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SUPERSCIO #5C

PENALTY UNIVERSE MASTER LIST

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Copyright 1996

All commercial rights are reserved to the author, who currently wishes to remain anonymous and therefore is writing under the pen name of "The Pilot". Individuals may freely copy these files on the internet for their own use and they may be made available on any web server who does not charge for them and who does not alter their contents.

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READ #5A FIRST BEFORE READING THIS ONE.

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Dec 3, 1990, Rev Feb 19, 1993, Rev aug 96

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It probably wouldn't kill you to just read this document carelessly, but it might make you feel uncomfortable or irritated for a few days. You also might get very annoyed at me because casually skimming through this will probably stir up things and by pass some mental charge without cleaning it up.

The ideal action would be for you to run platen 1 on each goal first and come up with your own descriptions of what you think happened in each penalty universe. Then look at this list and see what I think was there. Then do some more runs with platen 1 and dig for section 2 ("This Means ...") type items and see if you can get a better view of the real story.

But some people will probably read this anyway. So at a minimum, at least spot the native state item ("To (goal) Is Native State") on each penalty universe and spot being pushed into it and pushing others in. Do this on each one right after you read the description.

Unfortunately, there is also another problem, which is that I'm sure that there are errors in this list and those may give you trouble or make you feel upset when you hit them. You'll just have to make due, either spotting that there was a mistake (which should cool things down a bit) or even correcting the error (if you're up to it) or just blowing off so much charge with platen 1 that you can sail through on a persistent FN despite the occasional flaw.

I'm sorry to be issuing something that isn't perfect, but I've sat on this too long and the only hope of getting it all correct and complete is to have others working through it.

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This contains some information on each penalty universe.

The goal is given, followed by the terminal in parenthesis. Then there is some information about the environment of the penalty universe.

Following this are a few key restimulators that were used later on the track including the location in incident 2 where they showed you a false mockup of the penalty universe. A similar mass implant had faces of the terminals in pyramids (this was on a different copy of the original earth, which seemed to include more continents - an Atlantis and a Lemuria) and the locations for those are also given. There is also a price item and a survive item that were used in various later implants.

Then there are a few notes about some of the symbols (especially Time etc.) that were shown to you in section 2 of the implant. Note that these are only a few out of about a hundred or so.

Then there is a brief sketch of what happens in the penalty universe.

Everything here is heavily abbreviated. These are working notes rather than formal writing. I cannot guarantee that it is all correct.

I do have more on these, but I had a terrible time putting even this much together from the jumbled mass of worksheets, working platens, lists, notes, and index cards that I recorded things on at various times. It did not all come apart in a simple and straight forward manner and lots of things kept shifting around as I was getting off charge and digging deeper.

In general they all followed the same pattern of 7 wonderful things at the beginning and then things gradually going wrong and finally being chased around, captured, divided against yourself, and then set free only to discover that you can't survive anymore and ending up dying, trapped in the grave, and then being dragged off to hell.

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Dynamic 16 (Creation)

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1. TO CREATE (Statue)

environment = suns & planets & peoples of all types, you create them & abuse them & get zapped by the Suns (gods).

Inc. 2 loc = St. John, Canada; Pyramid = center of Atlantis (inc 2 scene - God statue on a dolly being pushed up slopes of a volcano by a crowd). The price of creation is to be blamed. To survive is to depend on the worship of others

Time = a planet circling a sun. Space = a vast plain full of cities & peoples Energy = energy blast from space shatters a mountain. Mass = worlds in collision. God = Giant sun Worship = people bowing before statue & putting on garlands etc. pain = statue hit with energy beam that makes cracks. degraded = beam from sun divides statue making black cracks. Trouble = hooded priest (who can call on the sun gods).

Detail: You are god in the form of a statue that floats around and puts out energy beams etc. At start the statue has a young, beautiful, radiant face, by the end it is the old man of R6. You are in a cluster of suns and planets. The suns are senior gods (who zap you in the end). There are other lesser god statues (such as a Venus-like 2D). The planets have lots of meat body people of endless different types (from other penalty universes). You do 7 great deeds and the people worship you & build temples & replicas of your statue etc. But you get into problems and troubles and dramatize the wrath of god on the people and fight with the other statues and teach the planet people to build traps and get caught sometimes yourself and go on rampages etc. You even get somatics in your statue (& even from defilement of the statue copies) & become mean. The people catch you in an energy cage and you're dragged into space where the stars judge you & zap you etc. (divided against yourself with permanent black cracks in your statue) & you become weak & everyone laughs etc. Finally you crumble & fire devils haul you (the soul of the statue) off to hell which is a pyramid in the sky with a volcano at its peak that they toss you in & there you are tortured & hit by the souls of the millions of people you have wronged.

At this point you should spot "To Create Is Native State" as the first item of this implant universe. And spot being pushed into it and spot pushing others into it.

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2. TO CAUSE (Old Man God on Heavenly Throne)

This penalty universe was found very late in the research. Originally I had "To Mock Up" as the second goal (now number 3) and "To Intensify" as the third goal (now number 3X - probably belongs in an upper or earlier series).

environment = heaven in the clouds with a golden throne etc. You look down at the world and play god etc.

