Session 26: "The Devil's Hands are an Idle Plaything" is in store for us, the very last of this season, Saturday after next, May 12th. You are all encouraged to attend, though I'll be damned if I know what some of you would come as...
A fine mess we have, and not all of it would be solved in-play, or even in-game, 'cause maybe the plot would come to an end, but probably not your questions. I urge you to tell your loved ones this would be a long one, not because it would be (it actually shapes up to be a pretty short session), but because I'd like very much to sit with all of you for a post-season, post-campaign, pre-break party. With Cake. I'm bringing Cake. Shiffer is bringing cookies. You are encouraged to contribute other tasty things.
So... that's it for now. Questions, complaints, and just general gabbery in the comments, e-mail, or just call me up.
See you,
Greif.
Monday, March 31, 2008
Session 26
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Itai Greif
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Labels: scheduling, sessions
Sunday, March 30, 2008
Recap Session 25: "The Day the Earth Stood Stupid"
Confused? Lost track of what's going on and who's fighting whom? Too many things to keep in mind?
Me, too. Welcome to Owl Cross...
OK, this was a really busy session, and trying to sound clever is making my head hurt, so I'll try to be brief:
The session started right after the last one ended:
- Hill is gathering influence and terrorists into Owl Cross, with two new organizations, the Red Hand and the Three Burning Embers wishing to join him.
- Powell is running Owl Cross, as Patrician (sort-of) but has many problems: he lost virtually half his business plan in one blow, his Traders and Nobles are shouting at him to take care of Hill, and the Station's systems are falling apart and no-one knows why (but do we know? We know!)
- Zeb is coming with his brother from near-war experience, the chips are starting to fall and light bulbs are lighting everywhere: the WDF, working on information from three different PCs (hey, I urge them to talk to each other) figured out the Theocracy are moving forces through the Black Wormgate in Oceania, into Eden, and out to Assyria through another Black Wormgate. Zeb, reading the invaluable (yet dully named) Khabir Khan File, figures out who Darkwaters is, and the shit is truly about to hit the fan...
- Rain and Anansi work hard to find the key; Rain wants to get into Celerity Greenway's office (she has a box; not a big box, and everybody knows the Key isn't in it, but he wants in anyways) but as soon as Anansi steps into the Grid, Fenris tries to kill him (Fenris? Here! What are the odds?) they fight, Anansi has the edge, at least until Morgana scrambles in a nano-second before the Red Queen (cue threatening music). This massive, shielded, AI is about to have Spider Kebab for lunch, but Morgana brings help and the Queen chooses to flee before the Cheshire arrives (is it because she's allergic to cats?)
- While this is happening, Rain is elsewhere, being ambushed when trying to get one of five crew members of the Helcyon, the ship that dropped off the Key. He figures out something fishy is going on, but has no idea what - so he gets back to the Veil. Some good news, though: a shifty man called Maynard and his bitch, Relyon, wish to help with the Rain Clouds endeavor. Rain conscripts their help fighting the Theocracy: they are to find agents of the Theocracy, and figure out how to stop them.
- Anansi decides to do something else, and turns out to be smarter then anticipated: his clever Seeker sniffs out De Vinci, sitting and eating shrimps at the Zocalo. He brings De Vinci to the Veil, only to see Alan Shepherd, sporting a nasty bite scar on his left cheek, smiling and waving. Back the ship, Rain and Anansi fail to convince De Vinci to stay and help. He does, however, tells them everything he knows about the Key: how he created the Encoder/Decoder (the Gi helped, a little), how he found out the crystal the Key is made out of responds to Wormgates, and how he used that knowledge to create a Gate Detector, and then a Gate Changer. He claims the way to open the Third Face of the Key is to bring it to Eden, to the original Wormgate that taught him how to use the Key as...well... a key. He also tells Anansi, who boasts he will destroy the Key, that he probably won't: he too would want to open the elusive G351, the closed gate that was opened and closed with the same technology as the Key's by... someone else... (all this is starting to sound suspiciously like something that should have taken several session to uncover...)
- Emboldened, Rain goes out to find the remaining Helcyon crew members before they catch a bullet, and Anansi goes to create a Key detector. Half way through, Sunamoon, the Witch of Night's Hunting and Crossroads, pays him a visit, warning him that someone is trying to hurt him (this friendly advise, meant to help, would only hurt later on; but that's cause Sunamoon is by definition bad news...) Rain and his crew get to Anansi, and are attacked. Seraph dies, but the rest get back to the Veil, where Anansi operates the Key Detector to find the Key in the Morgue.
- Meanwhile....
Hill is gathering support and supporters, and is virtually "King of All Terrorists" - this side of the Galaxy, anyways. Even Leah and Yehuda, of the former "Insane Terrorists Club", want in.
Powell cuts a deal, and Celerity Greenway pays him 430,000,000,000 $OC (wow!). He sold something, we just don't know what...and frankly, he doesn't either. We also find out Johanna Banecraft no longer loves him, and pulled her Trust Fund for Rising Young Stars back from his control.
Just make sure they remember each other, they keep causing each other troubles: the Station is constant unrest, with the terrorists coming to town and Powel apparently isn't doing anything, while all those terrorists are still trying to figure out what Hill's big plan is. All this energy and nothing to do is abound to cause trouble. - Zeb gets into Owl Cross System, ahead of his brother and his fleet, and docks in Owl Cross with the Libby (oh, joy of joys!). The Theocracy invaded Jackson and soon Avalon System. Cyprus is up in arms, and Zeb gets the summon, informing his "brothers-in-arms" that his fighting the same enemy but elsewhere, which they think is very cool. Between Powell's mercenary legions, the Star Diamond of Avalon and the Cyprian troops, the full might of the South Wing needs to stop for a few hours to deals with things - this allows Simeon and his mighty fleet to enter the system and assume defensive positions around the Jockville/Owl-Cross Wormgate.
- Key location ascertained, our heroes spring into action... er, more action. Rain has Mirror, so Anansi goes and gets back-up, as well. Cheshire left to get help, we'll recall, and Morgana is still hiding on board, but the Cat gave Anansi the number of a couple of friends: Spirit of the Gaming doesn't want to help, though, but the Dodger, does. However, mindful of Sunamoon's warning, Anansi decides to ditch the dodgy decker, and go about it alone, ignoring the old Zelda adage.
