ENTRY 238: Antimirror
Chrome roses budding from a length of barbed wire, each bud
and thorn tipped with rust, antimirror tastes of stale blood and ozone, with
overtones of burning rubber as the flowers dissolve that seem to fill the head
and overwhelm the senses. This petal is favored among masochists and exhumans,
for whom pain is but one more sensation to be experienced and savored in all
its million shades and combinations.
Each antimirror trip is a revisitation of some crime—a rape,
a murder, a mutilation. The scripts tend be simple, the characters flat and
mechanical. The non-player characters and settings are filled in from the
user’s memory, pulled at random: friends, family, lovers. Familiar faces on
empty shells playing pat parts. The user, of course, is always the victim, and
suffers the worst of the events until the hallucinatory narrative ends.
The petalcrafters of antimirror pass themselves off as
harmless enthusiasts, entertaining each other with their simple games, but the
XP recordings that form the backbone of antimirror are culled from their vast
archives of pain and fear. While they may or may not be torturers and sadists
of themselves, they hoard and barter the memories of those that suffered and
died at the hands of such depraved individuals, and vicariously cherish that
anguish. While some are relatively harmless, others on the shadowy networks
have been connected with kidnappings, unlicensed and unwilling augmentations,
sexual assault, and premeditated surgical alteration on many habitats. Still,
because of the disparate and secluded nature of the group, it is difficult for
any legal authorities to stop their trade and barter of such materials,
disguised as it is within accepted and perfectly legal peer-to-peer networks.
Antimirror Mechanics
Type
|
Application
|
Duration
|
Addiction Modifier
|
Addiction Type
|
Cost
|
Nano
|
O
|
1d6 hours
|
+3
|
Mental
|
Moderate
|
Antimirror has about a 1 in 10 chance of causing a “bad
trip,” inflicting 1d10 Mental Stress on the user. Common derangements caused by
antimirror addiction include paranoia and self-inflicted wounds.
Sweets
- Let the Blood Run Out (30 or more doses of antimirror in the last 30 days): Prolonged users find cathartic release through self harm; by inflicting 1d10 damage to themselves, the character can remove 1d6 Mental Stress that they have accumulated in the past 24 hours.
- Mind Numb (60 or more doses of antimirror in the last 30 days): The user develops a mental resistance to traumatic imagery and experiences; reduce all Mental Stress the user accumulates by half.
- Become the Victim (5 bad trips with antimirror): The user’s last hallucination made it onto the Mesh, and they have become a minor celebrity among the petalcrafters and users of antimirror. These individuals push the user to use the petal more often; the cost for them changes to Trivial.
- Witness (Random): The petal isn’t the typical narrative, but the XP recording of a recent unsolved violent crime. The user’s hallucination may hold clues to catch the perpetrator, or help identify the whereabouts and status of the victim.
No comments:
Post a Comment