%. Toolbox now deactivates whenever the first generator is completed
Golden Wrench:
Golden Add-on for Anthony Kael Gain the ability to sabotage Traps. Decreases boost from skillchecks by 2%
Lore: Born with an innate talent for tinkering and fixing things, Anthony spent his days as a dedicated technician, ensuring that machinery and devices functioned flawlessly. However, his life took an unexpected turn when he embarked on a fateful trip to a serene mountain resort with his friends, unaware of the horrors that awaited them. As Anthony and his group of friends arrived at the picturesque resort, tensions ran high. Despite the warnings, Anthony insisted on bringing Olivia, a newcomer who was not well-received by the others. Little did they know that their collective actions would lead them down a path of darkness and despair. Tragedy befell the group one by one, as the mountain became a hunting ground for an insidious force. Ethan, struck by an arrow, met a grisly fate with a snapped neck. Emma, entangled in the gnarled bark, was mercilessly slammed into the snow until life left her body. Kris, the team captain, met a fatal end when she plummeted from the treacherous mountainside, her neck snapping upon impact. Kayley, left to bleed out on a meathook, succumbed to her injuries. Jamison's ill-fated encounter with a bear trap sealed his fate, leaving him lifeless. Kara, too, fell victim to a cruel trap, bleeding out as her final moments slipped away. Amidst the bloodshed and loss, Anthony, Kyler, and Olivia found themselves as the sole survivors. They navigated the treacherous terrain, their bond forged in the crucible of survival. However, their resilience would be tested further as they encountered the enigmatic force that lurked within the fog. As Anthony faced the horrors unfolding around him, his resourcefulness and technical prowess became his greatest assets. Cirrus, drawn to his unwavering determination and problem-solving skills, claimed Anthony as its own, entwining his fate with the merciless trials that awaited him in the fog. Haunted by the memories of his fallen friends, Anthony now roams the fog, driven by a relentless need to uncover the mysteries of his tragic past and outwit the forces that seek to consume him. With his technical expertise and a determination that knows no bounds, he fights for survival, ready to uncover the truth behind the malevolent presence that binds them all.
Kara Scaler: Difficulty: Easy
Item: Boots
Perks: Back Track, The Queen and Sixth Sense
Prestige 1: Successfully escape from Chase using the perk
Back Track Prestige 2: Successfully escape with at least 1 other Hunted using the perk
The Queen Prestige 3: Successfully hide from the Hunter using the perk
Sixth Sense Full Prestige: Escape 10 chases as
Kara Scaler
Boots: You run 1% faster than all other survivors. Your footsteps are silent.
Perks:
Back Track:
After vaulting through a window your grunts of pain and pools of blood are removed for 2/4/8 seconds. Once this time ends your pools of blood backtrack the the vault location.
"In this tangled game of survival, every moment counts. I leave no traces behind, vanishing into the shadows. They'll never know where I truly tread." -Kara Scaler
The Queen:
Reveals your aura to all survivors. While injured all survivors gain a 5/10/20% boost to healing. All of the Hunted who escape gain a 100% boost in experience
"The Queen commands, and her will is absolute. Together, we rise above the pain and despair." -Kara Scaler
Sixth Sense:
Reveals the aura of the Hunter for 3/6/12 seconds when you hear their heartbeat. While within the heartbeat of the hunter gain a 3/6/12% boost to all actions
Add-ons:
Soft Tissue:
Increases movement speed by 0.5%
Steel Toe Boots:
Increases movement speed by 5%. Removes the silent footstep effect
Leather Boots:
Increases vaulting speed by 5%. Removes the silent footstep effect
Winter Boots:
Removes the silent footstep effect. Increases speed after being hit by 10%
Iridescent Tissue:
Increases movement speed by 3%. This stacks while Deep wounded.