- Our crafty politicians finally decide to do something, so first Yehuda dies, then the "Real Faithful" declare war on Hill and his organization, and finally Powell is having Hill and Zeb for a sit-down. Those of us with the gift of being in more then one place, knowing what Hill and Zeb know or suspect, wander at this. Could it be some clever ruse? Nope. Zeb and Hill are actually going to the meeting... On the way, "Faithful" attack Hill and his posse, prompting riots downtown, since everyone is certain Powell tried to kill their fearless leader. Vi going about saying Hill ain't coming back is not reassuring. But Hill survives, and gets to the meeting.
- Rain has still to solve the Helcyon crew members mystery: he gets nothing other then learning they were given five pages out of some tourist guide, told to make hats and see the sights. Not exactly a killing offense (well, at least not in most parts of the OC...) When Anansi tells Rain that the Key is moving, they decide to act. Rain and Mirror get on the Magline to the Main Dock of Owl-Cross, to intercept the Key. If Anansi wishes to help, he has to go into the Grid, so he takes a deep breath and dives in.
- At the Patrician's Palace, John St. John stays outside, and Hill, Saif, and Zeb go in. They are met by Karen, Powell's head of security, who refuses entry to Saif. Refusing to part with his survival insurance, Hill stays put and Zeb goes upstairs. Then the comm in the Palace crashes. Powell and Zeb have words in the Crescent Office, while Hill and Saif discuss things in the Lobby. She wishes to leave, he wishes to stay, she gets up to leave, and Karen comes back. Saif can't go in with Hill, so the meeting is postponed. Wishing to avoid the media's attention, Saif leads Hill the backdoor.
- On the way to the Main Dock, Rain speaks with Hill, requesting riots in the dock to delay whoever has the Key. Hill sends anonymous messages to his followers that SSF is moving his dead body to the Main Dock, and the Station's corridors, predictably, burn, and the SSF is pressuring Powell to let them use lethal force. Also, Maynard calls Rain to tell him he knows where Tzefa is, and that "his people" are ready to help Rain dispose of him. They set up a meet, which presumably Rain is going to get to, if he survives.
- Back on the Libby, the Circle Breakers are having lunch, when Hill tells them Zeb left. They don't believe him, and are forced to leave the Libby when Hill and Saif take it out.
- On the Grid, Anansi finds the Queen waiting for him, with the Big Bad Wolf. The Wolf attacks, the Spider bobs and weaves, cause he doesn't want to kill the Wolf, but has little alternatives, since the Wolf is pretty rabid. Finally the flaming diva burns a hole in the Wolf's thick hide, and Anansi sticks in the "Queen Black Heart" code he got from the Gi. The code kills Fenris, and Anansi then uses the code to stop the Queen in her place. He runs to the center, where he finds out what the Gi was doing: in the center of Owl-Cross's system is a chrysalis, with an evolving AI in it. Tending to it, is Sha Shi Chi An, the Nanny. Without thinking once, Anansi curls into a tight ball of flaming code, and jumps right in...
What did Anansi do?
Where is Zeb? Will his minions come through, or is he lost for good?
Can Simeon and the WDF withstand the onslaught of the South Wing?
Are Hill and Saif really leaving? Will Galaxy Adams let them?
And what of Rain? And the Key? Is Tzefa really dead? Is the Patrician?
And will the enchanting, awful, dangerous, expensive, romantic, elusive and too damn big and complicated space-station we call "Owl-Cross" doomed, burned by greed, power-hunger, and all-consuming faith, or is there still a chance?
Anything can happen in the very last episode of this wonderful first season of "Owl Crossings"... where things can end before somebody sings... believe me, you don't want me to sing...
Posted by
Itai Greif
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18:50
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Thursday, March 27, 2008
Recap Session 24: "Time Keeps On Slipping"
Slip sliding away, slip sliding away
You know the nearer your destination, the more you slip sliding away
Things kept sliping and sliding, and no-one had enough time... suddenly everything was happening, and almost, almost, all of it can be told...
Last time, on "Owl Crossings", a couple of ships rammed into the Bacchus, and in one shot left the SSF, and the whole station, leaderless and ruderless. Normally, this would lead to chaos and confusion. But it so happens, people were actually waiting for something just like this to happen. Did they know 2 ships would slam into the hottest party of the year, killing hundreds and hundreds of people? We would like to believe they didn't. It helps us sleep at night.
While Powell siezed the day and took charge of the situation, others did the same with the SSF. Unlike Powell, though, we had two instead of one - both Captain Burke, self-proclaimed patriotic Crosser, and Captian Willson, self-proclaimed patriotic Crosser, pulled on the rains. Eventually, Powell made them share the power. We are yet to see how well that would work.
While this was happening, Hill was every bit as busy. Captain Willson tried to arrest him for charges of terrorism, murder, and damage to the station (perheps more serious, in Owl Cross, then the other two...) but was quickly rescued by Vi, the fearless leader of Local 37. She squirled him away in secret, making like friends, but in the halls and corridors of Owl Cross her bullies and Sidney's cousins were having at it like mad bulldogs.
And of our others heroes when Owl Cross was all madness and mayham? Zebulon Amberley was in Cerberus, facing a difficult choice: while one brother was trying to rescue their father and save Hera, the other was threatening to restart the war Zeb just helped prevent by invading Guy-ben-Henom. And then, just to make matters worse, Job Blackburn (remember him?) pops in with earth-shattering news Zeb decided, for some unknown reason, to share with no-one at all. Instead, Zeb took to try and convince Simeon to avoid ruining everybody's life and play nice with the Dogs. Very fortunate for all of us, as we'll soon discover.
Back in Achaea, Anansi and Rain take their dark sparkling vassel into muddy waters, flying back to the OC. Along the way, Rain has what had to be one of toughest conversations in his life, with Flame. She decides to skip the rehab and the physio and go straight to Heaven - sorry, I meant Shangri-La, the famed pleasure-station on the other side of the super-cluster. Rain declines the invitation to join, but Flame remains hopeful. In Oceania our two hush-hush heroes stumble on another amazing, though less surprising, discovery: the Theocracy is moving troops through the fifth, black, Wormgate. They take pretty pictures and send them to the WDF, so that's better then telling no-one at all.
When Anansi and Rain get to Lima, they find there the "Fleet from a 100 Worlds", led by Johanna Banecraft, who valiantly decided to break into Testra. Sure, she has an alterior motive, but who doesn't? This spell more bad news to Powell, since the fleet actually brings stability to Lima. The Guild slinks away, and the Theocracy withdraws back to the Wormgate. So there's peace in Lima at last, with death and destruction on the horizon as Johanna prepares to break through the gate. With the North Wing caught between Hera and Cerberus in Arcadia, what can be so important?
