Tuesday, May 19, 2009
Heroes at last
Monday, May 18, 2009
Oh, and I forgot
Sunday, May 17, 2009
The Matrix Exploded
- Aizen was replaced by Duke Ballistic, a basic powerhouse.
- The PCs were taken off active duty during a damage control period, and other programs filled in for them.
- While dealing with one Count Maledict, the UDO replacements were ambushed by unknown metahumans, and the PCs were called in as backup. After a long and vicious fight, Maledict was subdued, but one of the metahumans, an invisible one, escaped. The PCs were restored to active duty.
- A few days later, the PCs are split up to deal with a city-wide wave of crises organized by the SEA. Equinox was ambushed and captured. The others tracked him to the SEA hideout, where they managed to steal a copy of the UTOPIA-Scan program they had been using to monitor the city and rescue Equinox (with the help of the invisible mutant, for reasons unknown to them).
- Equinox, however, had had everything revealed to him by the SEAgents, and their arguments had swayed him back to their side. He split with the party.
- The PCs returned to headquarters, where they shared the revelations of Equinox with their superior. Knowing that awareness of UTOPIA contradicted the whole reason the UDO had been created in the first place, he escorted the PCs to a chamber where they could have their memories reprogrammed. The PCs, understandably, ran like hell, and within minutes they had gone from government-run peacekeepers to wanted criminals. Proteus was sniped in the head during their escape but just barely survived.
- They escaped through the sewers and took refuge in Equinox's old house, where they ran into The Hidden again (the invisible one), who sensed that he might be able to recruit the PCs in the fight against UTOPIA. When they agreed, he promised to look into ways to get them out. The PCs went back to the sewers to hide until they heard back from him.
- In the days to come, the conflicts between the SEA and the UDO, fueled by the PCs flight and Equinox's defection, broke into an all-out war, ravaging Utopia City. At one point, the PCs got pulled into the center of a battle between a radiation-controlling SEAgent and a UDOperative with a literal Hyperspace Arsenal. They thoroughly crushed the Operative, at which point the Agent thanked them and took off. The PCs dragged Arsenal back into the sewers, where they shared the true nature of UTOPIA with him. Aware that, knowing this now, he could not return to base without suffering a wipe, Arsenal begrudgingly stayed with the PCs as they returned to Equinox's house to eat.
- Inside, The Hidden met them again, having discovered a way to bring the PCs into the real world. The method, however, required them to completely wipe out the minds of several metahumans, making The Hidden reluctant to even bring it up. Before they could resolve the moral pros and cons, the lot were discovered by a squad of SEAgents, led by none other than Equinox.
- The resulting battle leveled over two dozen residential blocks. Arsenal, forced to decide where his loyalties lay anew, sided with the PCs and was fried for his troubles. Sok and True Thomas were knocked out (although they escaped death) by an SEAgent's electric cannon, but ultimately every single Agent was killed, Equinox included. The session ended with The hidden remarking on the effect this would have on the continuing street war between the SEA and UDO and the PCs, obviously UDO no more, gave themselves a new team name: The Balance of Power.
Campaign catch-up
- Given the choice between extracting an orb from the dwarves and pursuing another, we chose to pursue another.
- We ran into a long-wandering ambassador (new PC) from the dragon-ruled continent, to which we were flying.
- Upon arrival, a "cleansing" appeared to be going on. Interrogation of the not-Nazis-I-swear led us to a Temple of Doom, which we investigated.
- Inside, we passed many, many deactivated traps until we reached a room with a large, ominous book on a pedestal. After debating what to do with it, we decided that the rest of us would vacate the temple and then Gerrard would attempt to take the book.