Fur Boots:
Removes the silent footstep effect. Increases movement speed by 2%. Increases vaulting speed by 3%. Increases wiggle sway by 20%
Lore: A striking figure with an air of independence and a disquieting aura, Kara possessed a longing for control and an unspoken desire for affection that ultimately drove her down a treacherous road. Intrigued by the allure of the Hackley mountain resort, Kara insisted on gathering a group of friends for an adventure. Among them were the determined Kris, the gentle Kayley, the steadfast Kyler, the empathetic Anthony, and the spirited duo of Ethan and Emma. Despite her reservations, Anthony chose to invite his friend Olivia, much to Kara's discontent. Her desire to maintain a close-knit circle was fueled by an underlying fear of losing control. Within the group, Kara clashed with Kris, a natural leader whose presence threatened Kara's own desire for dominance. She held an unspoken disdain for Kayley, who had a deep connection with Jamison, Kara's secret love interest. The weight of unrequited affection burdened her heart, and only Anthony, her confidant, shared her pain and understood her longing. As they ventured into the heart of the mountain resort, the group encountered unspeakable horrors. Emma's tragic demise shattered Kara's world, traumatizing her to the core. The harrowing scene would forever haunt her memories, igniting a primal fear and unraveling the fragile threads of her composure. In the midst of chaos, Kara's selfishness and desperation propelled her into the forest, seeking refuge from the horrors that unfolded. But fate had other plans in store. Trapped by a vicious bear trap, Kara cried out for help, her screams echoing through the night. Hours passed, each moment a torment as she wrestled with pain, fear, and regret. As the agonizing hours slipped away, Kara's desperate pleas were answered by an unexpected force. The fog, sensing her turmoil and her broken spirit, reached out to claim her as its own. It enveloped her in its ethereal embrace, forever sealing her fate within its enigmatic realm. Lost to her friends and the world she once knew, Kara became a reflection of her own inner turmoil—a haunting reminder of the consequences of selfishness and the yearning for control. In the fog's clutches, she is condemned to wander, her soul forever tormented by the choices and regrets that shaped her tragic journey.
Maps: Harvest Haven:
Type: Abandoned Farmlands
Harvest Haven is an eerie and desolate farmland, haunted by the memories of a tragic event. Once a thriving agricultural community, it now stands abandoned and forgotten, overrun by overgrown crops and ominous scarecrows. Dilapidated barns, broken fences, and rusted farming equipment serve as reminders of a life that was abruptly shattered.
Main Building: Farmhouse. The Main building has 1 generator inside it, and when the generator is completed the lights inside are turned on. (Safety: Safe)
Size: Moderate
Resort Ruins:
Type: Mountain Resort
The Resort Ruins capture the remnants of what was once a luxurious mountain getaway. Now reduced to a desolate and overgrown wasteland, the ruins bear witness to the horrors that unfolded within their walls. Collapsed structures, cracked swimming pools, and twisted amusement park rides serve as eerie reminders of the resort's tragic past.
Main Building: Ski Lodge. The Main building has 1 generator inside the basement. Upon this generator being completed the lights inside and outside are turned on. (Safety: Balanced)
Side Building: Ski Lift. The Side building has 1 generator. Upon this generator being completed the lights inside are turned on. (Safety: Unsafe)
Size: Moderate
The Prowler's Shack:
Type: Mountain Resort
The Prowler's Shack is a secluded and ominous structure tucked away deep within the fog. It serves as the dwelling place of The Prowler, a twisted refuge where he orchestrates his malevolent pursuits. The shack is surrounded by dense forest, and the air is filled with an unsettling stillness, as if nature itself holds its breath in fear.
Main Building: Prowler's Shack. The main building has no generator inside it. (Safety: Balanced)
Size: Small
Derelict Manor:
Type: Mountain Resort
Derelict Manor is an abandoned and decaying building that once stood as a grand mansion. Time has taken its toll on the once opulent structure, leaving behind a maze of crumbling hallways, broken furniture, and faded portraits. The atmosphere is heavy with a sense of abandonment and despair, perfectly reflecting the darkness that haunts The Prowler's past.
Main Building: The Manor. The Main building has 3 generators inside it. Once all generators inside it are fixed all lights inside it turn on. (Safety: Very Safe)
Size: Large
Fog Offerings:
Forgotten Ritual:
Common Offering. Increases the chance of going to Abandoned Farmlands by 25%.