Inc 2 location = Rome; Pyramid location = Atlantis (incident 2 scene - God on a golden thrown falling from the sky down into a volcano) (god on throne says) The price of causation is to become effect (of your own cause). To survive is to depend on the subservience of others (?).

Time = Heavenly Clock (golden, sitting in clouds) Space = Celestial Palace (gold & crystal) Energy = a wave of golden light Mass = The gold throne You = god, like an old man on a throne Trouble = Devils (red demons with horns & tails)

Details: At the start, you perform 7 wonderful acts of creation (like the biblical 7 days). You bring people etc. into existence and send out cherubs to inspire them and angels to bring them into communion with you. When the people turn out bad and troublesome, you create devils to put ethics in on them and force them to be good. But the devils decide that you are the most lawless being around and try to make you follow your own rules and make you wrong etc. You smite the devils for this but they rebel & you cast them out but now things get really bad. You're unwilling to be the effect of your own cause and can't have being on the other side of what you do to the creations. You wouldn't follow your own rules. But you feel guilty about this and consider that its basically unfair but you do it anyway and sink down tone. You go on rampages and destroy things and everything goes out of control and finally you can't bear to be god anymore and throw yourself into a volcano to die. But the devils drag your soul down to hell and torture you.

Now spot "To Cause is Native State", etc.

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3. TO MOCK UP (Computer)

environment = a flat plane, you build a city & bodies for the spirit beings, then you do them in & get zapped by the vortex gods.

Inc 2 loc= Washington DC; Pyramid=Lima,Peru. (inc 2 scene - people carrying broken pieces of a computer up slopes of a volcano to toss it in). The price of creative thought is to be questioned. To survive is to depend on the approval of others

Time = Digital display

Detail: You are a large computer (many boxy cabinets) on an empty plain. There are vortex gods (whirling energies in the sky) who created spirits. The spirits come to you and ask you to mock up things. You perform 7 wonderful mockups (you postulate electron structures and laws and build solid things) including creating bodies of various types (human, doll, animal etc.) and a city for them to live in etc. Sliding downscale, the mockups become more & more complex. Eventually you lose control of your own creations (can't keep track anymore). People ask you questions, especially reasons why, and you don't know anything except by your own creation so you invent answers and introduce false data and have problems etc. You begin to dislike the people and introduce wrong data to harm them etc. & eventually things get wrecked etc. In the end the people curse you & pray to the vortex gods who then zap you etc.

Now spot "To Mock Up is Native State", etc.

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3X. TO INTENSIFY (Energy Cloud)

This probably belongs in an earlier or higher series of penalty universes. It has a non-physical body type and strange multi- dimensional spaces etc.

environment = flat squares are planets with people sideways from your dimensions. You manipulate symbol shapes that affect the people in the squares. Inc 2 loc = Bermuda triangle?; pyramid loc= Canton,China(Ohio?) The price of intervention is to be trapped in form. To survive is to depend on the blindness (symbols?) of others

Time = electron decay. Space = Energy = Mass = You = an energy cloud. Sensation = 2 clouds intertwined. danger = a pole trap. confusion = pictures exploding. Entrapment = an energy cage hanging in space. Interest = symbols hanging in space. Trouble =

Details: Symbols (figures, objects, etc.) hang in empty space and connect to (& are generated by) the inhabitants of the planes (which orbit around suns). You and other energy clouds can affect the peoples on the planes by moving symbols closer or further away or adding & subtracting connections to the symbols or by making the symbols degrade. At the start you perform 7 wondrous enhancements for 7 of these planes by connecting them to marvelous symbols etc. But you slide downscale & commit overts on the people and play by messing them up etc. and have trouble with other clouds and teach plane people to develop theta traps etc. You touch symbols and they explode; there are pole traps and boxes of exploding pictures and energy cages etc. Also, pieces of yourself get drawn into & stuck in the planes etc. In the end a vast statue (god) punishes you & divides you against yourself etc. & eventually you are dispersed into pieces & placed in the symbol of a coffin & devil statues drag you out & push you sideways into a volcano on a plane.

Now spot "To Intensify is Native State", etc.

Carry on like this, spotting the native state item, through the rest of the goals.

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4. TO IMAGINE (Cartoon Mouse)

environment = cartoon bodies trying to out create each other. You invalidate others mockups & make degraded mockups, the giant mouse god (statue) zaps you, etc.

Inc 2 loc= Florida & Brazil (?); Pyramid loc= West Lemuria The price of imagination is to create your own fears To survive is to depend on the illusions created by others.