- Gerrard, not having learned from touching the explosive crystal way back when, snatched the book immediately and ran (using his blinking tunic) back through the wall through which we had entered. Everybody else sensed that something terribly bad had happened. Koslov and Garcin (Aleistair's replacement) decided to throw up a wall of force separating them from the rest of the party and knock a hole in the stone wall to find out what was beyond. Cue clouds of acidic, disintegrating, soul-trapping dust that annihilated them instantly. The rest of us, knowing the wall of force would not last long, began desperately strategizing and casting spells to help us survive. I had one idea involving my most recently-acquired binder powers, but just before the wall ran out, I was visited by Sethos, who offered the tools for all of us to escape in exchange for my soul. Not seeing much other choice (and not planning to die soon anyway), I agreed, promptly receiving several scrolls of Time Stop and a cube of force.
- Back to normal time. I used my last Miracle for the day to compress the fog into a 2-ft sphere, around which I summoned a Sphere of Annihilation (a rare and powerful artifact, and exactly what it says on the tin. Do Not Touch). Those of us still alive managed to use Sethos' toys (I didn't tell them where I got them) to get past the rest of the traps (all of which had been activated my moving the book) on the way out. We then sent in trap-disabling specialists to clear out the temple and revived Garcin, Koslov, and Gerrard. The first two immediately attempted to slaughter the latter again, but they were restrained. Gerrard, having proved himself dangerously unstable yet again, was carted off to the loony bin and out of the campaign. (His replacement character is Not-The-Doctor-I-Swear, who flies around in Not-The-TARDIS-I-Swear)
- Further exploration orb-wise took us to the regent of the nation: a bratty young man with an overinflated ego. At one point, some of us accepted his invitation to join him in hunting dire eagles (illusions created for his benefit, actually). During the "hunt," an assassination attempt was made on him (foiled by the party, albeit with some reluctance). Kosliv, Ulgrath (an illusionist PC in the employ of the Athertons), and I investigated this further (not all of the party was with us), eventually leading to us becoming trapped and powerless in a mind-screwy interrogation room. Ulgrath disappeared through a mysterious door, and Koslov was drenched in modified demon blood, providing the final clue to him that we were within an Abaci Macabre.
- Cue to outside the palace, where the others have gotten wind of trouble on the inside. It was also discovered that the Calisa had been seized. Everyone switched over to playing various Atherton marines (I got Meteledes, who has progressed from merely dying and getting hurt a lot to actually being a masochist) for the retaking of the ship. Given the marines' sneaking and dispatching capabilities as a team, this part was a success. Regaining access to the scrying orb, we found where the rest of the crew and specialists (read: PCs) were being held.
- Currently, we are halfway through rescuing the crew (and absolutely massacring their captors in the process), after which we will come after the PCs.
Friday, May 15, 2009
Never underestimate the power of dramatic timing.
Thursday, May 07, 2009
Why, in MY day...
Tuesday, May 05, 2009
These eclipses do portend these divisions.
Sunday, May 03, 2009
Doom (the movie)
- Just before Pinky is jumped by one of the monsters, his last words are, "Oh god, there's something right behind me, isn't th--"
- The Rock's last words while getting dragged through a doorway are, "I'm not supposed to die yet!" (He doesn't.)
- There were shout-outs not just to the game itself, but to well-known mods for the game.
- The final confrontation (not even counting the FPS segment--more on that later) could have been put in a game as the final boss fight, and it would fit PERFECTLY. Entering a large, circular, two-level room, dropping your weapons to go mano a mano with the for-now-human boss, once he reaches half health he starts mutating and gets a difficulty upgrade, and you then need to figure out how to kill him with the environment?
- The movie as a whole was so trope-heavy, including lampshadings (such as the two mentioned above) that we couldn't even call them all out, try as we might.
- When the scientist realizes, "This thing didn't kill [character]...it IS [character]!" the marine in the lab responds, "What?" Not a horrified or incredulous what, an I-don't-get-it what. Cue scene change.
- The first-person segment. Yes, it is obvious what they are doing here, and it comes late enough in the movie to be hilarious. The enemy appearances, player movement patterns, and even reloading actions are spot-on, there is a weapon pickup (the chainsaw, of course), Doom Guy encounters a mini-boss where he needs to use the new weapon to prevail, and they even worked in a RESPAWN!