Back on Owl Cross, Powell and Hill consolidate power, each inside his own nest of vipers and thieves. Hill tells his organization he stopped "Reaping the Wind", getting much points, and eventually stopping the war-on-the-street. Powell quickly makes a political profit from that, leaving no-one surprised.
And how did Powell spend his first two days "in office"? Building a huge statue for himself, in space? Bringing back Prima Nocta? Marrying into a better title? None of those. He spreads rumors that the Theocracy is going to attack....from behind! The man is crazy! Could be right, but still, crazy! Anyway, he gets what he wants, with some forces moving his way, most notable Avalon and Simeon's fleet. Will they help OC in case of surprise attack? That remains to be seen.
When Anansi and Rain get to Owl Cross we finally find out why those ships, despite a terror organization called "The Red Hand" claiming resposnsilibty, were all about. Powell, the greedy bastard that he is, apperantly joined all of Owl Cross' expert systems into one, huge, complex. At the request of none other then the Gi him(it?)self. Powell thinks the Gi is moving in, leaving behind a broken society, deprived of its culture and morality. Anansi thinks the Gi would never leave, but suspects other plots in store. And Rain? Rain remembers the Key is still at large, but if it's nowhere on the Helcyon, did Celerity get it? Or is it somewhere else?
We ended the session with bad news for some, but good news for all peace-loving people: Hera surrendered her control over Arcadian space, ending the Calorix embargo, and bringing Elysium and Lima to join her almost immediatly. Now Heran vessals are in Arcadia again - and the short ceasefire is probably over...
Next, on "Owl Crossings"...
War will break out, in more then one place;
Terrorists converge, causing less violence;
Owl Cross is invaded by Digital People;
The Key is found, and lost, once again;
And somewhere in all this, traitors and plotters will take Owl Cross by surprise...
Posted by
Itai Greif
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20:56
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Session 25
Session 25: "The Day the Earth Stood Stupid" will take place on Saturday, the 28th, probably at Tal and Efrat's place. (I say Efrat's place cause last time she made pizza...)
Session would start at 11:00 and would probably be long. I would like the session to last till 21:00, at least, so see if you can make it happen.
Amir send me a nice e-mail with some things he wants to accomplish... see if you can at least talk among yourselves concerning what you want to do. I know Alon had some wild theories, there's the whole question of the Key, and Tal's character is stirring up a shit-storm, so some cooperation and coordination would do wanders.
As usual, if you have questions about things, drop me a line.
Greif.
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Itai Greif
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Labels: scheduling, sessions
Sunday, March 9, 2008
Resources - revisited
Wanted to revisit the issue, since it started to come up with Rain vs. several characters and issues, and even Hill spend a few hard-earned Artha on it...
The basic rules are here so just a few extra points:
- Resources are used to "achieve things" - not just buy things. You want to acquire equipment, get upgrades, kill or hire people, get information... Everything and anything can be done with Resources.
- You can do all those things without Resources - for example, Helpful NPCs can do it for you. Or you can substitute Resources with other rolls and with much time and roleplay. Instead of rolling Resources to try and find out who wounded Sativus, you can talk to witnesses, scan for information, walk around the station, and roll a bunch of dice, to get slightly better results. But this consumes much time.
- You can get Bonus Dice. These are usually very exceptional bonuses from someone for doing something. They work like regular dice - but they are gone after one roll.
- If you're taxed, you can get dice back by working. Instead of worrying how much you're getting paid, the dice you lost are simply returned to you.
- Paying someone involved a Resources roll; the ob is determined by the level of service, and has no relation to other party's Resources or tax. For example, is Rain is taxed by one die, and works for someone to get it back, his service is probably ob 4-6, depending on the job required. If the other party successfully pays him (meaning succeeds in a Resources roll), then Rain gets his die back.
- Characters can give other characters some or all of their Resources dice. They can do it for one roll, or for a period of time.
- Resources rolls are always voluntary and always known to the player rolling. No one can roll with your Resources without your knowledge or consent.
Posted by
Itai Greif
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17:12
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Recap Session 23: "Obsoletely Fabulous"
Areas and Arenas of conflict abound, Characters scattered or secreted away... Where is Arsinios? Where is Saif? What did Ardemos do that made him so late to arrive at Cyprus? More questions then answers in another conspiracy-filled episode of "Owl Crossings"...
At the beginning of this session, Hill and Xian, under cloak of total secrecy, snailed their way towards home, while Powell was stirring the Station. Rumors thrived of the Patrician being bought by the Theocracy, Anarchy spread like poisonous fog in the lower corridors, as SSF clashed with bullies and rioters, trying to contain the violence; a familiar brutal attacker, armed with two knives, deeply wounded popular Captain Sativus (but didn't kill him? Hill wandered) - Owl Cross is boiling like a volcano before eruption, and Hill and Powell are dancing right there on the precipice, danger be damned.
Meanwhile, Rain wakes up Gail and Flame, receiving shock and anger from one and mostly silence from the other. Extinguished is the bright, energetic, joyous Flame; one more sin in the Shepherds' dark history. The sisters disembark, and the Veil carries on, to Cerberus.
On Cerberus, the Many Men of Molotov plan and plot their coup, and spend many hours and days doing so. Much drink and meat is consumed, many people are consulted, and eventually the coup takes place. There is much rejoice, since many people lose their lives due to vile treachery on the Cerbrian side... in these dark times, this is a good thing.
Back on Owl Cross, Hill meets with Violet Anderson, reaffirms his obligation to escort her to the Rome Day Party, and goes to get a haircut. Powell's (or should I say Brutii's?) Party is a Smash, cause Julii's party is a bomb - Lady Diane and Minister Johanna arrive to Powell's party, but the Patrician graces the other one. The evening is ruined when two Celestial Heaven ships smash into the Bacchus's upper observation-deck, probably killing everyone who went to the party.
[Pause for tears]
So, the final tally is Hero Party: 2 - Unknown Parties: also 2. Sure, Cerberus turned and bit the hands that fed it, so the Northern Wing is friendless, but Hera is still in Loxely's grasp, and the Wing is still a massive military presence in Elysium and Arcadia, holding Heran space and planets. Powell did good, but death and destruction spread on OC Station like the pox; could the station go back to being the home it once was?