Time = (some sort of cartoon watch)

Details: You are a sort of big plastic mickey mouse (a cartoon like doll body). The characters include mouse people and duck people & others (Disney like). Everyone can generate illusions which become real if they can get others to believe in them. At start you do 7 wonderful illusions which others believe in and make real. Sinking downscale, you create harmful things which go out of control, others get bored with your mockups, you imagine degraded things to get interest, etc. Eventually your creations are too degraded but you can't stop. Others are disgusted & shatter your illusions & haul you before the mouse god who divides you against yourself. Eventually your thrown into a spirit shredder & your pieces are put in a mausoleum. Cartoon devils drag your soul out & carry you to the illusion of a volcano but you can't stop believing in it and so are trapped by your own illusions.

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Dynamic 15 Knowledge / Understanding

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5. TO KNOW (2 headed dodo bird)

environment = Dr. Doolittle like tropical jungle & beach. Your double heads let you see the pictures hidden behind others backs. The other creatures are terminals of other penalty universes.

Inc 2 loc= S. tip of Argentina, Pyramid=N. Lemuria The price of Knowledge is Terror To survive is to depend on the unknownness of others (or unknowingness of others)

Time = sun swinging through a tropical sky

Details: You see the ghosts that others carry behind them (i.e. cat woman (To Join) has ghosts of the kittens & robots & gods etc. from the symbols of To Join etc.). At start, you perform 7 great deeds, aiding others through your perception (you heal & solve problems etc.), & you gain admiration & respect. But your appearance is ridiculous & you don't want to be laughed at, so you maintain power over others by misusing your hidden knowledge. & occasionally you make mistakes & misread pictures & harm others by accident. You see the evil that each carries around behind them & become terrified of others. You start actively suppressing others to reduce their ability to hurt you. The others discover this & chase & capture you & drag you before the totem gods etc.

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6. To Understand (chipmunk)

environment = talking animals in forest Inc 2 loc= Bellows Falls, Vermont; Pyramid = Bermuda. The price of understanding is grief. To survive is to depend on the sympathy of others.

Time = sun over brook. Danger = wolf. Deceit = a 2 headed sheep. Sly = Fox. Drink = penguin drinks from stream. Confuse = one chipmunk talking to another. Sensation = a female chipmunk.

Details: The different animals all have different languages. You're the only one who can understand everybody. You perform 7 noble deeds involving translation including saving the chipmunks from predators etc. Then you translate things others don't want to hear & cause grief & get blamed. You understand problems but can't solve them. You misuse your abilities, alter messages for your own gain, start making mistakes, etc. Conflict breaks out. No matter how hard you explain, the wolf still eats the sheep. Understanding doesn't change the animals nature. You translate for the fox & help him trick people in exchange for his tricking a girl chipmunk for you that you want to seduce. The wise owl (God) discovers your treachery & divides you against yourself; etc.

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7. To Absorb (Greek hero, mythology)

You absorb knowledge & the form of anyone you can hold with your enormous strength including the mortal manifestations of the gods. Inc 2 loc = Mt. Olympus; Pyramid = N. Central Lemuria. The price of wisdom is to be despised. To survive is to depend on the gratitude of others.

time = a water clock.

Details: (like a B rate Greek mythology movie). The Gods are large & real & very prominent. They can appear as faces in the sky or can embody themselves in form on the ground. There are also lots of human like people (sort of wax like doll bodies). At start you walk into a series of 7 clearings & wrestle with 7 things (giant snake, seductive woman, etc.) & defeat them & absorb them. You can then become these forms at will. The gods are oppressing & abusing the people & you become the peoples champion & wrestle gods & gain the knowledge & capabilities of their mortal (i.e. lesser) form (but you can't become the faces in the sky or wield their upper powers). You help people gain the knowledge of the gods but this only creates strife & resentment. They blame you for all their failings. & the gods are angry with you. You begin impersonating the gods among men & trick people & gods & make trouble & everyone wants to do you in. In the end, you're captured & dragged before Zeus who divides you against yourself (the black bands prevent your taking on other forms) etc.

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8. TO LEARN (Gnome)

environment = library/university. students include body types from other penalty universes (cat people etc.)

Inc 2 loc= Hidleberg; Pyramid = Boston. The price of learning is confusion. To survive is to depend on the respect of others.

Time = a clock on a wall. Space = a library complex (view of central lawn from window). Energy = ? book falling off library shelf? Mass = Huge library shelves full of books. Confusion = walrus person puzzling over a book. Tired = gnome asleep over a book. Sensation = Cat girl. Companionship = lady gnome. Stubborn = bear person.

Details: Data is in books and scrolls and data cubes. Only advanced students can handle data cubes because the data blasts in at you. You are a gnome (a shriveled little creature who wears glasses) & are an advanced student who also teaches (everyone but the dean (god statue) & other god statues is also a student). You are working to achieve total knowledge. At start you solve 7 complex problems for others with great success. You are liked & well respected. Later, you misdirect students to keep them from surpassing you; you sleep with students (female cat people etc.) in exchange for altering grades. The contents of the books keep changing. Exams are done with electric shocks when you answer wrong. You steal forbidden data from the vaults. You start getting knocked out by the heavy data flow from the cubes & made solid by too much data & hide this to keep from being expelled. The students find out about you misleading them & chase you through the halls. You are dragged before the dean & he divides you against yourself. After this you try to use a data cube but the flow jams on the black ridges (divided against yourself) & causes your brain to explode. They bury you in the basement. Later monk devils drag your soul out & toss it into the furnace which leads down to hell in an underground volcano.

