Bloodscript: Survival Game of the Reborn
On the screen, the system peeled back another layer, as if bored with plain spectacle and ready to serve statistics as a second course.
A data panel flickered into view beside Selene’s live feed. Columns of text and numbers scrolled in neat, efficient lines—match histories, world appearances, and average kill per round. Icons denoting “surprise drop‑ins” into other people’s games flashed in lurid colors.
Under one heading, in cold, simple text:
WILD CARD DEPLOYMENT FREQUENCY: HIGH
SYSTEM TRUST LEVEL: HIGH
Little markers next to each world name: *deaths caused*, *alliances disrupted*, *spectacle spike percentage*. It was all there, quantified, as if brutality could be an algorithm.