What We Become: Survivor Stories is a series of bite-sized scenarios meant to test our new and improved combat system in action! Our first wave contained 5 different scenarios, all taking place within the What We Become universe. Our second wave will contain 5 more scenarios. If you've been waiting to play on the server, now's your chance!
Additionally, each scenario has a limited number of slots for each role in the party, as well as an overall participation limit. If you apply for a role/scenario that is already full, you will be asked to apply for a different role/scenario. You can view the number of slots remaining for the current scenario on its respective forum post, linked above.
Make sure to check out our latest newsletter if you haven't yet! It has lots of information about our upcoming lore, among other things.
|The level of security in the area is low, with no suspicion of any possible intruders in the area.
|Heightened security measures are put into place and guards begin to actively search for any suspicious activity. Previously available paths may no longer be available.
|Guards begin actively searching for people matching the party's description. Reinforcements have been called in and are on their way. More previously available paths may no longer be available. All Notoriety gain is doubled.
|Reinforcement arrive and the entire area is put under a lockdown. The majority of paths are now heavily defended or closed off, and the main escape route is no longer accessible. Combat is unavoidable. All Notoriety gain is tripled.
|Once deployed, the Silenced Sniper can provide long-range support with a silenced rifle. This allows them to eliminate guards from a distance without alerting others. The Silenced Sniper has a 2 turn cooldown between shots.
|When deployed in a location with a vantage point, the Spotter can see into buildings or rooms through windows from their respective direction. This ability enables players to gather crucial information about enemy positions and activities.
|The Getaway Driver ensures that characters have a reliable means of escape when needed. By utilizing an NPC as a driver, characters can establish a backup escape route. This becomes especially crucial in the event that the party is spotted or if the mission takes an unexpected turn.
|Deploying the Saboteur triggers a coordinated explosive assault on enemy infrastructure, dispersing their response forces. This buys the party up to 3 turns before reduced reinforcements arrive. Using this support card locks the mission at Level 6 alarm status.
|Once deployed, the Hacker can be used to disrupt specific lower-tier security measures, such as security cameras or other automated defenses, by disabling site-wide security protocols. This disruption remains active for 5 turns, at which point the Hacker is detected and forced out of the compromised system.