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Messages - RadioactiveBeer

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16
I think I might have to borrow or pull inspiration for a leg, job or even the basis of a game.

Feel free. Some ideas I've had for Leg-sized "bites", rather than a full job include:

1) A variant on the Bitten Taker random encounter from the table. The Takers get a broad-spectrum signal, a live-feed from a Taker. "No, damn it, no! I just got Gorriliath! I got it! I'm out of bullets but now I'm bit!" Put her out of her misery, maybe a check to understand the reference to uBeasts and that her Specs probably contain data worth selling.

2) A "Trainer Battle" - two Blight-farmers are vying for the same spawn point and it's become a stand-off; both are armed and taking cover behind cars in the street. They might try to haggle the Takers to kill the other trainer, or in their paranoia believe the party are the other Blightfarmer's "back up" and open fire.

3) A "critical success" - the Takers are heading through the ruins of a Ubiq store when one of their Specs flares to life and fills their feed with colour and sparkles as the mythical uBeast Sahalit, Mother of Storms appears before them. The Taker in question has just Willy Wonka'd their way into a random encounter with the store's local sustainable server which has netted them an extremely rare, possibly unique, uBeast. Their Specs can now be sold at a major mark-up from what they were previously worth just by having this data on them. (Think people selling iPhones with Flappy Bird installed, or games consoles with the P.T. demo on when that software stopped being available)

4) A "critical failure" - the same situation as above, the Ubiq store. Unbeknown to our heroes, an Aberrant has taken up root in the basement, its tendrils winding into the store's systems, which has tainted the connection which would have previously netted them the mythic uBeast. Instead they receive a jumbled mess of pixels and audio glitches whose name appears to be [A1A~pokm2]. Treat [A1A~pokm2] as an app for the purpose of Specs, taking up a Charge of memory permanently. It cannot be deleted and each session will grow to take up another Charge of memory in the Specs. Eventually it will "eat" the other apps installed on the Specs. In addition, the Taker wearing the Specs can no longer entirely trust their visual perception while wearing the Specs; the Market can, once a session, lie to the Taker in question about what they see. Has the Blight gone digital? Is [A1A~pokm2] a data-based Aberrant or just a really nasty bit of corrupt code? (Tl;dr you found MissingNo instead of Mew, and now he's eating your save-game files) 

17
Also from the Facebook group, an elaboration/write-up of an idea I'd had for a job and setting element.

"When Ubiq launches their first generation AR specs, the products shipped with the uBeasts game pre-installed as a 'proof of concept' that the Specs could be used as a gaming platform. Successive generations of Spec came with the next iteration of uBeasts and Ubiq Aloft's premiere brought uBeast World, a worldwide MMO version of the popular monster-collecting game.

When the Crash came, the world ended. People moved, infrastructure collapsed, the States were divided. But people still use Ubiq Specs and Ubiq Aloft servers still operate. Which means uBeast World still exists. As things calm down in the Recession, a bizarre sub-market has evolved among what's left in the uBeast fanbase, an extension of the so-called 'gold farming' industry that existed in other MMO's. Some people call it 'blight farming'.

'Blight farming' became necessary when a feature of uBeast World's creature spawning became especially inconvenient with the new realities of the zombie apocalypse. Certain special monsters could only be found at specific times, within specific regions, to encourage exploration and attendance at certain events. Ubiq City being in Colorado meant many of these mythic beasts would only ever spawn in Colorado, for example, to encourage people to visit. Colorado being in the Loss, Recession-based uBeast fans mostly gave up on ever getting their hands on these lost uBeasts. But many are willing to pay for the rare, the lost, or just for having their collection filled out. (Look, nerds pay a lot for weird stuff. Is this really surprising to anyone at this point?)

And so people began using Lifelines to arrange jobs with Takers to go 'blight farming', seeking out uBeasts that now could only be found in the Loss. They ship out cheap Ubiq specs with game installed, the Taker goes to the site the uBeasts spawn and try to remain uneaten until they can catch the Beast. The Taker then sends back the Specs with the captured uBeast on back to the client, who trades it with their main account. Some gamers might even ship out their primary gaming specs, if they can bear to be away from their main digital device for that long. From the Taker's perspective, blight farming is paying work but it's humiliating. No-one likes being the guy indulging the manchild (at least crypto can't get cheeto dust on it). The idea that your food or your child's medicine is dependant on this frippery, that you might get killed or become a monster in the name of an imaginary electric hamster, is incredibly demeaning to a lot of Takers. Blight farming jobs are usually considered 'bottom of the barrel' - taking one might even be a Humanity test as the Taker realises just how long they've sunk."

