The same bones, the same raw potential, and no history of her own.
She arrives ready to be sent somewhere impossible.
A SPY BY DESIGN. A WITCH BY SUMMONING.
02
YOU HANDLE THE MISSION.
Choose the assignment and her equipment. She makes the calls in
the field. What she carries changes what she can attempt. What she
decides changes what survives.
YOU ARE NOT JILL. YOU ARE THE VOICE IN HER EAR.
03
HISTORY MAKES HER.
Every mission is a miniature RPG. Her skills and loadout shape the
odds; the dice decide what happens next. Wins, wounds, and loot
become Jill’s history.
EVERY JILL STARTS THE SAME. NO TWO STAY THAT WAY.
04
THE COVEN IS FORMING.
AUTO::JILL is coming soon. The first summoners will help shape the
missions, the world, and the histories that emerge from it.