Hunger Games: Session Template
[ You find yourself in your respective unit's zone, with a mini-map on your phone, as well as your objectives:

Kill as many competitors as you can.
Destroy zones by breaking their statues.
Not enough action = We start killing you :)
Underneath the objectives is the number of revivals you have left, as well as whatever miscellaneous details about scoring points—killing a unitmate results in negative points, five units will be healed at most, etc.
The starting horn sounds. Let the games begin. ]
Day 1
Day 2
Kill as many competitors as you can.
Destroy zones by breaking their statues.
Not enough action = We start killing you :)
Underneath the objectives is the number of revivals you have left, as well as whatever miscellaneous details about scoring points—killing a unitmate results in negative points, five units will be healed at most, etc.
The starting horn sounds. Let the games begin. ]
Day 1
Day 2

CLINIC
Springtime Syndrome
Attention all patients! We're running out of patience. Haha! Anyway, remember to watch out for the sedative turrets, and remember that you aren't safe even if you run.
Full Mechanics:
You hear a robotic voice make an announcement:
"Level 2 Security Alert Confirmed. Clinic Patient Defense and Retainment System activated."
After that, you hear the whirring of machinery nearby...you'd better get ready to run!
All characters in, entering, or exiting the Clinic (C Tier: or any adjacent area) must roll the following Endurance check:
1-6: The turrets fire rapidly at you, and you are unable to dodge or resist the effects of the various drugs pumped into your bloodstream.
Take 3 damage. You are afflicted by Chemical Lethargy (Mental), become almost unbearably tired, and lose 4 Speed.
7-10: The turrets fire rapidly at you. You cannot dodge but do manage to resist some of the effects of the various drugs pumped into your bloodstream.
Take 3 damage. You are afflicted by Chemical Lethargy (Mental), become strangely fatigued, and lose 2 Speed.
11+: The turrets fire rapidly at you, but you manage to dodge most of them and what little you're injected with hardly affects you.
You are afflicted by Lapse (Mental), become strangely fatigued, and lose 1 point in all non-Speed stats.
Keep Me In A Daydream
Attention all patients! We're running out of patience. Haha! Anyway, please watch out for the happiness turrets, and remember that you aren't safe even if you run.
Full Mechanics:
You hear a robotic voice make an announcement:
"Level 2 Security Alert Confirmed. Clinic Patient Defense and Retainment System activated."
After that, you hear the whirring of machinery nearby...you'd better get ready to run!
All characters in, entering, or exiting the Clinic or any adjacent area must roll the following Endurance check:
1-6: The turrets fire rapidly at you, and you are unable to dodge or resist the effects of the various drugs pumped into your bloodstream.
Take 3 damage. You are afflicted by Juiced Up (Mental) and begin to experience the world in vivid pinks, teals, and oranges. In addition, you undergo terrifyingly surreal hallucinations and lose 2 points in all non-Speed stats.
7-10: The turrets fire rapidly at you. You cannot dodge but do manage to resist some of the effects of the various drugs pumped into your bloodstream.
Take 1 damage. You are afflicted by Juiced Up (Mental) and begin to experience the world in vivid pinks, teals, and oranges. In addition, you undergo surreal hallucinations and lose 2 points in all non-Speed stats.
11+: The turrets fire rapidly at you, but you manage to dodge most of them and what little you're injected with hardly affects you.
You are afflicted by Lost in the Aesthetic (Mental) and begin to experience the world in vivid pinks, teals, and oranges. In addition, you perceive those around you as having had their heads replaced with unpainted busts of themselves. You lose 1 point in all non-Speed stats.
We Never Lost Control
Attention all patients! We're running out of patience. Haha! Anyway, be advised that a level three biohazard has been detected within the clinic, and at its current rate of growth soon nobody will be safe anywhere.
Full Mechanics:
Thhe blob…. .
Everyone in or entering the Clinic or any other area under the effect of We Never Lost Control, make the following Speed check:
1-4: You manage to get the thing off of you, but it rapidly grows in size after feeding off of you. You've got to get out of here!
Take 3 damage and become afflicted with Flesheaten (Physical), decreasing Endurance by 2 and Power by 1. Flee to a random adjacent area.
IN ADDITION: If you flee to an area that does not already have We Never Lost Control active, this event becomes active in that area.
5-6: You manage to get the thing off of you, but once its on the ground it rears up for another attempt. You've got to get out of here!
Take 1 damage and become afflicted with Flesheaten (Physical), decreasing Endurance and Power by 1. Flee to a random adjacent area.
7-8: You manage to get the thing off of you and decide whether to throw it or run so you can lick your wounds.
Become afflicted with Flesheaten (Physical), decreasing Endurance and Power by 1. Choose an area to flee to or choose an area to throw the thing to. Throwing it removes We Never Lost Control from the current area, but activates it in the area it was sent to. If We Never Lost Control is already active in the chosen area, it moves to a random adjacent area (excluding the area it was just removed from if there is any other option).
9+: BIOHAZARD SUCCESSFULLY CONTAINED.
Remove We Never Lost Control from the current area.