Volume I ~ The Killer's Tale

 
~ The player and Gabrielle reach the town's central fountain ~


Gabrielle - Looking at the fountain, "Hm.  This is a nice touch.  The exact center."  She sits on the edge and smiles up at the player, "Been a while."  Distracted a moment by the touch of the stone, "Okay !  So before we start, I need to ask.  Why are you here ?"

~ 1 - I want to kill.

~ 2 - I want to learn.

~ 3 - I want to explore.

"Well alrighty then."  She stands and smiles, "And good luck with that.  Let the game begin."

She turns away with a single step and is gone in a flash to the sky as it's grid-work crackles to the corners of the skybox.

('God's Gonna Cut You Down' remix by DJ Schmolli)

 
~ anatomy of the mortician's blade, an excellent hatchet and cracker ~


~ The Killer's Tale ~

 
~ while the Mortician performs his autopsy on the Founder ~
 
 
Credits roll with the cuts beginning with the citizenry pouring from their homes shops and alleyway mists into a vibrant city while the player explores the town for the first time.  
 
A clearly faux overtones which near modern in antiquated materials.  Some are more notably gothic, their eyes pierced with pointed smiles, the nobility excess lingering the manor at the far end of town.

~ But notably never the pub.
 
The player wanders the credits in the streets, no local moneys have been earned or found.  Even the muggers in the alleyways haven't mugged anyone yet, they've just spawned but that also means they haven't spent their bullets yet either, and they're hungry.  Everyone is.
 
Horses and carriage start mingling among to load for the docks.
 
(0:32 second) 

 The aged cars start making their way through the bustle.
 
(0:57 light)
 
The airships begin peaking over the buildings forming their lanes of sky traffic.

(1:36 Helter)

A man from the crowd is dragged to the alley by prostitutes.

A madman's eyes, an airship laden with more tries over the city wall, taken down in a heavy burn arrow barraged from the parapet launcher.  Burning into the ground, police rushing to run the survivors down as they tear feasting through the populace.

(1:48 Skelter)

Teeth grow in the alleyway to feast while the rest take the cash.

(1:54 return)

The last touches of a 'balanced world'.  Each individual NPC has a function, and without them that function ceases.  Any in excess of these functions goes mad as the population grows.

For every person added, so is a madman exiled to the wood and for every death, one found sane seeking Sanctuary at the city gates.  Some think Vampyrism the serum to that madness which otherwise besets the useless.

The player has no money yet, one could always try mugging someone, causing the entire town to turn on them.  Everyone knows who you are.  However if you wait for a mugger to mug someone and then mug them, there's always that.  

~ Super secret bonus on the next play-through for getting killed like a dumbass before the opening credits were even over ~
 
(it's an infinite supply of pub darts ~ they sting a bit)
 

The Killer arrives clothed in on site acquisition gear waiting to be filled.  The disposition borne from similar training in unknown places carrying nothing, enjoyed and continued as a constant challenge.

Using only the tools that lay around and leaving the way you came with only the most common local casings left behind.  How the Killer becomes one with new places.

Would less prefer to carry the many and large tools of survival than the fewer and smaller tools required to create them as needed.

"A weapon for battle is only required when they are already there to be plucked, while for tools for the hunt are best crafted in silence."
 
~ Teacher
________________

The pouches contain only the rare components, weapon sight transmitters to the goggles for targeting, small motors, shoulder-mount tracking for pistols attached to the packs straps, pouches lining them down to the belt.

The Killer's gear is based on a DARPA proposition for urban combat from I believe 2012.  As proposed ~

The shoulder cannons, each with cam, lock to movement and sound, headset racking in HUD side windows while the processors triangulate the information into a mapped environment.

The suit was to intended work in conjunction with others networked to add all information into a singular map which was shared by all.  So in the overlay, one could see on the map what another sees, including a target blip not in their sight-range.

Mapping here is as the VR system publicly demonstrated by the military, being a map projected on the floor just in front of the wearer, blips tracked.  The same kind Timepiece uses.

Targeting from the HUD works like a flight helm, multiple modes of vision, each gun in the game would have its own AI and level up system according to its kills.

Two universal small arm holsters on the belt, the pack holds three long be them rifle or blade, showing their menu arrangement on the player's back.

Worn duster over the belts and under the pack, a normal traveler's fedora topping period clothes normal for a depression era wanderer like many just off the boat, if not with a conspicuous number of pouches.

And the ever present the crow that follows to feast on the dead left behind.  Whenever an enemy's struck down in the game, it will be there.


The primary difference between prologue and main game gear is that main game has the actual guns for the gear while the prologue version is adaptable to found weapons.  In the main game found guns are parted into them.

The main game gun on the right shoulder is painted as an angel, the devil on the left, each run by it's own distinct AI with its own unique targeting and response disposition. 

Upgraded and leveled individually, the Killer can for example be protected while focusing on a sniping, if the shoulder mounts are used well and silenced.


PS ~ The original proposition was abandoned for weight, mobility, and network sensitivity to intrusion or worse, distraction while its nature leaves the user too dependent on it.

Left useless by a string of firecrackers, but good for games.