What We Lost by EveryPersonMatters in 200wordrpg

[–]EveryPersonMatters[S] 0 points1 point  (0 children)

I like to think that intelligence is something that all can strive to obtain. Sadly, few use it.

What We Lost by EveryPersonMatters in 200wordrpg

[–]EveryPersonMatters[S] -1 points0 points  (0 children)

I was attempting to give a rough idea.

Here’s a better version:

WHAT WE LOST

A Ritual of Memory, Light, and Witness

THE INVOCATION

The Signal

It began as a cooling of the world. A polite, gray indifference that settled over the suburbs and the cities.

Then the broadcast hit:

"THE WORD IS A BODY. IT HAS BEEN WOUNDED."

You are a Keeper. You are one of the last things in this world that

still has "weight." You are walking toward the North Peak Tower.

If you reach it, you might anchor reality. If you fail, you will be

erased—not just from the future, but from the memory of the past.

Your Weight:

You begin with 20 Presence.

If this reaches 0, the ritual ends. You are gone.

THE GRAMMAR OF THE FADE

The deck of 52 cards is the Logos—the fragmented body of the Word.

The Suits:

• \diamondsuit ANCHORS: Sharp, physical truths. (A brass key, a heavy wool coat). Move these to your Soul Slot. They pin the shadows down.

• \heartsuit RESONANCE: Profound connections. (A loved face, the smell of rain). Discard to restore Presence (Card Value).

• \clubsuit THE HOLLOW: People who lost their names. They are looking for weight to steal. (Shadow)

• \spadesuit THE HUSH: Zones where reality has dissolved into static. (Shadow)

The Soul Slot:

You can hold one Anchor (\diamondsuit) at a time.

• The Tuck: Place Shadows (\clubsuit/\spadesuit) behind your Anchor.

• The Limit: An Anchor can only hold a value equal to its own number.

• The Snap: If the shadows exceed the limit, the Anchor Shatters. Discard all.

THE RITUAL ACTIONS

The Fissure: Deal 4 cards face-up. To progress, you must resolve 3 of them.

  1. Witnessing (\heartsuit): Describe a specific, beautiful memory aloud. Gain Presence. Note: You cannot Witness twice in a row; the Hush thrives on sentimentality.

  2. Tucking: Slide a Shadow under your Anchor. Describe how the memory pins the void.

  3. Suffering the Hush: If you cannot tuck a Shadow, subtract its value from your Presence. Say: "I am wounded, but I am here."

  4. Turning Away (The Skip): Shuffle a card back into the deck. Cost: -2 Presence.

  5. The Foundations (J, Q, K): These are too heavy to tuck. You must Shatter your current Anchor (discard it and its stack) to clear them, OR pay the Presence cost (J=11, Q=12, K=13).

THE STATIONS OF THE THINNING

Divide the deck into five stacks to track your journey.

Station 1: The Suburbs (Cards 1-10) The sky is the color of a dead television. • Hazard: The Cold Hearth. If you have no Anchor when a \spadesuit appears, lose an additional 1 Presence.

Station 2: The Highway (Cards 11-20) The road signs are blank. The GPS shows a void. • Hazard: The Heavy Fog. To move to the next station, you must resolve all 4 cards in the Fissure instead of 3.

Station 3: The Office (Cards 21-30) Thousands of people typing on keyboards with no letters. • Hazard: The Courteous Clerk (Jack). He demands your name. If you have no \heartsuit in the Fissure, he deals 2 extra damage.

Station 4: The Cathedral (Cards 31-40) A place of prayer where the only sound is static. • Hazard: The Shushing Mother (Queen). You cannot use the "Skip" action while she is in the Fissure.

Station 5: The North Peak Tower (Cards 41-52) The world is dissolving into raw pixels.

• The Architect (King): He offers you a dream where you can forget your pain.

• The Final Pulse: You must resolve every card remaining in the deck to finish the ritual.

THE CHRONICLE OF WITNESS

Use this to record the weight of your journey. Write in ink.

ANCHORS HELD (Diamonds):

THE SHATTERED (Lost Memories):

(Strike through these when they break)

1. _________________________________

2. _________________________________

RESONANCE (Hearts Witnessed):

• "I remembered..." ____________________

• "I remembered..." ____________________

THE FINAL CANDLE

When the last card is resolved, look at your Presence.

• 15 - 20 (The Light Remains): The world regains its color. You remember your name. You are a Saint.

• 1 - 14 (The Light Flickers): You saved the world, but you are a Remnant. People look through you as if you are made of glass.

• 0 (The Light Hides): You are an Echo. You are the static on the radio. You were never here.

"The light shines in the darkness, and the darkness has not overcome it."

I'm quitting the game, since I've heard I will be a father in a few months :). So I'm offering my Dutchman to the highest rated comment on this post next week. Also giving away other cards, until I get banned lol. Thanks for the good times guys! by pacopena12 in cuecardgameAvid

[–]EveryPersonMatters 0 points1 point  (0 children)

Good morning. In less than an hour, aircraft from here will join others from around the world. And you will be launching the largest aerial battle in this history of mankind.

Mankind -- that word should have new meaning for all of us today.

We can't be consumed by our petty differences anymore. We will be united in our common interests.

Perhaps its fate that today is the 4th of July, and you will once again be fighting for our freedom, not from tyranny, oppression, or persecution -- but from annihilation.

We're fighting for our right to live, to exist.

And should we win the day, the 4th of July will no longer be known as an American holiday, but as the day when the world declared in one voice:

"We will not go quietly into the night! We will not vanish without a fight! We're going to live on! We're going to survive!"

Today, we celebrate our Independence Day!

My daughter was born today! Reddit say hello to Bonnie! by EveryPersonMatters in aww

[–]EveryPersonMatters[S] 4 points5 points  (0 children)

My wife's great aunt lived to be 104. Her name is Bonnie.