Quoted By:
In its palm is...
PICK TWO
>WATERLOGGED COMPASS. It failed to lead them to safety. Perhaps it can lead you to your own salvation? (Unlocks unique navigation options when exploring the City and passively assists in leading you in the direction of the main or optional MISSION GOAL.)
>WATERLOGGED POCKETWATCH. It failed to save them in time. Perhaps it can offer you a moment to collect your thoughts? (Once per mission, you may activate the pocketwatch to stop time for everyone else but you for ten seconds. Unlocks certain actions otherwise impossible by most other means.)
>DRIFTWOOD IDOL. It offers you protection in your most dire moments. (Thrice per mission, if you or an ally would take 2 or more FLESH/RESTRAINT damage, it is reduced to 1 instead.)
>WATERLOGGED SABRE. Perhaps you can lead your men better than the previous owner. (Whenever your ally gets an upgrade, they gain an additional stat point on top of the upgrade you pick.)
As you take the gift from the anomaly's hand, it lingers there. You take this moment to lean over and with a few quick snaps of your camera, you get some decent quality pictures of the flotsam. In a blink of the eye, it's gone. All you're left with is some pictures and the sorrowful memories left behind by it.
>-5 charges on DIGITAL CAMERA
>+CORPSE FLOTSAM PICTURES x5 (Kiara and any anomaly-based company will get a kick out of seeing this.)
The sailors watching on in awed silence finally snap out of their own trances. They immediately rush back to doing their own jobs, not wanting to dwell on what they saw for too long.
Benedict eventually manages to collect his senses long enough to blubber out a few words. "S-Soon. Admiral. What...do?" You turn to see Lex approaching your group in the distance. You feel like this is the last set of freetime actions you have before you reach the edge of the 1000 mile limit.
What do you want to spend that time on? Pick three.
>[ASHLEY ALLY] "Hey. Mind teaching me how to play better?" Try to get Ashley's mind off what the anomaly showed her with some guitar lessons.
>Best to get your mind off things. Have you and your allies work around the ship, helping out the crew. A busy body stops an idle mind. (Choose VIOLENCE or FLESH. You and your allies gain an additional point in that stat after the mission ends.)
>[ADAM + BENEDICT ALLY] "Hey. You two. Come over here." Pull out MEMORIES OF A FORGOTTEN ERA. Film them. Maybe some footage of their past can brighten their days.
>Go to the captain and discuss what to do about the ADMIRAL'S GAME. (The captain's advice might help you down the line against the ADMIRAL.)
>You feel DRAINED after all of that. Sleep time. (You heal 2 RESTRAINT, boosting it to 8/9.)
>[LEX ALLY] "Hey, uh, don't know what you four were doing but Nicole. Wanna train?" Take up Lex on his offer. (VIOLENCE DC: 14, rolling 4d6 by yourself. Pass and your training with him might unlock a new physical ability for you. Failure and you just end up hurting yourself.)
>Write in.