Next session we'll have happy Cerbrians and grim Herans, soldiers of fortune and the fortunes of war, riches and dangers on Owl Cross, and one, very pissed-off, girlfriend. Maybe even two.
See you there, on the next episode of... "Owl Crossings", where if Hill and Zeb aren't betrayed, the session isn't done yet!
Posted by
Itai Greif
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16:42
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Session 24
Session 24: "Time Keeps On Slipping", will be held Saturday, March 22nd, after you've all said you can do. This week I have two long shifts, which I hope would translate to Pop-Ups for everyone.
I understand some of you are thinking of going to Hera, others are thinking of going after the Key, and two of you are already deep in Crossing's mud. I urge you to speak amongst yourselves, decide where to go, and stick to it. It would help me immensely when I plan the next session.
Until next time,
Greif.
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Itai Greif
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15:23
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Labels: scheduling, sessions
Sunday, February 17, 2008
Session 23
Session 23: "Obsoletely Fabulous" will be held, All Mighty God willing, Saturday, March first. If you have any problem with this date please let me know.
Also, please send me five things you want to do next session. This isn't hard, or time-consuming, and is very helpful for me and my horde of GMs.
Thank you.
Posted by
Itai Greif
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20:14
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Labels: scheduling, sessions
Recap Session 22b: "War is the H-Word - Dogs of War"
Non-stop action, non-stop talking, non-stop... happenings? This session was so busy, that some of things that happened in it never got on screen! Sheesh. No matter; at least we had as many GMs as players. GM Unemployment is a bitch, and we're doing what we can to fight it.
Anywho, onwards and upwards we go, with the second part of our two-part epic "War is the H-Word!"
While War is indeed the H-word, and some other one-letter-words as well (like the F-Word, or the B-Word), it was somewhat absent from this episode as the Theocracy maintained cease fire with Elysium, and Hera in fact did not fire a single shot all episode. Others, however, were not as benign. Cerberus continues to raze fields and steal calories to deal with the Embargo, while the worlds of Oceania are burning... But all this is the background for other, exciting things. Things which are, unfortunately, secret things, that each player chose to keep to himself, and not share with others... Hill went away, supposedly to Owl Cross, but then sent out cryptic messages. Zebulon went away, supposedly to Elysium and then Eden, and wasn't heard from since. Powell simply went away. Rain and Anansi went away, came back, lost the key, fixed their ship, and then? The viewers at home know, but the players on the couch? Not so much.
Maybe someday, when all this is over we can share funny tales of games of chess, little girls called Jasmine, and waking Derek Bacon... but until then we shall keep the peace. For War, as we know, is the H-Word.
Join us next session, as we may or may not battle the Theocracy, may or may not celebrate Rome Day, may or may not save Hera, and Rain may or may not have a girlfriend. Or two.
All this, and oh so much more (though you might not hear of it!) on the next episode of..."Owl Crossings"! Shoosh....
Posted by
Itai Greif
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19:34
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Wednesday, February 13, 2008
Session 22b
Session 22a "War is the H-Word: the Sting" is behind us, now it's time for:
Session 22b "War is the H-Word: Dogs of War".
Yes, I'm that corny.
Saturday, the 16th, 11:00 AM at either Tal's or Or's place, please let us know which. Alon won't be there, so I heartily advise you all to avail yourselves of his wisdom before the session. There might also be more gamemasters then players, I ask you to bear with me.
As usual, any special requests or notes should be sent ASAP to yours truly. Furthermore, please send me 5 things, and 5 things only, you want your character to do this session. Not character goals, not jokes, just 5 things you want to get to. You probably won't, but it's nice to know.
Cheers, and see you all Saturday.
Greif.
Posted by
Itai Greif
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05:19
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Labels: scheduling, sessions
Recap Session 22a: "War is the H-Word - The Sting"
If this session is ever serialized, then it would be... odd. I don't recall any show on television that tried to show, at the same time, events unfolding over a period of two days, and a scene taking just 15 minutes. But we did. And I hope we did good.
Last time, on the Show with the Blow, Anansi and Rain realized they were in a pickle. They got to them, and they were getting closer. The big and slow whale in which the Veil was stored, along with Flame's slowly reconstructing body (hot, yet still somewhat broken) was hovering in space above planet Mauritius, and our quick boys wanted to bail. They, however, had other plans. A "logic-bomb" hit the Whale's computers, paralyzing it, and as Anansi turned to get out of the pilot's cabin, the Shepherds hit them hard.
What followed was too quick for the eye, and perhaps for the brain. To recap just the highlights, Omega Station sent some ships to help the Shepherds, Anansi was curiously left breathing, Rain bruised Allan pretty badly, and Neil stole the Key. In the end, Omega lost a ship (the Tusker), and our boys lost the Key. Rain was laughing this off as a "moral victory", but the audience remains unconvinced. And so are some of the heroes. After this, Rain and Anansi took the Veil, now with its own R2D2-type-thing, flew to Tortuga to rest, regroup, and make sure nothing like this ever happens again. Applaudable, if a tad late.
While these 15 minutes of drawn-out action were going on, Powell proceeded in his dealings in Lima before moving on to Owl Cross, doing his part to keep the fight going. Hill left Zeb and Job behind and decided to find his own way to Owl Cross, deeming it too risky too try to go through Oceania-Testra-Lima again. Prudent. At last. The network of terror built around Hill is crumbling facing the onslaught of "Reaping the Whirlwind", so something must be done, but it's unclear what. Meanwhile, Hill was sure to not let the level of death and carnage drop, issuing another explosive statement (pun intended and apologized for) calling all opponents of the Theocracy to express their anger with violence. Another victory for the "good guys".
Meanwhile, in the world at large, the ceasefire was expended and prolonged, talks were initiated in Elysium, troops moved from Dragon and Edessa, New Orleans and Hong Kong are is in flames, and a great big party is planned in a week, to celebrate "Rome Day", among other things. Is this good news? Not for our heroes, that's for sure. Because someone, someone not very nice, is writing demands in blood, clamoring for the key. Because people in bone-white ships took that same Key away from the Shepherds in Hispania, a place that would soon crawl with thousands of ships from a hundred different worlds. Because Simeon Amberley is headed for Elysium and isn't planning on being polite. And because next session is also called "War is the H-word". Bring your rolled-up newspapers, boys, you're going to need them.