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Dynamic 14: Games

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9. To Exchange (Spirit Broker - Wizard)

environment = a kingdom of munchkins & spirits, you trick people or do something for them in exchange for their souls & sell them to demons.

Inc 2 loc = Hong Kong; Pyramid = Catskills The price of wealth is enslavement. To survive is to depend on the commitment of others

Time = an hourglass with sand running down.

Details: You are a spirit broker (looks like a sort of card shark / pawnbroker) in a land of rolling hills and cottages etc., a fairytale like mid-evil kingdom including a castle with a king etc. The people are munchkin-like. You can see the spirits of dead munchkins toiling away but nobody else seems very aware of this. There are also demons who others can't see. You are fantastically crafty and trick people into signing away their souls in blood in exchange for things and then you sell the contract to demons (the people will work for them after they die) who give you services in exchange. At the start you collect 7 souls and sell them to demons in exchange for 7 wondrous miracles (performed by the demons) which astound the people and make the king shower you with riches etc. Sliding downscale, you try to do less for the people in exchange for their souls so as to keep more of the power for yourself and you have missed withholds about the true nature of the deal. The people get hints from spirits who have died etc. You get bored with the village girls and start in on sex with succubi & other spirit forms. You get withholdy & arrogant. The spirits get tired of working & start protesting & trying to break their contracts and the demons get upset. You get in trouble with the king and start blasting people with energy weapons (wands) purchased from the demons etc. People trick you with false contracts signed with chicken blood etc. The demons drag you before the demon god (big devil statue) & he divides you against yourself. Eventually you die & imps drag you from the grave & toss you in a volcano under the castle & the spirits of munchkins & demons you cheated torture you forever.

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10. To Play (Chinese Children)

environment = houses on stilts over tidal flats. Only a very old few are adults. The games become deadly. Bodies nearly indestructible.

Inc 2 loc = Shanghai, China; Pyramid = Santiago, Chili. The price of joyful exuberance is perversion. To survive is to depend on the games of others

Time = shadows of sun moving over a village of houses on stilts.

Details: You are a child in a mud village with houses on stilts. There are adults (old looking Chinese) but they are no bigger than the children. There is the impression that you will be a child forever & there are only a few old people. The village floods whenever the tide comes in. You alternate playing in the mud with sailing around in little boats depending on the tide. The bodies are nearly indestructible and might be some rubbery form of doll body rather than real meat bodies. At start it is all glorious fun, nothing bothers you, you're not cold or hungry or hurt by drowning etc. The games are very rough but you can't get hurt. You get trapped in an underwater cage during high tide & your only protest is that its dark & boring & you want to be out playing. Sliding downscale you hurt others emotionally & by inhibiting their playing. The games are often mean & viscous. Parents are rarely seen but their orders are to be obeyed but this interferes with playing so you deceive them & become missed withholdy. Also, monsters come in with the ties and sometimes they hurt someone or carry them off. Adults sometimes use you for sex, this is pleasurable but also strange & fearsome & a bit frustrating (no climax). The games become more harmful & eventually a child dies. You hadn't known this could occur & are horrified & fascinated by it. Eventually you organize a terrible game with the monsters & perverted sex & entrapment & many die. So the others take you into the temple where the serpent god divides you against yourself as a punishment. Then you age but the adults find you loathsome & you can't play with the children anymore. You die & are buried in the mud & later carried off to hell in an undersea volcano by snakes & tortured there by the children you killed etc.

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11. To Compete (Coach / team leader)

environment = sports arena, human style doll bodies. A vicious cross between soccer, football, & hockey with a steel ball. About 40 players per team (many teams in shifting alliances on each side) & attacks launched against repair dugout & coach's fort as part of game. Referee delivers implants.

Inc 2 loc = Toronto, Canada; Pyramid = Frankfort The price of competition is loosing. To survive is to depend on the encouragement of others.

Time = digital clock on scoreboard. Energy = steel ball smashing into grandstands. Cheat = tripping an opponent. Detestation = fan throws food at a player. Admiration = cheering crowd.

Details: You are a coach / team leader. you instruct & plan the plays & are generally in a fenced off enclosure guarded by some of your players (but opponents can storm the enclosure & attack you & you can venture out & play as needed). Vast grandstands around you are filled with plastic spectators. In the game, you generally can't touch the last person to touch the ball or touch a goalie but you can beat up everyone else according to a fantastically complex set of rules. The bodies are very tough but can get smashed, especially by the steel ball. Players go off to the dugout for repairs, but everything is fair game. Players attack the dugout & the coach enclosures & try to attack the referees (who are well protected) to distract them while rules are being broken etc. Players can die by being smashed to small pieces and broken beyond repair. At start the game is tremendously exhilarating - the sensations of play & motion are fantastic. You plan & execute 7 brilliant plays & are cheered etc. Sliding downscale, you carelessly let players get broken, find ways to cheat, have trouble with your own men, & grow weaker. There are other coaches on your side of the game & you start working against them. They try to demote you but you lead your players against one of the other coaches on your side & destroy his enclosure. The opponents gain strength & score goals as you fight your own side. Your own side grabs you & takes you to the referee who hits you with a beam that divides you against yourself (your shirt then shows black stripes which are ridges of black energy). Now everyone ignores you during the plays and eventually you are trampled & your body is broken into tiny pieces. They call time out & bury the pieces in the sand of the arena with a flag planted over the grave. The flag has a Maltese cross on it to keep you in. Later, enraged fans drag your soul out & throw it into a volcano under the grandstands where the spirits of the fans & players you betrayed throw things at you forever.