18
RPGs / Re: Red Market Con Game/Guide?
« on: July 11, 2016, 09:19:14 PM »
So, I demo'd the game for a bunch of new players on Saturday and it went well. Here's what I had:

1) Pre-written enclave; ~1 handwritten A4 page (Freedom Lodge, a Montanan ski resort that was taken over by a survivalist militia early in the Crash)
2) 7 pre-gen characters (Always have more pre-gens than you need, so players have better choices. Also, it forced me to learn character creation.)
3) 2-3 blank character sheets (In case of snowflakes)
4) Printout of the "in-setting terminology" and "basic game terms" sheets of the rulebook.
5) Printout of the combat cheatsheet.
6) Three jobs, each ~1 A4 sheet (both sides, handwritten, including legs) for job info, then an extra sheet for job site map (printed off blueprints from Google searches).
7) The Negotiation sheet.
8) Dice.

That was plenty for a 4-hour session that went very well and got super-positive feedback from the players. The reason I went with THREE pre-written jobs instead of one was because I feel like the "hmm, is this job worth the risk?" aspect of the game is a pretty key part to the experience, as well as the idea that jobs you DON'T take are just as important as jobs you DO. Also, the book does a good job of making mission creation quick and organic-feeling, so going through it multiple times helped me learn the system better.

For reference the missions were: a Closure job for the owner of a copper mine with an escaped Latent slave [Complication: the Latent was winged by a guard while escaping and bled to death on the run; his Vector found an enclave and caused an outbreak]; a Grab job for an Archivist stealing the original film reels of a seminal zombie movie from the director's house [Complication: there was a bounty on the director's head because he was a key contributor to the Romero Effect and Raiders crash the ranch house looking to collect]; and finally, research assistance work for a zoologist, tagging and releasing Casualties to map herd movements [Complication: the zombie cluster the scientist identified as her research targets were the "lawn gnome" security system of a bunch of squatters hiding in the strip mall opposite].

19
Aberrant idea!

The Cenotaph appears to be a variant of the Scarecrow, a Casualty whose Blight seems to have solidified like amber and 'frozen' them in place. The Blight then winds up and round into a pillar-like construction, wound through with grooves and holes; it looks like an H.R. Giger totem pole with yawning faces trapped behind glassy black Blight-stuff. The crenellations catch the wind queerly and make a haunting, song-like sound that carries for miles. A peculiar quality of this sound is that they seem to attract other Casualties like no other, like ringing the dinner bell. Having a Cenotaph in your neck of the woods is bad news because it means your enclave is about to have a stampede. When players are near a Cenotaph, the Market rolls Mass/Shamble each turn, regardless of whether or not loud weapons were used.

Samson Aberrants have developed a strange symbiotic (or at least non-toxic) relationship with local insect life. Their bodies are tunnelled through and hollowed out, turned into nests for the creatures they unknowingly harbour. A Samson might be surrounded by a horde of stinging wasps or bees who want Takers to keep away from their walking hive; Takers have to use their Twitch action to keep the wasps off. Alternatively, a Samson's abdominal cavity might contain hordes of Blight-covered (and thus infection) crawling insects like cockroaches and millipedes who spill out when the Samson takes damage; this probably inflicts a Humanity test to see and spreads infectious Blight across the ground near the Aberrant.

20
Oh, the best part of that? "Iceland" is the name of a low-tier supermarket in the UK, that kind that basically just sells cheap frozen ready-meals and gets D-grade pop singers for their ads. "That's why mums go to Iceland" is their slogan and it just became this sick burn against the England team. 

21
And they had pre-Industrial Revolution economies, too!

Hey, it looks like those are coming back in style pretty soon!

22
Recruitment Board / Re: Delta Green: Kali Ghati PbP
« on: June 25, 2016, 06:44:09 PM »
I'd be interested; I have read Khali Ghati but promise to try and keep metagaming down.