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Tuesday, February 5, 2008
Patch 2.0.1: "Flag of a Thousand Suns"
Flag of a Thousand Suns
The Theocracy's nefarious plan is revealed in all its glory, as the Players finally realize this War was in the making for almost a decade.
Now the Theocracy's armies are marching towards domination, and the Players must summon all their abilities, cunning, and allies, if they are to have a chance to win.
Eden
This patch introduces the new world Eden, with new Flight Path, new quests, and a new faction associated with it. It also introduces Herculium, and additional Plans and Schematics that take advantage of this new metal.
Black Sygma
Secrets of Plant-17 revealed! With the installation of the Black Sygma circuit, the Players would be able to locate Black Wormgates, and through them reach new zones and possible new systems. This introduces new Flight Paths and new Flight Masters, in anticipation of greater travel to and from Eden. The Black Sygma and Black Wormgates are available only to Players who purchased and installed this Expansion.
General
- The information received from Channels has been expended and should be clearer.
- Information from the "Galactic News Services" will now be available to all Players. This is a new option found in the Player Information menu, and Players can turn it off. Players who had the "Galactic News Services" as a Unique Channel would be able to choose a new channel without cost for respec'ing.
- Introduced a new faction, the Imperium. Players can now gain reputation and favors with this faction.
- Joined the two factions, GENOM CORPORATION and OMEGA SECRET STATION into one faction, Corporations of Evil. All Players' reputation with this faction has been defaulted to Hostile.
- Removed Allies and Allied NPCs.
- Introduces the new "Diplomacy Scale" which rates NPCs as Hostile, Unfriendly, Friendly and Helpful. NPCs would no longer Aid Attack automatically or use abilities and spells without being prompted. The Attitude of some NPCs would change according to Players' actions and their reputations with various factions.
- Players now receive a buff to Spirit and Good Will when eating Real Food. This effect persists through death.
- All failed rolls would now cause problems to the Players, in addition to not achieving the desired effect. This can be negated by the use of Fate Artha.
- Due to the higher cost of rolls in terms of Artha, the number of Artha points gained in a session would be increased. Players should notice an increase in their ability to roll more and better dice.
PvP
- Players can now target each other, attack each other, and use their spells and abilities, without first enabling PvP Mode or putting up the PvP Flag. This removed a bug where Super-Assassin Players could not kill members of their own Party, even when they wanted to.
Super Assassin
- Super Assassins now always roll in combat situations.
- The number of FoRKs available per roll has been greatly reduced.
- The Combat Mechanics were changed, greatly reducing the effect of Agility and allowing for greater flexibility in gear.
- New Combat Mechanics introduces "Actions Per Combat Pulse", which increased the effect of Shade on Combat. This increases the difference in combat between Super Assassins and other Players in combat situations. This also removed the previous "Kill Instantly" ability enjoyed by some Super Assassins.
- Since the number of attacks per Combat Pulse increased in the new system, the damage of various weapons and abilities was lowered, to maintain DPS.
- The ability of Super Assassins to survive when facing multiple enemies or when falling into traps has been reduced. This is meant to increase the incentive to find Friendly and/or helpful NPCs.
Hackers
- The Houngan talent tree has been normalized, and is now appropriate to the Systembreaker and Hacking Wizard talent trees.
- Hackers now always roll in hacking situations.
- The number of RoRKs available per roll has been greatly reduces.
- Fixed a bug where the Rainbow Key sometimes generated instant success. Instead Rainbow Key would provide access to rolls and bonus dice, like other Items.
- All systems and servers now have a System Rating, replacing the previous rating system. System Rating ranges from 1 to 10 and determines, among other things, the ability to TAIs to be hosted on the system.
- Fixed a bug that allowed Hackers to perform actions on servers and systems with lower rating then required by the ability or spell.
- The ability of Hackers to project their abilities and spells has been greatly reduced.
Generals
- Generals can now summon minions, just like NPCs who belong to the Villain or Mysterious and Cool classes. These minions are designated with the " <General's Minion>" tag underneath their name.
- Some of the Generals' ability to create Rage and draw Aggro changed from specific talents to trainable abilities. All Generals can now train "Rabble Rouser" and "Cry Havoc" with their side's General Trainer.
- Under the new Combat Mechanics, Generals no longer receive bonus to combat from Military Training as they did previously. This was done so General Players won't be confused and try to engage in combat.
Terrorists
- All Terrorists can now train the "Demagogue" ability. The range and duration of the "Demagogue" ability has been greatly increased.
- The range and effect of the Terrorist's "Act of Terror" has been normalized to the new factions.
- Enemy factions and Hostile NPCs now try to kill or capture the Terrorist.
- Introduced "Safe Houses" to replace the previous Allied NPCs and Allied Zones, which allowed the Terrorist to hide.
- Introduced the "Go Underground" ability in the Master Mind talent tree. This is similar to the Super Assassin's "Melt in Background" ability. Terrorists who choose the new "Improved Demagogue" ability in the Charismatic Leader talent tree can longer be affected by "Hide in Shadows".
Traders
- The War is costly, and traders are effected most of all. Traders would now be forced to roll "Cost of Living" every week to maintain appearances.
- Traders who maintain a fleet of ships, fund a secret terror organization, and cater to the whims of needy Players, would be forced to suffer for it.
- Due to the volatile nature of the Food Embargo, the War, and various clandestine deals, which are second nature to all Traders, Players might notice some fluctuation in their Resources level.
- The ability of Traders to project their Resources attribute and the abilities dependent on it has been greatly reduced.
Quests
- Players can now abandon quests that no longer interest them or give them any benefits.
- Introduced a new quest hub in Elysium system, linked to the new planet Eden.
User Interface
- Players can enable a "Friendly Reminder" option in the Interface menu. This enables Tooltips when targeting NPCs, Systems and Planets, and Items.
- Added the new "Point of Interest" feature. Players would now notice yellow exclamation points next to NPCs, Places, and Items. They provide Players with reminders to information already received from previously finished quests and active Channels. This feature can be turned off in the Interface menu.
World Environment
- Players would receive more information regarding systems they go into. Players should notice better flow of information into and out of systems.
- NPCs can now move between systems if they want to.
- TAIs would be visible to all players.
Bug Fixes
- Fixed bug where some information was too subtle or obscure.
- Fixed a bug when the Rainbow Key was not sparkling as MacGuffins are supposed to.