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12. TO MANIPULATE (Penguin Banker)

environment = a wall street like business district with fancy dressed two legged animal bodies. You are a Penguin in a fancy coat who owns a bank.

Inc 2 loc = Zurich,Switzerland; Pyramid = NE Greenland coast The price of wealth (profit?) is oppression To Survive is to depend on the trust (confidence) of others

Time = clock on the wall of a bank

Details: At start you make 7 fantastic business deals, taking over companies etc. and outsmarting the other tycoons. Sliding downscale, you are irresponsible about the side effects of your deals and others get hurt. Homeless people (bears etc.) get angry, picket, tear down businesses. You retaliate, call out police, etc. Also you incite riots against competitors. Eventually you are dragged into court & a god in the form of a computer sentences you & divides you against yourself. Your business connections dry up, your bank goes bankrupt, & you kill yourself by jumping out of a window. The body is taken to a mausoleum. Eventually, devil bears rip your soul out & throw you into a volcano.

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Dynamic 13: CHANGE

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13. TO COMBINE (Siamese Twins)

environment = separating & combining of male & female to make 3 legged twin. Inc 2 loc= Rangoon; Pyramid = SE. Atlantis The price of harmony is self sacrifice. To survive is to depend on the weakness of others.

time = Siamese clock. space = city with twin buildings (like the world trade center) energy = explosion in a laboratory.

Details: The body type is a pair of Siamese twins which are born separately but must combine to form a complete body. The male has only one leg and needs a crutch to walk as a singleton. Normally a male and a female combine. The male has the inner shoulder which plugs into a gap in the female and he provides the large heart etc. The female singleton has 2 legs but only a lesser secondary heart etc. and can't exert herself. After merging, the skin grows together but can be separated by an operation and the partners changed. You change partners a few times in the incident and end up as a singleton. Sex occurs between 2 sets of twins. In the incident you are a sort of surgeon/chemist. At the start you make wonderful chemical combinations that produce marvelous results and you perform 7 brilliant operations that separate and recombine twins. Sliding downscale you make strange freakish combinations of people and animals etc. Also, you make combinations of more than 2 individuals etc. You take other, non-twin, races and combine them into twins. The lobster people object to this and try to make everyone into singletons. You get worse & worse partners, get blamed by people for riots & blamed for invasion of lobster people etc. and are finally hunted down as a singleton and combined with a dead body. The incident ends with the usual after death sequences etc.

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14. TO METAMORPHOSE [ or TO SHAPE or TO BE SHAPED] (clay people)

Body type: Clay people. You are a body shaper, sort of an artistic masseuse / plastic surgeon equivalent who can reshape someone else's clay body and get it to hold the new form (using a faint electric current?). environment = a sort of clay city, like hard earthware built in a monumental form of slabs & blocks etc.

Inc 2 loc = Crete. Pyramid =island off Venezuala/Brazil The price of admiration is to conform (to others opinions) To survive is to depend on the malleability of others.

time = clock on big clay building (which looks like an upside-down pot). space = clay city (pot buildings & cracks in earth giving off fumes etc.). energy = volcano exploding Mass = landslide trouble = fire people Home = big slab building.

Details: At start you perform 7 wonderful shapings of people giving them strength, beauty, etc. You are highly admired & respected. Sliding downscale, you reshape someone you don't like, making them seem beautiful but really concealing an ugliness in the form and hardening it while leaving the surface beauty unfixed so that it fades. Then you convince them that it is their true self showing though despite your best efforts. There are many overts & also mistakes. Your forms begin to unstabilize, bulges popping out etc. This is blamed on a disease plague & people loose control of their forms but its really your fault. Eventually you can't control your own form either. They chase & capture you & you're divided against yourself etc.