23
RPGs / Re: Hacking Red Market question.
« on: June 21, 2016, 08:45:33 AM »
How do you deal with the past being in flux? If taker eqivalents retire and have conflicting goals? Is there some sort of in setting agreement. Although rereading your post it seems everyone gets an alternative universe to live in.

It's.. bleaker and more cynical than that.

First: The State has a monopoly on time travel tech which is why Diving is illegal; it's how the State maintains its presence in the present. It's how the secret police erase counter-revolutionaries so secretly. Ministry agents ensuring key Revolution events occur as they should is one of the problems Divers encounter on higher-value jobs. So while you can commit minor changes fairly easily, they're ensuring that the the broad strokes come to pass - the State still exists, the Dear Leader still at its head.

Second: You'll note I kept the terminology vague and this was by decision; the global state has extended to the point that it's functionally nameless, the revolution like most revolutions goes through multiple phases and changes who is the ally and who is the enemy. Another shift in the revolution is just another shift in the end. A regime is a regime, a revolution is a revolution. The details change but the broad strokes stay the same.

Finally: every idealist has a tyrant in them. So a retirement "changes" the past only so much that Hitler becomes Stalin becomes Mao becomes Pol Pot.   Think about what Aaron would do if he was given absolute control over a global regime; he'd absolutely do what he thought was best for the people under his control but soon things would start catching fire...

I like it.  When can we play?
Serious.  I don't see any flaws right of the bat.  It needs work of course and there are unresolved things like healing paradox.  But as a start I don't see any inherent flaws.

On a side note.  Reading this made me think that you could use Red Markets to play a really depressing realistic version of Paranoia.

Thanks! As you say, I still need to think of a way to burn off Paradox. Fitting with the idea that time travel is a dissident act, you might burn it off in your Dependent-esque vignettes through actions that are loyalist; publicly reaffirm Party loyalty, working for the State bureaucracy etc. I also want to work in a way to encourage saving by making visible wealth dangerous.

Yeah, depressing Paranoia was definitely the sort of feeling I was going for. The idea originated in the role of farmer's markets in North Korea (where commerce is illegal) combined with the fact that time travel stories are illegal in China (because it suggests that the regime can be changed, that an alternative might be better etc) and I love reading about how insane North Korea is in general.

24
RPGs / Re: Hacking Red Market question.
« on: June 20, 2016, 10:18:53 PM »
Alright, so here's my take on a Red Markets/Profit setting hack/variant. The idea is to channel the feeling of life under oppressive regimes like North Korea, use resource scarcity through rationing and to inject nerd tropes through time travel.

The State arose following the glorious Revolution, eclipsing all resistance of the ideologically backward and counter-revolutionary, and merging all previous nations into a single, global mega-state under a planned economy, all until the loving gaze of the loving figurehead, the Leader. All citizens of the State are equal, all economic activity is planned and executed meticulously by the fine men and women of the Ministry of Resource Allocation. One world, one system, one economy, one people, one ideology. Utopia has been achieved. All citizens of the State know this.

To suggest otherwise is not done. Or rather, those who do it are rarely heard from for much longer. Someone else is found to be living in their apartment; their spouse is found to have been married to another person. The State is pernicious and omnipresent, its presence reaching into every aspect of your life.

And yet, though none would publicly declare it, the resources each citizen receives from the Ministry are not enough for their needs. Because what you say you need is different from the Ministry says you need. And where there is need, there is opportunity and there is profit. There is a black market that will provide you with these things. The question is how to earn it.

Everyone has memories of the world before the Revolution, before the markets were controlled, certain goods and services were outlawed. Everyone has lost something to the ever-present march of Progress. Everyone was promised a utopia that only partially manifested. Everyone had someone they loved go up against the wall when the Revolution twisted and suddenly they were counter. The past is fertile ground, full of things that people want and need. This is where you dive, through illegal and tightly-regulated technology. You reach into the Revolution to retrieve lost things, to pull contraband from the past into the present; you secure local time-loops so a bereaved lover can relive the last night they spent in their paramour's arms; you give the counter-revolutionaries a glimmer of hope by providing them with proof that things can be/were/will be different, better. But you must do so secretly, because time travel is an illegal technology - why, the State asks, would you want to look at the past when Utopia is today? To suggest that this is no so is sedition.