Monday, April 20, 2009
Seminar paper complete!
Thursday, April 16, 2009
Mitigating factors
Tuesday, April 14, 2009
A sticky situation
My second character (the secretly-a-walking-blasphemy one) has entered the airship campaign. So far the others have no idea what I am, and even their guesses as to what I can do are rather off-base. This is good, as there will be much subterfuge and deception in my future.
Long-term goal recap: Thanks to the meddlings of the wizard Sethos, the Material Plane has been cut off from the rest of the cosmos. This in turn, is causing creator deity Vateo to sicken and, if nothing is done, die. I couldn't give a damn about him personally (my Start of Darkness has given me a hatred of all gods and their devout), but if he dies, he will probably take the cosmos with him, and that puts a far more bitter taste in my mouth. Most everyone else is motivated to save Vateo by the goodness of their hearts, but I suppose the means justify the ends. Doing so requires us to retrieve the three orbs Sethos used to create the planar barrier. I have a nasty feeling that killing Sethos himself would also work and be faster; see below for why this feeling is nasty.
In the meantime, before the party picked me up from the tower where I had been asleep/in stasis for the last 500 years (starting just before Great Cataclysm), I had been researching vestiges (Vestiges are enigmatic beings who exist beyond the gods, and yet are near-powerless. they grant abilities to those who bind them in exchange for being able to re-experience existence vicariously. I make pacts with these vestiges and then cheat them out of their experience in order to enhance the spells I steal from the gods.) and had just discovered a new one by the name of Graz'zt. This piqued my curiosity: as far as I knew, Graz'zt was a powerful demon lord and not at all inconvenienced with vestige-dom. Summoning him up for a conversation before making the usual pact, I learned that he was now in this state due to a curse placed on him by Sethos, and he wanted me to join an expedition to find Sethos in order to convince him to lift the curse on him; in return, I would be given dominion over a layer of the Abyss (naturally, I knew better than to take Graz'zt at face value!). If Sethos could not be convinced to lift the curse voluntarily, killing him would also work.
Naturally, I see Graz'zt's potential freedom as detrimental to my well-being, but beyond that, he is rather more potent than most vestiges accessible to me (nearly all of them) due to the fact that I can conjure any one of three agents of his, all of whom are potent magic-users in their own right. Thus I have two reasons, one more selfish than the other, to keep Graz'zt confined.
Complication #1. If, as I suspect, killing Sethos will lift the planar barrier, the party may well attempt that instead of chasing down three MacGuffins.
Complication #2. If I explain to the party that killing Sethos will free Graz'zt, I risk revealing that I willingly maintain correspondence with a demon lord (as the cherry on the top of my hot fudge sundae of evil and lies).
Complication #3. When I bind Graz'zt, he still gets to experience the world through me, which includes hitching a ride on my senses (though not, most fortunately, my thoughts, which are nigh-impenetrable anyway). Thus, any actions toward ensuring that he never is freed must be undertaken when I do not have an ex-demon lord bound to me, and if I simply neglect him after our first two conversations, I will look very suspicious (sure, he can't do anything about it now, but if my betrayal falls through or is later undone, I will have a very angry Graz'zt coming after me). Fortunately, I have a means of kicking him out in a hurry, should I need to.
In short, while the rest of the party has to save the world, I have to save the world without letting the man responsible die, without alerting one of my greatest sources of power to the fact that I intend to stab it in the back, and without altering the party to the facts that I correspond with a demon lord, steal godly power on a regular basis, and am undead.
I will deceive the party while simultaneously assisting them, betray a demon lord while simultaneously exploiting him, and save a would-be deicide while simultaneously thwarting him, all on top of my daily routine of cheating half the individuals from whom I derive power and stealing my power outright from the other half, or I will die trying.