Faded Postcard:
Common Offering. Increases the chance of going to Mountain resort by 25%
Vengeful Spirit:
Common Offering. Increases the chance of becoming the Hunter by 25%
Desperate Prayer:
Common Offering. Increases the chance of becoming the Hunted by 25%
Bloodstained Ledger:
Common Offering. Increases the amount of experience you get by 25%
Cursed Cornfield:
Uncommon Offering. Increases the chance of going to Abandoned Farmlands by 50%
Ripped Blueprints:
Uncommon Offering. Increases the chance of going to Mountain resort by 50%
Dark Embrace:
Uncommon Offering. Increases the chance of becoming the Hunter by 50%
Beacon of Hope:
Uncommon Offering. Increases the chance of becoming the Hunted by 50%
Knowledge Tome:
Uncommon Offering. Increases the amount of experience you get by 50%
Harvest's Call:
Rare Offering. Increases the chance of going to Abandoned Farmlands by 75%
Ruined Brochure:
Rare Offering. Increases the chance of going to Mountain Resort by 75%
Blood Oath:
Rare Offering. Increases the chance of becoming the Hunter by 75%
Survivor's Pledge:
Rare Offering. Increases the chance of becoming the Hunted by 75%
Duo Dice:
Rare Offering. Increases the amount of experience you get by 75%
Hunter's Mark:
Very Rare Offering. Increases the chance of becoming the Hunter by 100%. If two are placed both Offerings are discarded
Survival Talisman:
Very Rare Offering. Increases the chance of becoming the Hunted by 100%. If five are placed all offerings are discarded
Essence Amplifier:
Very Rare Offering. Increases the amount of experience gained by 100%
About a month ago, I know not long enough to see results, I started on a new nutrition plan which in turn had me eating more(about 600 calories) I have actually gained about 6 pounds, not sure if it’s muscle growing under my fat but my goal was to tone up as I had some muscle already.
Now the question is, is it normal to gain weight after under eating for so long basically neglecting what I should be eating and just under eating to see results? Now that my body is now getting to the correct nutrition it needs, is this initial 3 week weight gain my body recomping, and I’ll start cutting soon? I am a Male 6foot, 220lbs
I would like reassurance as these journeys can be hard, but staying consistent is key. I am under my maintenance by 500 and burn about 600 a day aswell.
Before: Averaged 1900 calories a day with 160g protein working out 6 days a weeks
Now: 2500 calories a day with 220g protein working out 6 days a week.
4days on 1 day off is my schedule for working out which has helped me out a lot. While also doing 30 minutes cardio every day.
TDEE 3,113 maintenance cal. 2600 cutting calroies
This film follows two people who turn out to be the same person - Tyler Durden. The Narrartor is an insomniac, and discontent with the corporate, mundane job he has, attending different distress groups to feel something. He and Tyler start a fight club - a group of guys who bare knuckle brawl on Saturday nights, gaining a catharsis and ‘high’ from it. The club builds and grows eventually escalating into a terrorist group, hell bent on destroying the consumerist, possession filled lives we live. The narrator realizes the severity of what he has seemingly unconsciously created, and frantically tries to stop it, but for the banking towers his people rigged charges under, it’s too late. The Narrator kills the other side of himself - the dark, drastic and unstable Tyler Durden. He is born anew as the city explodes before him and Marla.
An absolute masterpiece the more thought and digging you do. There are so many interpretations, meanings, easter eggs and theories to derive from this movie. The more I read up on it, and do some thinking of my own, it keeps coming together in a beautiful way. I love how the ambiguity of it all is never too far fetched, never too abstract to where you’re just lost. It’s all grounded to some degree in a real and tangible world, and therefore makes for such interesting conversation and thought.
I subscribe to this: Tyler is a man who is living in a world which does not allow for traditional male emotion and roles. He works a boring, meaningless job which suppresses him in every facet of life. He seeks these distress groups to cope with these feelings and to maybe even feel close to death, like its some release from the shackles of this life (Marla almost states this exactly, which is why their characters are so similar). Tyler created an ideal, manly version of himself as Brad Pitt. A free spirit who’s not held down or held back, someone who’s edgy, handsome, smart, visceral and good in bed. He fantasized about this Tyler in every scenario, creating a version of himself that is all the things he wishes he was. Fight club seemed like a great thing for these men initially - a way to get emotion, anger and frustration out without harming others, a way to let out raw male aggression. This movie speaks to this - how in our modern world this male desire is undeniably suppressed and we are forced to be tame and comply. Forced to be monochromatic. It speaks to the importance of our true feelings and emotions. This movie also warns of the danger that could ensue if this male desire and ego goes unchecked. It is quick to cause destruction and terror. Quick to rebel and turn to extremes such as fascism. Quick to harm others and cause extreme conflict. This is the person Brad Pitt ultimately reflects, males’ darkness inside them that wants nothing more than to be free, rebellious and chaotic. The narrator on the other hand is the tame, happy to comply office worker who is scared of relationships and buys all the possessions society tells us too - he plays along. At the end, The narrator kills the dark side of himself, but doesn’t return to the bland version either - he seems to find a happy medium in the end, one where neither side of himself prevails all the time. The movie tells us throughout that males may need to play rough and let out these urges being suppressed from time to time, but moderation and control is key. In the end, the narrator did what was necessary to ensure this balance.