Allocation: At the start of the game, the MRA gives you what it tells you that you need, that you deserve. This is your ration book, essentially. This is how much you have to live on for the session and also how much you must be seen to have; if your neighbour sees you suddenly bringing home armfuls of expensive whiskey, they'll mention it to someone who'll mention it to the Ministry. Naturally, it is not enough. You have a need that the Ministry will not - cannot - provide.

The Market: Commerce is illegal under State law, but most citizens dabble in the black market to make up the gaps in what the MRA provides. This is where you go to meet the needs the MRA does not meet, and this is your "enclave". It might be as small as the room above a bookshop, or a covert speakeasy in a cellar, or perhaps it is an extensive network of sewer tunnels. This is where people sell veal from cellar-reared calves, bathtub whisky, hand-drawn pornography. And this is where Divers ply their trade. Market is one of the variables of a job - it represents the raw value (monetary or emotional) of what is being dealt with; saving a wedding ring from being cremated in one of the mass graves of the Revolution, stealing cargo of a product no longer manufactured as the State deems it decadent.

The Dive: You have a rare, valuable talent - the ability to take jaunts back in time. So far the longest unassisted Dive has gone for one day  before the Diver "rubber-banded" back to the present day. At the Market, Divers operate crews that use time machines to assist their natural talents to allow for longer dives, to bring larger things back with them, to bring others back with them. This is where you earn your money.

The Risks: Because of course it can't be that simple. Diving is not an easy task. If nothing else, the past is a dangerous place; the Revolution was a shooting war (several, really) where many strange weapons were deployed, where many things not found in the State roamed and roared and spewed fire across the loyal soldiers of the Cause. What's more, there are risks inherent in changing the past; much was lost in the Revolution, so pilfering boxes of ammunition for a depot moments before the artillery shell hits causes little change, but saving the life of a martyr will.. draw attention. Mankind is not the only thing to have evolved the ability to move in four dimensions; the bravest and most ambitious Divers soon find themselves.. hounded. In-game, Ripple is the other variable in a job - essentially, this is the "demand/risk" element of the job. The higher the Paradox rating, the greater the historical change completing the job represents, thus the riskier the job will become. (Everyone who has time travel wants to kill Hitler, no-one wants to deal with the fallout of killing Hitler.)

Paradox: This is the "refresh" mechanic; instead of Adaptability representing the ability to have just what you need, it represents the ability to edit the scene to your advantage; having a gun under the table you just sat down at, having already cut the wires, reaching behind the dumpster to pull out a spare magazine for your weapon. (And yes, it's stolen from Continuum.) Your Adaptability stat represents how many times you can SAFELY invoke a Paradox, how easily you keep track of your own personal timeline and can be relied on to, say, later (relative to your perspective) go back and duct-tape a gun under the table five minutes before you grabbed it. Invoking paradox AFTER that point can be done, but automatically puts a point on a new Paradox track which works like a Humanity track (Cracks, Crumbles and Breaks represent different levels of compromise to your personal timeline; at a Break, you are devoured by a Hound, or kill your grandfather by accident and erase yourself, or otherwise commit a paradox huge enough to destroy yourself and significantly disrupt those around you) Certain high-Ripple jobs carry an inherent Paradox value just for completing them. [Need an idea for how to reduce Paradox]

What I Would Have Done: Everyone has the idea of what they would do to change the past, to change the course the Revolution took so that it didn't create the corrupt, incompetent, murderous State that exists today. Who they would save, who they would kill, how they would do it differently, what they would do if they were in charge. This is a Diver's retirement; they save up to get enough time and power on the Machine that would allow them to permanently jump into the past and make a huge, meaningful change. To create their own Utopia. To change reality. To become the new Dear Leader of a new State after a new Revolution - nothing changes for anyone else. The Dive continues. (Because while zombie movies are how we talk about totality, time travel stories are how we talk about unintended consequence, about how good ideas can go back. And because every dystopian regime began life as a Utopian ideal until it met reality.)

Thoughts?

25
So, after listening to ep1 of Fallen Flags, I was toying around with ideas for characters based around the whole Immune thing and here's what I came up with. (Posted the idea in the FB group) If you like 'em, use em! If not, you can never un-read em so I win either way!