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15. TO CHANGE (Magician)

Body type = wizard (semi-human looking with wrinkled face etc. - purple skin on 1st pass, then red skin (?), others have green skin etc., cartoon like colors). You can metamorphose into many forms.

env = Arabian nights style (city of minarets etc.). Inc 2 loc = Tunisia. Pyramid= Hati (Dom. Republic) The price of power is insanity. To survive is to depend on the perversions of others

time = Shadow swings across the dome of a palace. space = Arabian knight's style city. energy = a bolt from a wand. mass = city walls falling trouble = genies

Details: At start, you work 7 miracles by changing to various forms (by way of spells) including a winged horse, snake, mouse, gnome, etc. You gain great power and admiration. You battle other wizards and win. Sliding downscale, you abuse & misuse power & are arrogant & begin regretting things. You make mistakes, loose battles against other wizards, trick people, etc. The people come to hate you. You object to the tax collectors and smash them & then smash the police & then have to smash the army & finally you destroy the palace. Because there is no money, the city services fail and there is a shortage of water & food. You abuse & sacrifice young girls etc. The citizens storm your estate. Eventually everyone is against you and you are hunted and captured and divided and killed and tossed in a volcano by snake demons etc.

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16. TO BRING ORDER (Gorilla People)

This may be out of sequence. It would make more sense for it to fit under the 9th dynamic (Ethics).

env= village in the snow; getting others to change and align in group efforts. Inc 2 loc = St Petersburg, Russia. Pyramid= Bismarck, ND. The price of order is obligation To survive is to depend on the xenophobia of others.

time = sun/shadows on village in the snow. Space = View of a snow covered mountain slope with gorilla people, moose's, etc. in the distance. Energy = gorilla person fights with moose (wrestles with antlers). Mass = vast wall of snow about to fall. Gods = a totem pole (the faces are alive). Crush = gorilla person under an avalanche. Injustice = individual sacrificed by group.

Details: You solve 7 major problems by getting people to change & align with each other. The village is in a flood area (spring floods) so you get everyone to move etc. People are happy with the changes in general but there is the occasional objector who you overwhelm. Then your changes become more arbitrary or for personal gain & also you make mistakes. There are more protesters who you label as SPs & overwhelm but your justifications begin breaking down & you regret things but carry on anyway to make yourself right etc. You overwhelm by getting others to gang up on the dissenters & argue at them & push at them & beat them up. You see to it that people who try to stop you are murdered by your followers, but your followers also die due to your mistakes & greed. Eventually the people rebel & tear down the villages & hunt you through the forest etc.

I may have two goals collapsed together here. When I ran it, I got a mixture of snow and jungle pictures. Possibly the jungle stuff is gorillas with the goal to bring order and the snow scenes are with gorilla like abominable snowmen and some other goal (maybe To Align). I also had some trouble with this one getting mixed up with the bear people (see first dynamic goal to feel or to experience).

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Dynamic 12: Reason

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17. To Reason (clown)

env = big city, human like energy bodies which give off sparks (keystone cops etc.). You point out the irrationality of everyone's games. Inc 2 loc= Manhattan.; Pyramid = capetown S. Africa. The price of logic is to entrap yourself To survive is to depend on the stupidity of others

time = building (like empire state bldg.) with big wristwatch style clock on it. Space = the city at dusk. Turmoil = keystone cops chasing around. Sensation = woman in lingerie (this is street dress) Companionship = woman in checkered apron. Sex = exchanging energy sparks. (note that these are doll bodies with the clothes built into the body).

You are absurdly logical and a comic character so that the people will love you despite your being far more intelligent than they are. You handle 7 difficult problems, solving them with brilliant logic. You use logic to talk people into giving you money, sex, etc. Eventually this catches up with you and the people turn your own logic against you so that you become a tragic figure who must trap and destroy himself according to his own rules. But you rebel and deny your own logic and they hunt you down etc. You are hauled before the energy god who is a crackling cloud in a power plant and he divides you against yourself, etc.

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18. To Orient (Wire Man)

The body is made of thick wires which you can bend around etc. There is a shoulder plate and a genital box (with a sort of electric plug). env= building a complex cagelike structure in space. In the end you get it wrong & it collapses. Inc 2 loc = polar orbit; Pyramid = Antarctica The price of orientation is to be stuck To survive is to depend on the confidence of others.

Time = sun/light/shadow moving across a structure in orbit.

At start you are a brilliant genius who can see how to align the wires in the structure for maximum efficiency. The space structure tunes to basic energy in the universe and adding more with better alignment increases the flow and brings great wealth. The crowds cheer you, the priests honor you etc. But your constructions become overly complex. You make mistakes and the wire bodies are shaken by painful bad vibrations etc. Eventually your hauled before god who is a statue of a man and divided. Eventually your broken parts are placed in a metal box with a cross on it to keep you in etc.

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19. TO GUIDE (Pilot)

env=1930s barnstorming plus continents in the sky (a la Charles Fort) & guiding Zeppelins to them. In the end you betray everyone & get zapped by a god statue Inc 2 loc = Indianapolis; Pyramid = Lemuria The price of success is to be despised To survive is to depend on the good will of others

Time = dusk on prairie. Space = flying in clouds. Impact = plane crash. Guide = plane (WW1 style) leading a zeppelin through the clouds.