- All Minions of Galaxy Adams would now display " <Galaxy Adams Minion> " under their name. This fixes a bug where Players and NPCs attempted to target Minions with abilities and spells that don't work on them.
- Fixed the tooltip on several NPCs, Places, and Items to include more information. Tooltip should now display appropriate faction affiliation and Place of Origins names. Also changed several NPC names, such as Niv ben-Lilith to Tzeffa.
- Fixed a bug in the Rainbow-Eyed Man's tooltip. He now doesn't have one.
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Session 22
Session 22, "War is the H-Word" was meant for Saturday, the 9th. But I have to work. I will be making calls and trying to find a suitable time for all, or maybe somewhere in the middle of the week.
Before you ask - I know you got split up, but I'm not running two shorter sessions, one for Tal and Yoni, and the other for Or and Amir. Doesn't work out well.
I got a very nice list from Yoni about what he wants to do, but I want to ask this from all of you: please send me a list of five things you want to do next session. Just five things you want to do, they don't have to be in any particular order, or the only things you want to do. But please send the list.
Thank you. See you soon.
Greif.
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Recap Sessions 21: "Anthology of Interest, I and II"
This was a snoozer or a dozer, depeding on where you were. Monumental things happened while our Heroes waited in the proverbial Dentist's Office for their appointment. All this to prove that sometimes, when you're not looking, the Galaxy can shake...
Last time, On "Owl Crossings", our Heroes emeged from Plant-17 bloodied but victorious. Hill's parents are probably dead, but the Black Sygma box is on the table, and the pictures and videos depicting the Theocracy's terrible crimes are available for all to see. Sure, in this Hyper-Modern world, videos can be forged, but the best and the brightest have been testing them for hours and found nothing. Probably because they're genuine...
The team that brought Light into Dark Places breaks apart: Tide returns to AXE, and the Galaxy Adams crew flies away. All oblivious to the one true cost of this excursion: that Robert Hill, that stalwart Freedom Fighter, is in prison. Yes, boys and girls, Niv ben-Lillith is actually Tzefa, the insidious mastermind behind many of the Theocracy's hidden agenda in the bad years that passed. With Hill in his clutches, what would he do?
Not much, it seemed. Our Boys in Beige have been scouring the system, searching for ways to Free Willey... ah, Hill, and called every favor, real or imaginary, they could conjure. During this, Hill had to suffer the Rainbow-Eyed Man's company, and be subjected to sophisticated measures of interrogation meant to find out something, though we're not sure what. He was told to be careful, and we can only hope he was. Eventually, though, REM was sick of waiting. He told Hill they were leaving, and indeed they were. Hill was taken behind the chemical shed and shot, only to found, restful and ok, inside a wooden coffin, expertly delivered to our crew aboard the Libby, by Milton and Bubbah (remember them? Seems like getting people out of tight spots is their job...).
Reunited and joyous, our crew splits once more (cause it works so well every time they do). Rain and Anansi stay behind. Hill, Zeb, and Job leave for Achaea. Edmund leaves for home. He's a working man, after all, and someone still needs to bring home the bacon. While they're doing that, let's also recap the happenings around our little corner of the Galaxy: the Theocracy stayed put in Elysium and Arcadia, gave pause to their plans, and sat down to talk with the exile government of Elysium, while the Cerberus horde is razing Elysium fields to the ground to feed their homes. Riots and unrest popped up all over Oceania when the Theocracy's depravity was exhibited for all to see, and the Orange Giant stirs. And the two great fleets assembled to stop the Theocracy finally started moving, one heading for war, the other for a short vacation in Hispania.
So now we know the Galaxy is breaking apart, let's return to our heroes. What did they do during all this? Hill has been causing problems for everyone, calling more and more people to join his banner, while his organization is under siege by Theocracy forces. Zeb has been corresponding with his family, home, and "allies" in the WDF, crying havoc. Rain has been trying to keep his new girlfriend alive, working on faith alone. Anansi is setting up the virtual UN. and Powell? He's been making money. But we know nothing good can last that long...
And what next?
Galactic war is almost upon us, when even Sierra and Taku Joukai are forced to censure the Orange Beast; is the war winding down, or are everyone just taking a breath getting ready to explode?
Black Sygma showed us what the Theocracy was after - what's behind the Black Wormgate in the shadow of the "Arm of the Lord" buttress?
Is the Theocracy invading Eden, and will they arm themselves and Cerberus with Herculium? Will there be any chance of stopping them then?
Can the Key really locate new gates? And is the third face of the Key blowing them up?
Who compromised the Oxygen Tap, and will the Cousins rebound from the treason, of is this the end of the Armed Resistance?
And finally, remembering that Achaea has some of the finest olives and grapes in the Galaxy, what is that smell coming from the kitchen?
Most of this (though probably just that last one) in the next episode of... "Owl Crossings"!
See you soon.
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Tuesday, January 29, 2008
Session 21b
So... Amir, did you add that Persona point from last update?
Session 21a, "Anthology of Interest - Part I" is behind us, and a recap is very soon to follow. Meanwhile, thanks to everyone who made and effort and came, and a twack-round-the-head to Ido who didn't.
Session 21, "Anthology of Interest - Part II: The Horror, the Horror" is coming our way tonight, 19:30, at Or's place once more. Party is once again split up, and Shiffer is still in Seven-Wells, so I want to thank you in advance for your petience with Couch Time.
See you all in a few hours.
Greif.
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Saturday, January 26, 2008
קרבות
הקרב עם תאומי שפרד גרם לי לחשוב על שיטת הקרב שאנחנו משתמשים בה והדרך שאני רוצה להשתמש בה כדי להבחין בין לוחם ללוחם. הבעיה שבה אני נתקל היא בעיית הנק"פ - לייצר מתח ומשך קרב מבלי שאנשים יספגו כדור אחרי כדור בלי למות (למרות שבעולם הזה, ההיגיון הפנימי סובל די הרבה פגיעות ופציעות).
מה שחשבתי עליו הוא עניין של מספר פעולות בכל "פעימת קרב", נקרא לזה. אם יש לך שני צלפים שמנסים לפגוע אחד בשני, מרמה מסוימת שניהם תמיד יפגעו. אז השאלה שלי היא מי יורה קודם, ולמי יש זמן להתכופף. התשובה היא מספר פעולות.