BOGOF (Buy One, Get One Free) are a brother-sister team who have set themselves up in the Loss as a small independent fixer outfit. Near-identical twins, they have taken great care to resemble each other as closely as possible, down to the model (and repair) of the equipment they use to make them unrecognisable as individuals. As the name suggests, they come as a package; you hire one, you get both of them.

They used to be Gregor and Imogen Thompson, a pair of medical subjects "rescued" from a DHQS facility by a Moth raid about year into the Crash. The rescue was great, but the problem was that the Moths - being Moths - promptly uploaded all the project's medical data to the Ubiq network. This is where most people learned that immunity is apparently not a genetic factor as the medical tests showed Imogen as immune but Gregor not to be immune. Due to the high price that the immune have on their head, the Moths "outing" Imogen as immune effectively ruined their lives and the pair soon fled the Moths too.

BOGOF is short and skinny, with black hair swept over to the right and a cat-scratch style scar down their left cheek. They have narrow, pinched features and are cleanly shaven. They wear long, heavy overcoats to conceal their general body shape and under that is a complicated mess of straps, harnesses and holsters that somewhat baffle the eye. In combat, they both use large, chrome-plated automatics that appear to be (like them) one of a paired set.

26
Yeah, I always thought that the Derlethian interpretation of "there's good Mythos too!" kind of missed the point and always try to hammer home that ANYTHING supernatural in a Call of Cthulhu scenario should be a source of SAN loss. The idea behind Nodens telling you "KILL THE WHORES" and spiking your brain with a vision of you eviscerating a man on the step of town hall as his clue that someone in the government is a Cthulhu cultist, much like the primal imagery Caleb uses for Bast, is that the "patron" power is still a monstrous, awful thing and it's not pro-human - it just happens to be anti- the thing you're up against right now.

Been riffing off of the Olney idea and Final Revelation, toying with a frame narrative about civilians piecing through the aftermath of a wildfire that gutted several northern American towns, when they come across a bunker that used to house a Green Box and has signs that someone lived there. As they search for the resident amid the underground complex, they encounter research notes, after-action reports and case files that all link together; as with Fiinal Revelation, reading the case files triggers a one-shot about that case. It provides them a clue that might unlock a door in the bunker, or lead them out to a possible refuge the resident might have fled to escape the fire. Eventually they uncover a family tree document laid out by the resident of the bunker, Agent Olmstead, who comes to believe that the lineage is cursed or evil (due to the connections it has with all the cases) - and probably one or more of the party will recognise relatives on the tree. He's set out to assassinate a politician visiting the site of the wildfire for publicity (as he believes the politician is part of the bloodline) which forms the dramatic race-against-time finale and of course the potential for stand-off's, Mexican and otherwise, as dramatic debates unfold over whether the politician is a Mythos agent or not, if Olmstead is just insane...

27
Role Playing Public Radio Podcast / Re: Red Markets Alpha Playtest
« on: June 07, 2016, 09:12:57 PM »
Okay, hear me out: a Ludwig app. Picture of Ludwig on the screen, tap him and get architectural quotes blared at you in a synthesised robo-voice. You can also dress him up in hats, different cargos and paint jobs.

I'll take my million dollars now please.

28
RPGs / Re: Game Fodder / Story Fodder
« on: June 03, 2016, 10:33:12 PM »
This recent report on a drug trial paints an elaborate multi-national crime scheme going on.

A British man was sentenced in Manhattan after being arrested in Thailand for buying North Korean meth in Hong Kong, and selling it in the Phillipines with his Zimbabwean boss (who was arrested in Liberia and I've just gone cross-eyed). Apparently what did them in was trying to connect their crime to every continent because a sting operation was carried out whereby law enforcement officers posed as South American cartel members looking to buy, and apparently these guys really wanted to tick that box.

The carbon footprint on this crime in ridiculous.

29
I think Kowloon/Ross would probably have done differently if he could do it over again with a clear mind and no time pressure.

Counterpoint: doing so is a Detachment stressor and that acts as a mechanical disincentive even without time pressure; carrying out the "feed the Christians to the goop-lion for profit" plan is a very "That Guy from the Zombie Movie" thing to do, which is what the Humanity system represents.