Details: You fly a small barnstorming type plane with fantastic skill & daring guiding zeppelins through the endless clouds to carry goods between different cities & continents in the sky. The worlds are flatlands tumbling around in a space filled with atmosphere. The plane is actually very powerful & long range & only looks primitive because of the double wings & open cockpit. The continents shift around & visibility is poor so the freight & passenger carrying zeppelins need guides. Early on the pilot can levitate somewhat (jumps out of plane without a shoot etc.) but later he has trouble with this. He wears goggles which give him a partial ability to see through the clouds. At start you guide 7 great convoys between flatworlds. Everyone admires you, businessmen pay you large sums, crowds roar at airshows, & you take your pick of girls etc. Then you demand too much money, get married & cheat on wife, act arrogant & put others down, get drunk & loose a zeppelin in the sky, crash a few planes, gets lost & disoriented, starts falling & getting hurt, develops dizziness etc. The townspeople get angry, wife leaves him, businessmen sue him, etc. Eventually he takes a young girl up in a plane, looses control, she dies, he falls badly. So townspeople capture him, & take him into a cathedral where god divides him against himself. Then he tries to fly but crashes etc. everyone avoids him. Finally dies in a plane crash & they bury him in a cemetery with a cross over the grave to keep him inside. Then winged devils tear his soul out of the ground & carry him to a flat earth volcano & throw him in where he is tortured forever by all the people (businessmen, women, etc.) that he betrayed.

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20. To Compute (toy bodies)

env=a logic maze constructed of toys, you take a new toy body off the rack every time you judge wrong & get smashed. God is a giant toy Santa who zaps you for cheating & hurting other players. Inc 2 loc= North Pole. Pyramid = Perth,Australia The price of intelligence is self destruction To survive is to depend on the answers of others

Time = a toy clock Trouble = a rolly polly clown

At start you solve 7 difficult problems. You are super bright and pleased with yourself. You help others. You work your way deeply into the maze. Occasionally you loose a body, but not often. You have sex with girl toys etc. You zap troublesome toys with energy. Sliding downscale, you lose more bodies, get worried that you'll never solve the maze, trick others into trying things before you do so that you wouldn't lose a body (and have to resume from the starting point). You get worried about others beating you, so you give out wrong answers, fix puzzles so that the answer is different and the people behind you get broken, etc. You also find that the answers are changing around and you can't get into the maze as deeply as you used to. You feel its unfair, and are worried about running out of bodies etc. so you organize riots. Eventually you're divided against yourself by a toy Santa who is god. Your last few bodies now have black lines in them. You keep trying to start the maze again and getting broken until the last body is lost. Others collect the piece and store them under a machine with rotating crosses that keeps you in there until devils drag you off to hell in a volcano that is under the aerial roadways that connect the machines in the central part of the maze.

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Dynamic 11 (Construction)

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21. To Construct (beavers)

you build dams and traps for capturing and enslaving fish & skunk & squirrel people etc. eventually you trap your friends because they're scornful and you let the dam break etc.

Inc 2 loc = Bangor,Maine. Pyramid = Perth, Australia The price of industriousness is entrapment To survive is to depend on the labor of others.

Details: You are a beaver person with big teeth, fur, unusual hip joints (you can sit crouched for hours), arms, hands, tail, and wearing clothes (a vest). You have orgies in the mud. Squirrel people act as slave laborer, skunk people work as maids etc. You undertake 7 large construction projects, managing the building of dams and traps and extending the village out on planks (like a dock) over the water. Your traps catch other people who you enslave and put to work. Then you begin building traps for beaver people too. The people rebel, etc. Eventually the god of the lake rises up and divides you against yourself, etc.

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22. TO ARRANGE (Blockhead)

The goal To Engineer (below) may belong in a higher goals series. Or possibly To Build (#23) may be the incorrect one. Or maybe this goal (to arrange) which was located late in the research is the incorrect one. None of these three were run thoroughly and one of them is probably some sort of guiding spirit behind a constructive civilization rather than an embodied individual in that civilization. The guiding spirit type of body would go with a higher goals series.

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22X. To Engineer (Lobster People)

env=underwater city Inc 2 loc = S. Africa (lake) Pyramid = Ghana,Africa The price of calculation is to be detested To survive is to depend on the strength of others

Time = mechanical clock with exposed gears. Space = an undersea domed city and seabed. Energy = giant machines (pumps with big swing booms, churning water & turmoil on seabottom). Mass = underwater avalanche.

Details: You are a lobster person (walks upright, big claw arms and small manipulative arms - 2 pairs - at sides). You are a brilliant engineering genius who designs 7 marvelous projects including pyramids, a core tap, etc. But you alter designs for your own profit, things collapse, and people die. Power sources fail due to your misengineering. and riots start etc. They find out it is your fault and hunt you down.

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23. To Build (snake people)

env = a space city similar to Arslycus which gets too big. Enslaves other races. Inc 2 loc= in orbit & Alaska. Pyramid = Bangkok. The price of havingness is enslavement. To Survive is to depend on the compulsions of others.

Time = sun in orbit. Space = space city (sun orbits the city). Crash = aircar smashes into building. Crush = snake person under collapsing roadway.