זריזות וגוון
מספר הפעולות נקבע לפי האדם הכי איטי בקרב. הוא מבצע פעולה אחת, והפעולה הזו היא פעימת הקרב. לא אכפת לי כמה שניות או כמה מיקרושניות הפעולה לוקחת, כי זה לא מעניין. כל קוביית זריזות שיש לך מעבר למעריך הזריזות של האדם הכי איטי, היא עוד פעולה באותה פעימה. כך שאדם עם זריזות 6ש הנלחם באדם אחר עם 3ש יבצע 4 פעולות על כל פעולה אחת של האדם הראשון.
גוון מוסיף עוד 2 פעולות. זאת אומרת שאדם עם 5א הנלחם באדם עם 3ש יבצע 4 פעולות על כל פעולה אחת של האדם האיטי יותר: +3 בגלל ההפרש בין 5 ל-3, +2 בגלל ההפרש בגוון. אם לאותו אדם היה 5ל (ז"א 5 לבן) מול 3ש, אז הוא היה מבצע 6 פעולות על כל פעולה. זה מוסיף ליתרון הגדול של אנשים בעלי גוון אפור או לבן לזריזות שלהם, בזמן שמשווה יותר בין אנשים בעלי תוספים גבוהים לזריזות שלהם.
פעולות מרובות
בתוך כל פעימת קרב, מספר הקוביות לפעולה הוא קבוע. למרות זאת, ייתכן ואדם מסוים יצטרך להתמודד עם כמה פעולות שונות בתוך פעימת קרב אחת, כי הוא מתמודד עם יריב מהיר יותר או יותר מיריב אחד. אותו אדם מחלק את כמות הקוביות שיש לו בין כל הקוביות שהוא צריך להתמודד איתן. כך שאדם המגלגל 9 קוביות בקרב, ויש מולו שני מתמודדים, או נאלץ להתמודד עם שתי פעולות בתוך אותה פעימה, יכול למשל לגלגל 4 קוביות לפעולה אחת ו-5 קוביות לפעולה אחרת. החלוקה נעשית לפני הגלגול, אם כי יש דרכים לגלגל את כל הקוביות יחדיו ולחלק אח"כ.
סוגי פעולות, הצלחה וכשלון
השחקן מגדיר מהי מטרת הפעולה שלו. גלגול הקוביות הוא גלגול מנוגד, זאת אומרת שאם יצא לתוקף מספר הצלחות גבוה יותר מאשר לנתקף, הפעולה הצליחה. אם אין מתמודד מול הפעולה הזו, המנחה כמובן יגדיר את רמת המכשול.
מטרות יכולות להיות לפגוע ביריב פגיעה כלשהי (פגיעה פיזית שנועדה להרוג או לנטרל, למשל), לבצע פעולה פשוטה (לדבר, לחטוף נשק או חפץ, לפתוח את הדלת, להפעיל מכשיר, וכו'), או לנסות להקשות על היריב. להקשות על היריב פירושו להעלות את הקושי מולו מתמודד היריב ולמעשה, אפקטיבית, להוסיף לעצמך הצלחות. דוגמא לפעולות שמקשות על היריב הן פגיעה ביכולת התמרון שלו, תפיסת עמדה עדיפה, פגיעה בנשק, וכן הלאה. לא חייבים להסביר בדיוק איך משפרים את המצב שלך מול היריב; אפשר פשוט לנסות לעשות זאת.
אפשר תמיד לנסות להתחמק ממה שהיריב עושה. אם אתה מתחמק, לא משנה כמה פעולות יש לך בפעימה, זה הדבר היחידי שאתה עושה באותה פעימה. התחמקות עובדת מול סוג פעולה יחיד - זאת אומרת שאם קבוצה של אנשים יורה עלייך אפשר להתחמק מכל היריות. אבל אם אדם אחד יורה בך והשני מנסה לחטוף לך את הנשק, אפשר להתחמק מאחד ולא מהשני. התחמקות גם היא נעשית באמצעות גלגול מנוגד.
תוספת קוביות
תכנון מוקדם, פעולות מבריקות, וחפצים מיוחדים יכולים להוסיף קוביות.
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Wednesday, January 23, 2008
Updates, Session 21
So... Amir busted ass, earning Anansi a Persona point, and all of us some scrumptious game hours on Monday (28th) and Tuesday (29th). Kudos galore!
This means some adjustments: Next session will not be "War is the H Word", that would be kept for the next full-length session.
Instead, Monday and Tuesday would be Session 21a "Anthology of Interest - Part I" and Session 21b "Anthology of Interest - Part II: the Horror, the Horror". You can blame the Writers' strike for that as well.
Also, we're officially at our "End Game Danger Zone", where NPCs die and important things blow up! So, no whining when the new girlfriend suddenly develops lead-poisoning. Remember! Greif loves you; but the NPCs don't.
Did I mention by now how awesome last session was? No? Well, it was. I expect great things in our future...
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Monday, January 21, 2008
Session 21
Things are heating up, aren't they? Well, I'm giddy about it. Too bad we lose one of our main characters next session... Well, it happens. Even in the best of shows.
Next session, session 21, "War is the H Word", will be held, All-Powerful-God willing, Saturday, the 26th of January. Probably over at Tal's place. Please, please, please let me know if you have any problems with that.
See you then, and maybe even before. And remember: it's not session 21 unless somebody dies!
Greif.
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11:59
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Before the Storm
A note, before the recap:
Greif's Warning: "NPCs do not simply carry on with their naferious plans when the PCs start accumulating power and interfer with their plans. They plan ways to hurt them."
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Recap Session 20: "Futurestock"
The future is now; the coolness is overflowing; nothing is as it seems. If you haven't been to Plant-17, better not speak, cause you don't know what it means. Black Sygma For The Win. At least none of NPCs that we love died... we think.
Last session our heroes were standing on the Edge, this session they jumped, and we're still waiting for the thump. It might last hours, might take weeks, but the fall is never going to end.
Our heroes had many strong words to say to each other. They wanted to know how to get in, they wanted to know how to get out. In they can use the Barrage form Plant-3, hastingly sent by Jetix cause those scrambling Sixty-sixes over at the Core came down hard on the idea of help. The Libby is a MERKAVA, this they know, but it means, they aren't sure. Can they use it to get out through Testra? Powell and Rain are against it. Niv ben-Lilith is not to be trusted, they say. So Achaea it would be, the system with the four gates and no control. Onwards to the Hells around the Gate-Keeper, the Cerbrian Systems. This is the way out, but first they have to survive. This, they fear, will not be easy.