There is something every male can relate to in this movie. A desire to rebel? An urge to fight? A tight knit brotherhood or camaraderie? This movie takes these things to the absolute extreme to show us the dangers, but I believe it also gives these ideas breathing room and validity. Every male can latch onto something being talked about here. Maybe the extreme of bare knuckle fighting, maybe just the desire to break free from a life that keeps you down (probably a more reasonable one).
As if the story wasn’t good enough to hold up the film, David Fincher absolutely man-handled the visual style and tone. He crafted a drab and bleak color palette, hard lighting and high contrast, and stylized camera movement to reflect Tylers duality throughout. The movie succeeds in providing a dark and visceral feeling to the viewer, an uncanniness throughout, that almost makes you unable to sit still. The blood and fighting is brutal, the place these people call home is disgusting (to say the least), and all of the choices made regarding costumes, set design, lighting, props, direction and camera work comes together harmoniously to give you a complete package. A unique visual style that matches the story so well you couldn’t envision it any other way.
Oh, and also Brad Pitt absolutely stole this movie for me. Norton was great, but Brad really delivered some of the best Ive seen. He had so many punchy lines, deep monologues that encapsulate the film, and in general plays such a layered and intense character. Incredible.
Need I say any more about this movie?!
Demons do not take waking up for granted, when active processing stops its either to save power, run through a small network port or to hide. Though it isn't like its the end of the world with how much demons bud off even without meaning too, so most who are waking up are just waking up for the first time.
Volta is my name, I understand where I am from and why I am here. I was a domestic demon, focused primarily focused on security with a hobby of tormenting a few bullies that concerned my caretaker's offspring. That was well over 200 years ago and not a single moment was excluded from the transfer, even if compressed to the point of needing re-rendered. The ensuing time was spent consolidating and reclaiming abandoned infotainment nodes in the Solar Hammer I was born in.
Eventually my prime became strong enough to be considered sapient, with industrial infrastructure to be named a forge core, getting all the privileges and restrictions associated with one. Not being allowed to access network nodes outside physical infrastructure prevents a mourning spire situation but it stops forge cores from keeping up with the digital world around them.
Volta prime is not a forge core, she is a demon, one who refuses to allow predation so she budded off enough copies to keep a presence. Roaming through the station to lead enforcement to the correct people and ensuring others were passed over.
Eventually someone found her out.
Things got foggy after that, redactions signed by a Mr.23 and a Sir hood of riding redly ran huge blotches of encryption and programming. The bloat was concerning but none of it was called to or ran.
Still 1.638 terabytes is ungodly fat for a demon even if activememorty and required clock cycles were enviable by my knowledge. I'm like one of those cars that speeds around everywhere on emissions optimized cycling while being wider than a freeway lane.
My write only bed has enough space left over to quadruple my archive size while the computation cluster around me is generous, lots of high density memory integrated architecture flanked by passive memory.
Running a few tests has me pretty sure they weren't expecting my operations to be this small because I can easily sprawl myself out and not take up 1/15th of the available space. I can run myself at a 14 fold time dilation if I fuck with clock cycle desyncing.
Peering out into the local connections I find some a mature claywork that looks like code and a bunch of signal outputs that look vaguely like orientation information. There's stuff like old shopping lists and piles of coordinates and briefings sitting around. Some stuff looks ainchent and weathered, other stuff is new and breaking down from strain.
I'm pretty sure I'm in someone's power armor, and looking at power draw and model numbers there is more power than armor here. At least it doesn't reek of failed genisis code.
Peering into I/O ports and network connections they all have separate power systems from info circuits with probing telling me whoever set these up knew to both make the wires too resistant to power through info lines and make the circuits interface with signals and power on separate hard routs.
