Blame
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1 | # Hold The Horde — Resurrection and Corruption |
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| 3 | **Status.** Three proposals under the fully revisable ancient-experiment/human-hospital draft. None chooses the captive being, shift cause or story truth. All keep ship revival, retained learning, still-carried property and full journal pause. Lost revival during exploration, a death budget or permanent transformation requires an owner exception. |
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| 5 | ## 1. Corruption is evidence; ordinary player revival is safe |
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| 7 | **Sequence.** The astronaut revives unchanged. A ward record shows stable early restorations followed by a human machine writing an alien correction pattern into patients. A nearby creature carries the altered scan’s visible tissue pattern. Hospital intervention—not resurrection count alone—made at least this monster class. |
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| 9 | Provisionally, ship intake captured a clean state and repairs without the ward’s edited profile; evidence must establish this. Death still shifts the station and returns property, adding no corruption state, deadline or access power. |
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| 11 | **Knowledge and action.** Before entering an active bay, the player compares its profile identifier with the harmful record while paused. They can disable it, bypass its power or observe what it restores. Installing a relay in the bypass remains a capacity choice. Future expeditions distinguish dangerous treatment from ordinary healing. |
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| 13 | **Where risk ends.** Ordinary death never gives the player this corruption. Monsters arose from edited protocols, core exposure or both; the dominant cause remains story work. |
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| 15 | **Largest cost.** Personal menace is weaker. The horror concerns patients and survivors while the player can experiment safely. That may create moral stakes, but it can also make corruption feel like lore happening to other people. |
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| 17 | ## 2. Corruption is a voluntary treatment bargain |
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| 19 | **Sequence.** A working resonance treatment and prior scan show the bargain: its graft makes ancient isolators recognise the body, but hospital machinery also marks it for harmful correction. Both observed effects appear before commitment. |
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| 21 | Acceptance gives a persistent **resonant signature**. Optional ancient controls respond; affected hospital machines telegraph correction pulses at the astronaut. This is a hazard, not passive decay. Death and property return stay unchanged; the chosen state survives revival. |
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| 23 | Monsters still come from unstable compulsory profiles, repeated corrupted treatment or stronger core exposure; accepting this bounded signature is not automatic transformation. |
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| 25 | **Discovery and build choice.** An alien instruction reveals that a phased isolator suppresses the signature. Carry the part through a dangerous ward, reserve that capacity for oxygen/loot and fight, or install it in a local suppressor and lose it from the rig. The treatment changes routes and loadouts without becoming required. |
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| 27 | **Reversal and chore risk.** After learning suppression, one ship purge removes hazard and access benefit without recurring cost. Reapplication requires the original machine. If treatment → unlock → purge becomes optimal for every site, this is a chore and must be limited to a few consequential places. |
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| 29 | **Largest cost.** Players can refuse and lose the most personal version of the menace. Accepting it also raises body-agency concerns and demands exceptionally clear consent, effects and reversal. |
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| 31 | ## 3. Repeated revival visibly advances corruption |
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| 33 | **Sequence.** Each revival adds a visible mark and advances a named attunement state—tracked mechanics even without a number. Before departure, the ship displays current effects and any known next threshold; nothing silently changes mid-trip. |
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| 35 | The strongest version grants compatibility rather than removing property or power. Optional ancient interfaces recognise later attunement; hospital machines increasingly identify the astronaut as a candidate and cue harmful treatment. Monsters are patients restored beyond stability, making revival both evidence and threat. |
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37 | **Discovery and choices.** Records reveal separation that freezes current attunement while preserving revival, property, knowledge and work. Separation stops further attunement; earned compatibility and existing hostile-machine reactions remain. Exposure can be stopped and resumed, but accumulated attunement is not reversed in this proposal. Later attunement routes require deliberately resumed exposure. Avoidance and countermeasures still matter; there is no death deadline. Final release ends revival only at departure; mortal continued exploration is not assumed. |
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| 39 | Build planning changes because later interfaces may replace a carried bypass part, freeing capacity, while hostile treatment rooms favour Barrier, shove or route avoidance. No mandatory objective requires a particular attunement state. |
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| 41 | **Honest incentive and cost.** Deliberate death accelerates attunement and shifts while returning property: a real farming incentive. It may turn horror into progression currency and make survival optional. A clear stable ceiling is required; transformation, ending lock, decay and exhaustion budget are excluded. |
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| 43 | ## Recommendation |
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| 45 | Use **Option 1 as the ordinary rule and Option 2 as the player-facing branch**: normal revival stays safe, while a discovered treatment offers informed access at a readable hazard cost. This keeps death experimentation compatible with the owner’s safe-return decision and lets corruption become personal through agency rather than a hidden clock. The accepted cost is that cautious players may keep the menace external, and the optional branch requires bespoke reactions and a credible one-time purge. |
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| 47 | Option 3 is the strongest choice if the owner wants every revival to feel narratively consequential and accepts deliberate death as visible access progression. Its farming incentive and survival-cost tension should be chosen knowingly, not smuggled in as atmosphere. Nothing here establishes fun, fear, clarity, balance or production feasibility. |
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