Hunger Games: Session 9
[ You find yourself in your respective unit's zone, with a mini-map on your phone, as well as your objectives:

Kill as many competitors as you can.
Destroy zones by breaking their statues.
Not enough action = We start killing you :)
Underneath the objectives is the number of revivals you have left, as well as whatever miscellaneous details about scoring points—killing a unitmate results in negative points, five units will be healed at most, etc.
The starting horn sounds. Let the games begin. ]
Kill as many competitors as you can.
Destroy zones by breaking their statues.
Not enough action = We start killing you :)
Underneath the objectives is the number of revivals you have left, as well as whatever miscellaneous details about scoring points—killing a unitmate results in negative points, five units will be healed at most, etc.
The starting horn sounds. Let the games begin. ]

CLINIC
Weirdly, there doesn't seem to be anything available here to treat anyone—no first aid equipment at all?—but there is a vending machine. Press any button on it and you'll get a Sn〇〇er's bar. Because you're not you when you're hungry.
In the inner room is a statue with a plush exterior. It almost looks taxidermied. It's kind of … creepy. But it's kind of … cute? (20HP)
A strange gas emits from the clinic seemingly at all times—it's hard to tell where the source is. One thing's for sure, though: standing in the gas makes you feel like you're on fire, though you can logically tell there's no damage happening to you. Those who don't have the "become so Numb" effect lose 2 of a random stat (can be spread out) while in this zone.
You can go southwest to the Forest's Edge, south to the Swamp/Park, southeast to the Junkyard, or northeast to the Water Park. Or, you can uncover the manhole and escape into the sewers. ]
EVENT: YOU
You're calling to you.
You must choose any one trait and attempt a roll for that trait:
5+: You resist your double's call. Gain 1 in a trait of your choice.
0-4: You reach out. It smiles wide, wider than your mouth could ever smile, and takes you by the wrist—it drags you, reaching in with its other hand to pull something out of you. Your soul? Is that what that was. . . ?
Cut all stats in half, or reduce 2 stats to 0.
Re: EVENT: YOU
[ nevermind. choosing power, because adding endurance doesn't give him hp. weh. ]
EVENT!! We Never Lost Control
"Level 2 Security Alert Confirmed. Clinic Patient Defense and Retainment System activated."
After that, you hear the whirring of machinery nearby...you'd better get ready to run!
All characters in, entering, or exiting the Clinic or any adjacent area must roll the following Endurance check:
1-6: The turrets fire rapidly at you, and you are unable to dodge or resist the effects of the various drugs pumped into your bloodstream.
Take 3 damage. You are afflicted by Juiced Up (Mental) and begin to experience the world in vivid pinks, teals, and oranges. In addition, you undergo terrifyingly surreal hallucinations and lose 2 points in all non-Speed stats.
7-10: The turrets fire rapidly at you. You cannot dodge but do manage to resist some of the effects of the various drugs pumped into your bloodstream.
Take 1 damage. You are afflicted by Juiced Up (Mental) and begin to experience the world in vivid pinks, teals, and oranges. In addition, you undergo surreal hallucinations and lose 2 points in all non-Speed stats.
11+: The turrets fire rapidly at you, but you manage to dodge most of them and what little you're injected with hardly affects you.
You are afflicted by Lost in the Aesthetic (Mental) and begin to experience the world in vivid pinks, teals, and oranges. In addition, you perceive those around you as having had their heads replaced with unpainted busts of themselves. You lose 1 point in all non-Speed stats.
Re: EVENT!! We Never Lost Control
Re: EVENT!! We Never Lost Control
a 3 for damage
which brings him to 0
rest in pieces ]
Re: EVENT!! We Never Lost Control
[Alisaie blinks.
[She blinks again.
[She retains enough wherewithal to realize that if this place is able to completely recalibrate her understanding of color and turn the world into an aesthetic nightmare, it probably also means the furniture isn't actually melting and running in (rainbow, of course) rivulets out of the suddenly-tilted floor.
[This was a terrible place to come, but they're all terrible places at the moment.
[She wonders how Levity is doing.]
Re: EVENT!! We Never Lost Control
[Still. Let's... not go into the swamp.
[Maybe the water park is less... something.]
Re: EVENT!! We Never Lost Control
Re: CLINIC
Re: CLINIC
SECRET PASSAGE - WCDONALD'S
Re: CLINIC
rolled 10]
ITEM
When equipped, the wearer takes 2d3 less damage from all non-Elemental damage sources. They are also immune to status effects that normally occur when attacked with a weapon, item, or ability.
Re: ITEM
Re: CLINIC
ITEM
When eaten, cures physical status effects. Consumed on use, unless the user makes an Adaptability roll of 6+.
Re: CLINIC
He picks himself up and looks around.]
This is new. What do you plan to do if we do run into someone, hmm?
[Rolled 7 for an item!]
ITEM
When equipped, all attack damage rolls lose 2 dice. Any target hit with a Pepperball is inflicted with Peppered (Physical), which blinds them and reduces all stats by 2 until their next turn.
Re: CLINIC
Re: CLINIC
[Motioning at the statue.]
Care to take the first hit? Or should I?
Re: CLINIC
Re: CLINIC
Re: CLINIC
Re: CLINIC
Re: CLINIC
Re: CLINIC
Re: CLINIC
Re: CLINIC
Re: CLINIC
Re: CLINIC
Re: CLINIC
Re: CLINIC
1/2
Re: CLINIC
Re: CLINIC
Re: CLINIC