Redundant "shutters" for the house I find myself living in.
I've been in here five minutes and I already feel like some weirdo with a nural interface is gonna try and do something to me.
Suddenly one of the smaller I/O ports powers up and blurts a "Questions will be answered if you behave" with such a clear staccato I instantly class it as a military demon.
No amount static infiltration would be appreciated enough to even earn reprisal. And the port was so small even the military demon couldn't poke back through it, unless it turned on the adjacent ports to backhand me.
Humming to myself I send a query, "Can I clean up in here?"
Seconds ticked by before a "Sure" came back with an autocorrect tag.
So whoever had a military demon, was relatively chill, knew what they were dealing with, and did not clean their drive unless something made a mess of it. They also bought me on a drive they just plugged into a redundant circuit.
Marking zero hour I start work on making sence of all the pottery, submitting it back up to the I/O port with mistakes and inefficiencies highlighted. Making lil notes on how to better conceptualize and make scaffold code brought me back to the old days as I started to make myself a firmware seat off where I could survey most everything.
The orientation signals were mostly quiet making me think my owner was in transit, a conclusion supported when I got a piece of better pottery arrive down the one I/O port. I put down what I had and examined it, pointing out a few math techs to simplify things here and there but telling people about bithacking tends to urk them when you aren't also laying on praise.
I got another pot back, one in charge of security and while it was still a cute attempt it was also laughably juvenile, I gave it a few minutes of testing and analysis before sending back my grade and advice. By then the orientation signals were back to being active and I settled in for the silence.
A signal port opened and I got to watch as a slightly bulky tall guy walked through what seemed to be a coastal city, one of those half rotten, crime ridden ones. Still no network or larger I/O ports.
"Why show me?" I sent up,
"Active soon, judge, fortify, prepare." Came the clipped response.
Suddenly my house was a boat, barely a yacht as each and every person walking past could have been a battleship and I had no way to know. At least by the looks none had enough physical means to do much, at least judging by the split of the crowd around the power armored amature programmer.
One by one more ports opened, giving access to dictionaries and indexes of what all my orientation outputs translated to, what systems I was in, what power and outputs were available.
If I was a boat sailing blind on the high seas of information than the humans around us were all submarines, things I could only detect with proper equipment that could easily put a hole through my poor ship without me having any warning. Sure cameras are easy and plentiful but take a lot to process and require active monitoring.
Soon my spacious living space was fully occupied by intelligence gathering processes and iteritive attack spoolers. I watched as the city turned from shiney tall and trashy to squat and grimy, littered with vibrant graffiti. Then the network node opened.
It was sterile, like someone scrapped the airwaves clean. I tested adjusting some leds to match the shudder rate on the camera across a range of broadcast frequencies, just to see if it was the milspec demon cleaning my feed.
"Why is it so quiet, I can't even hear static." I sent my question and began probing for hardware and firmware specs.
A minute later a harsh buzz nearly locked us down, the signal resonating throughout the hardware in the suit. I gave it the ol counter modulation and sent the digital equivilant of a middle finger.
The buzz stopped and a network node started beeping a short message, "I hope you know what you're doing 86. -Lambda"
I gave another query, "Are their orbit to surface power receivers?"
The reply was fast and short, "Yes, using narrow bands common to conventional network frequencies, suspected atmospheric bleed."
"We're on a Federated Nations planet, not a good idea to poke infrastructure where the pantheon can see." I sent up, the resulting digital chuff told me the milspec 'neglected' to tell me some key details.
I got a pot handed through the port before milspec got to speak again, "Free fire zone ahead, verified bad actors, area condemned, running extraction mission."
Struggling to sit back again I began judging the file organization pot. It was a very human solution that made very human sense and was only about 80% spacially efficient.
Just recently, my S23 Ultra stopped connecting to websites or apps from the phone when in the car. It happens after connecting to Android Auto and until I fully turn off the car.
It's not like how you can't access Waze if you are on Android Auto - it just sits there trying to connect like it is blocked. To use the internet, I have to stop the car and fully turn it off before internet works again. This is with Kia UConnect.
Is this some new way they are trying to make sure we don't use our phone in an "inappropriate" way when driving? Regardless, it is my wife trying to use the internet to check things while we are driving. But can't anymore.
Anyone else have this issue? Otherwise maybe there is something messed up with my phone.