Also, you're kind of ignoring the context of their entire previous relationship with DHQS, who were repeatedly established as monstrous and murderous. As previously mentioned in the thread, a central tension in the game is how much money it takes for you to overlook the client's shadiness and I think the DHQS are just the most extreme example of that. It's not just a question of "what do I do in this instance" so much as how everything leading up to this point shapes your thinking about what to do next. And there's rarely going to be a time when you're not pressured to make a choice, so I think saying "he would have made the right choice if there wasn't pressure to make the choice" isn't a great argument. Perhaps he decided he didn't want to be like the Vowels, regardless of profit loss and risk. Perhaps he was learning to value something other than blood money - or had found a level of bloodiness to his money that he didn't want to take.

30
Idea for a scenario unapologetically ripping off The Teeth of God.

Thieves of Many Waters

The town of Olney, Oregon, is like many coastal towns in the Pacific Northwest - small, sleepy, past its prime, population barely peeking over 2,000. It was once a local centre for logging and fishery (for those brave enough to head out into the Graveyard of the Pacific) but now most jobs in the town come either from the local Big Box store, a smattering of a tourist industry or the bottling plant overlooking the ocean. The few kids that grow up in Olney rarely stay.

Some of Delta Green's files are integrated back into "legitimate" databases in the early 2000's and the conspiracy adapts to the new realities of computational policework at the speed of government. When a data management program is finally implemented in the early 2010's, it spits out an interesting factoid: a disproportionate numbers of violent crimes "of Programmatic interest" have been committed by people originating from Olney, including no fewer than five serial killers documented between the years of 1944 and 2012.

When local drug-dealer, Ethan Jacobs, is reported murdered in his Olney home, the case is immediately flagged as federal under the War on Drugs and the pretence of mapping out an Oregon drug-trafficking route through. Of course, the "joint agency task force" is actually Delta Green investigating why so many people from Olney wind up violent criminals and committing Mythos-related crimes. Jacobs was impaled with a pitchfork in his abdomen by a home intruder, who then carried on the assault by picking up some kind of folk art in Jacobs' possession and smashing it, using a shard to continue carrying out the brutal assault. Piecing together the "folk art" reveals it appears to be something Jacobs made himself - a monstrous thing that appears to be a mish-mash of sea creatures...

The source of the Mythos violence in Olney comes from a temple deep in the local cave system. The interior contains ancient cave art depicting men with spears wading out to sea in "whale-hunting" scenes and the floor is littered with interesting, sharp rocks. When kids get bored and need somewhere to get drunk, or where the occasional tourist passes through Olney to admire the nature, they almost invariably gravitate to the cave and pick up a "cool rock". The cave is, of course, a temple to Nodens. Those who spend a great amount of time in the cave, or who pick up one of the arrow/spear heads that line the cave floor like sand, receive Nodens' "blessing" and his mission. In this interpretation of Nodens, he is a "native" god to this world, as opposed to the many powers of the Mythos of extraterrestrial origin - and Nodens wants the aliens off his damn lawn. Piecing together the mythology of the cave stories will reveal many "thieves" being put to death by a giant chieftain and his spear-wielding tribe.

Those blessed by Nodens are compelled to hunt - anything extraterrestrial is their favoured prey, but the impulse is simply to hunt. The "serial killers" from Olney have been targeting, say, Cthulhu cults - Ethan Jacobs was a Cthulhu cultist, for example - or people who have been mind-altered by a Yithian, or possessed by a Shan. In ancient times, the natives of the region waged bloody war with the Deep Ones. But many of them are simply driven to madness by the newfound voice in their head filling them with the primal urge to stalk and kill prey. Ethan was murdered by the middle-aged waitress of the local diner, Meredith Shaw, who bought A Drugs from Ethan and used it in the cave to keep it secret from her husband. When she received Nodens' blessing, she sees Ethan as a monster and flees, later returning with the pitchfork to kill him. The final conflict involves her wading out into the Pacific to do battle with a Deep One that Ethan was communing with, who of course will kill her (and will attack the agents on seeing them).

Ideally, of course, at least one player gets Blessed. Mechanically, Nodens' blessing works as a "trade SAN for clues" mechanic - Nodens wants you to hunt and investigators are just a type of hunter, so investigators touched by his trident will receive clues that help them track their quarry or tell them how to kill it, or see who is being influenced by extraterrestrials, but are also bloody, horrific and unnatural visions that don't feel good inside your head.

Thoughts?

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