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![othercide mother othercide mother](https://assets.rebelmouse.io/eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJpbWFnZSI6Imh0dHBzOi8vYXNzZXRzLnJibC5tcy8yMjg2OTQyOS9vcmlnaW4uanBnIiwiZXhwaXJlc19hdCI6MTU5MDMxNjAxNn0.h4rcndi61fr2vsO09uxmWXYflVIhRTihJ6SetpmC_rg/img.jpg)
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They come attached with snippets of the story, pieces in the larger puzzle of how Suffering came to be. Equipping that skill with the memory ‘Drill’ increases the damage done by that counterattack by 20%. They can sacrifice a percentage of their health to lie in wait for another Daughter to be attacked, blasting the assailant with dual pistols before they get the chance to strike. For instance, Soulslingers are Othercide’s equivalent of rogues and rangers. Exploring these crumbling, literally backwards spaces uncover Memories that you can equip to the various attacks performed by your Daughters. There are also abilities, and Memories to equip them with, that can affect both your own place in the timeline, and that of the monsters you face. You could put your trio of Daughters into motion like a perfect orchestra of violence, firing off a shot here and swinging a blade there, but if you’ve used up all your action points, it’ll mean jack shit. The back-and-forth on this timeline is just as crucial to your success as the exchanging of attacks and counterattacks on the map. Basically, making them do too much in a single turn will exhaust them, putting them at risk of taking more damage from more enemies with more turns in-between yours. Go below 50, and you’ll enter "burst mode" you can move further or attack more, but you’ll do so at the cost of shunting that Daughter to the end of the timeline, increasing the time it’ll take for their next turn to come along. Every Daughter’s base AP is 100, and moving or using most instant actions will drain this AP. Where your Daughters are placed along that timeline depends on a few factors, the primary of which is how many action points they’ve each used up. While its square grid might call XCOM and its imitators to mind, however, the timeline that governs move order is where the game gets wonderfully intricate. The stark color palette aside, Othercide might at first look like a conventional tactics game, albeit one with a run-based, roguelike twist. They're monochromatic amalgamations of disparate time periods, within which the denizens of Suffering lurk: monstrous manifestations of humanity’s own crimes against itself. You send out trios of Daughters to Synapses, the battlefields upon which the eternal war is fought.
![othercide mother othercide mother](https://cdna.artstation.com/p/assets/covers/images/028/984/210/large/antoine-dupuis-antoine-dupuis-artdump-thumbnail-mother.jpg)
There’s a fourth unlocked later, but these are your base three. Your soldiers in this war are Daughters, moody goth ladies all with ashen white hair, fierce warriors spawned from a birthing pool and given one of a few classes: revolver-wielding Soulslingers, sword-swinging Blademasters, and buff, tanky Shieldbearers. I think, anyway, because for much of the game Othercide's characters and events are as opaque as the inky black void they spawned from. You’re the Red Mother, the ethereal spirit of humanity’s greatest warrior, locked in an endless cosmic war with the Chosen One of Suffering, a child who was tortured, vivisected, and abused by a terrible roster of evil men so much that it fractures time and births the concept of suffering into the world.