Overview
Introduction - Start Here!
Style and Tone
When and Where
Glossary
News
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8
Vig-Net Series
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8
Results
1 | 2 | 3 | 4 | 5 | 6 | 7
Introduction - Start Here!
Style and Tone
When and Where
Glossary
News
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8
Vig-Net Series
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8
Results
1 | 2 | 3 | 4 | 5 | 6 | 7
Work In Progress had a large number of secret Quirks which popped up over the course of the game. Many, but not all, were associated with Concepts. Here is a list of all of them.
Though the number of Concepts in the Transcendental is probably infinite, some had a prominent role to play in Work In Progress.
When a Muse came into contact with a particular section of the Transcendental, they became more inclined to behave in ways which aligned with the Concept associated with that section. Over the course of the game, this was represented by the ‘Touched by’ Quirks, which would remain even after the connection to the Transcendental was severed.
However, this alignment could only remain so long as the Muse did not come into contact with another part of the Transcendental, given this would realign them towards a new Concept. As such, player could only ever have one ‘Touched by’ Quirk at a time. These roleplaying effects were optional, though actions that aligned with the Concept would be more likely to succeed. All of them were (+ / -), providing advantages and disadvantages.
Sometimes a sentient Concept would take advantange of a Muse’s ongoing closeness to them and the Transcendental, using them as a conduit for their own powers – though under the Muse’s control. These would usually manifest as one-use powers that players could use, either in session or in turnsheets.
In addition, Conceptual Weapons were items brought from the Transcendental which transmitted the power of their associated Concept. These were one of the only ways to actually hurt Concepts in Dream. Wielding one of these would sometimes, though not always, grant the Quirk ‘Touched by Violence’.
Aside from all of these, Concepts would occasionally provide other boons listed below.
Here are all of the Juicetronic Inventions that players had at some point or another.
Designed to detain animal Impressions in a state of stasis using very little space.
A segway that is completely useless, is no faster than walking, and cannot traverse uneven ground.
Steampunk-esque in design, that allow the user to have heightened perception and see in the dark.
A fine-tuned Juice locator.
These small metal plates with tornadoes attached are capable of floating and blowing things around, but at this stage they're more of an ingredient than a complete machine.
Here is a list of the other secret Quirks that made an appearance.
There is a “CENSORED” stamp somewhere visible on your body and you can’t enter Hub or use it to reach any of the Vignettes connected to it.
Few Muses if any are as proficient in turning their skills to fighting Impressions and Far Dream creatures as you are.
As a thanks for teaching them to accept themselves and restoring fondness over Jo’s memory of self-acceptance, The Dancer offers their services as well as the space of their paper pop-up book Vignette for you to call upon if you ever need them. While only an Impression, The Dancer has an intimate connection with Jo’s journey towards inner peace, and represents an important step in Jo’s maturity as a person. They have been around for a long time, and know a lot especially about vignettes like WAGUS, that connect to Jo on a more personal level than stories do.
A literal gun.
Your thoughts keep wandering towards the phrase “At last, we have the freedom to love, the freedom to think, the freedom to choose our own fate.” It is distracting, but if you try you can keep it out. These feelings are not so strong as to be impossible to ignore.
Once per turnsheet, you may attempt to commune with Jo/The Writer and bring their attention to you or something in your vicinity. This may have additional effects. You may also attempt to use this power in session.