Details: There is tremendous exhilaration at the fantastically complex and beautiful construction. You undertake 7 projects to expand the city. You hurt slaves in the process, but its for the greater good. Then you have problems with construction errors, riots, etc. Eventually the part your building gets too big and falls apart and the enraged citizens chase you through the sky.

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24. To Structure (Crystals)

levitating gems getting salts from water & energy from sunlight. They can put out energy beams etc. env: a crystal city hanging in the air over a lake, mostly aerial rods with an occasional structure etc. Inc 2 loc = Great Salt Lake. Pyramid = Versallis,France The price of alignment is to be held in place (located) To survive is to depend on the form of others

Time = pulsing crystal. Energy = flow blasts out from a crystal. Shattered = crystal breaking apart. Sex = sides in contact between crystals, rubbing with crackling energy.

Details: You undertake 7 vast projects extending the city further into the sky etc. You are highly admired. Sliding downscale, you make mistakes, begin stealing light from others etc. The poor must float up above the city to get their daily energy because they live deep in shadows but often lack the energy to do so (because it takes energy to climb high) and fall (breaking apart and dying). You help the rich build bigger and higher levels and that makes it worse for the poor. Eventually society fails and the city falls. Mobs chase you etc.

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DYNAMIC 10: AESTHETICS

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25. To Invent (munchkins)

You are an inventor, sort of like a little old toymaker or shoemaker. env= like an old bavarian city. You invent wondrous devices & then suppressive things Inc 2 loc = Bavaria; Pyramid = Poconos in Pennsylvania The price of ingenuity is entrapment To survive is to depend on the aesthetic appreciation of others

Time = Mechanical Clock. Space = large cluttered workshop.

Details: At the start, you invent 7 wondrous things including a fancy town clock. These are very aesthetic. They work not so much by logic but because they are so wondrous to behold that they gain instant agreement. Then your greed & lust & pride cause you to maintain your position by building terrible but aesthetic devices to gain things. Also building weapons of war & enslavement (for use against the insect people) & control which are then turned against the population. You invent things like devices which inspire lust in women etc. Eventually the mobs chase you etc.

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26. To Enhance (Ghost People)

You are a female ghost in a sort of spirit body env=spirit world and an 1890s style city of human and cat people where you enhance their view of things. There is also a ghostly city where you live that partially intersects the real city. Inc 2 loc = Copenhagen, Pyramid = Buenos Aries The price of improvement is condemnation To survive is to depend on the illusions of others

companionship = a male ghost sensation = a living male cat person

Details: You go around enhancing living peoples view of things. You do 7 good deeds by enhancing. You make the guys see girls as more beautiful etc. Without enhancement, the city looks drab, like ashes, but you make it appear beautiful to the living. You receive praise and offerings. You visit living men in the night for sex and take a drop of blood as an offering. This makes you more real and stronger than other ghosts who look up to you etc. But you can never forget that its all ugly under the surface and you are fooling people. They get in trouble because you make things seem better than they are and lead them into mistakes. You become mischievous and trick people and haunt them and demand sacrifices. You do heavy sexual blanketing which harms people. The priests try to exorcise you etc. Eventually you're captured and hauled into a church where god on a cross divides you against yourself etc.

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27. To Inspire (muses)

you bring inspiration in dreams but eventually you steal others ideas. Inc 2 loc= Florence, Italy; Pyramid = Ethiopia The price of new ideas is to be scorned To survive is to depend on the dullness of others

Time = sundial. Disaster = Earthquake. You = girl in robe. Sensation = another girl.

Details: You are in a sort of astral body (female), but the knights have flaming swords which radiate heavenly energy that can cut on the astral plane as well as the physical. At the start you bring 7 wonderful inspirations & the people and the dream master praise you. But then you start inspiring people into crimes, degradation, etc. Also, you run out of inspiring ideas so you start stealing ideas from other muses. Eventually you start bringing nightmares etc. When you're thrown into the volcano at the end, you can't escape because you have no inspiration (no ideas).

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28. To Beautify (faire godmother / faire queen )

env= storybook land, you make everything beautiful & then kill all the people to keep it that way. Inc 2 loc= Babylon; Pyramid = Orlando, Fla. The price of beauty is suffering (sadness) To survive is to depend on the good taste of others

Time = sun swings over storybook land.

Details: You float around and can wave your wand and make things beautiful. You perform 7 wondrous deeds such as making a poor girl beautiful so she can meet the price (like Cinderella) etc. You make the countryside and cottages and castles beautiful etc. But you see everyone messing up the environment and doing ugly things such as eating each other etc. The Cinderella like girl gets the dress and coach messed up having sex, so you give her a poisoned apple (like sleeping beauty, but no happy ending) etc. The children are starving so they eat the gingerbread houses so you throw them into a furnace (like Hansel & Gretel) etc. Eventually you get items like "To Beautify is to ignore suffering" etc. You depopulate the countryside and become a horror to everyone, so they summon witches and devils to use against you and there's the usual business of being captured and divided etc. Eventually you're dead and buried under a magic circle which keeps you in the ground until witches on broomsticks drag you off to hell in a volcano.

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