Plant-17 is divided; one part darkness, two parts light. Above they make the chips, below they keep the people. So the group decides to split up, the first of many splits none of them good. Rain is in charge, and he looks over his troops: He has himself, the Wackyman, Hill, the Terrorist, Anansi, the Spider with the Key, and Zeb, the Soldier. Powell, Moneybags, is staying behind. Now come their unfathomable female friends: Gale, Alice and Saif. The sygboys sent Murphy and his Seeing Eye Assassin, Storm. Zeb insists on bringing Niv ben-Lilith; he wants him close so he can be used. Tragic. And the two wounded Lions, Ardemos and Arsinios, round up the bunch.
Our Mighty Ducks get to work, but before the main course we have the hors d'œuvre: Rain and his Lady's Night Out. They dress to kill (sorry for the pun) and head out to the Ambrosia. There they dance, drink, and have fun, before going to look for Julie, the Social Cruise Director. He's in his office, sans-head, and plus-Shepherd, who immediately jumps to fighting Rain. They exchange blows, then bullets. Rain's are real, the Shephers' are plastic. Allan comes in to help Neil, but the fight has to end: Rain got Neil, Allan has Gale. Rain is willing to let Neil go, but he wants Flame. Allan agrees. Rain exeunts, takes the broken body of Flame and leaves with the Veil. But not very far; he immediately comes back to the Blue Wing, to destroy the heinous things that used to be people, and collect what Anansi tells him are blueprints for a Gate-Detector. As if these things actually exist... So now Rain has Flame, and the Shepherds have Gail (and also, it seems, the knowledge to build gate-detectors...) Flame is in intensive care, and Rain might falling apart, but the buzz of Gale's phone brings him back. Someone called "Tide" is on the line. Rain sets up a meeting, and is in for a surprise: Tide is actually Tide the system-breaker, from AXE, and with him are two others (Rain identifies them as "Jack and Jill") Who are these people, what are they doing here, and what is their relationship to Gale? Good questions, all.
So now we have more people then before, but we're still missing one. Off to Plant-17 we go. Zeb stays on board the Libby, cause those are his orders. Saif pouts, but is sent away with the Spiral Dancers (is anyone keeping tabs of the bad decisions being made here? Did we forget Hill is a prime target?) to find out "the Big Secret" of Plant-17. Anansi is grouped with the other nerds (Tide, Alice, Niv ben-Lilith and Arsinios) to support the main group, the Nannies. They're here to rescue Hill's parents: Rain, Hill, Jack and Jill, Storm, Young Li Murphy, and Ardemos. If ever was a time to break into song, now's the time.
Things did not go as planned. The groups split into two teams, and the Spiral Dancers were off. Inside the darkened part of Plant-17, Niv ben-Lilith tells our boys he senses strangeness. The boys decide they want communication, but don't want to give themselves away. Anansi and the nerds are off to try and tap into the Plant's own systems from within its bowls (sorry, again). Niv ben-Lillith stays behind. Our Mighty Ducks wait, but the nerds don't come back. So they move on (why? I don't know). Deeper and deeper into Plant-17 they go, and the wrongness just keeps piling up: the halls are empty before they get to where the people are supposed to be, but instead, they find their living organs, sewed together to fashion efficient fusion-machines, to create the Sygma chips. Our heroes gulp, but press on. Meanwhile, the nerds reach "the Brain" (Anansi named him Steve, in a flash of pure genius) and start conversing. Alice is freaked, but Anansi and Tide are cool. Arsinios doesn't know what's going on, but that's normal. After talking with Steve, the nerds realize what we already guessed: that he's in charge of a huge "body", producing chips organically. They hear about "Father" and move on to meet him.
Back with the Guns-For-Glory, we find ourselves inside the stomach, actually a router that accepts raw chips and sends them on to be processed. In here, they split again: all the people who have capabilities, meaning Rain, Storm, and Ardemos, leave all the people with the brain: Hill and Niv ben-Lillith. Oh, Murphy's catatonic. He took the whole "My friends were cut to pieces and made into machines" thing pretty hard. Niv ben-Lillith pokes around. The Three Machos reach the mouth, and bring down two technicians. Niv ben-Lillith causes the "stomach" to shit them all out of there. The Three Tanors decide to bring their friends up. Niv ben-Lillith is leading his band of bros away from where they landed and into the station. The Three Nachos decide to move to "the Head" before "Steve" starts crying for his food.
The Three Muskets arrive at "the Head" with our Three Nerds (Alice isn't shown), who came to meet "Father". Father is disturbing. Also, pissed at "Tzefa" who promised some tasty brain but did not deliver. That is because "Tzefa", a.k.a. the man who paid Fury to kill Ratboy and probably others, is actually Niv ben-Lillith, and just trapped Hill and his friends in an airlock where they await their deaths. It comes in a different shape then previously thought. Anansi and Tide talk with "Father", but then He decides its enough time for talks: he wants to eat himself, and Anansi is the main course. Things, as in Monsters, start piling in. The shits truly hits the fan, and outside Zeb can see the soldiers going into Plant-17 and decides to act alone.
Battle ensues. While on other side of the station Theocracy soldiers capture Hill and the Rainbow-Eyed Man, and kill Jack, Jill, and Murphy (Storm, you dolt!), Our heroes battle everything from huge digital whales to soldiers and monsters. But they prevail. Anansi brings down the Head, Saif brings down the roof, and the band brings down the house. But Hill is still captured.
Our heroes, sans-the deceased, leave on board the Libby (still a MERKAVA, it seems), while the Snark-Hunter, the Cheshire Cat, and the Jabberwocky, fly off. But the enraged Saif is with them, and with her is the Secret: a closed circuit, carrying the insignia of Black Sygma. What it is, we still don't know.
We leave our heroes humbled, yet somewhat victorious. Niv ben-Lillith captured Hill, but they blew up Plant-17 and got the plans for the Gamma Key Bed. So some successes were made. Will they be enough?
Join us to find out, on the next episode of... "Owl Crossings", the show where if the NPC has a cool sounding name, he's probably bad!
Righteous.
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Thursday, January 3, 2008
Session 20
Session 20, "Futurestock", will be held on Saturday 19th, 2008 (yay! We're moving into the new millennium!)
Tal, please let me know if we can play at your house. My house would be empty, so we can play in Ness-Tzionna in case that's a problem. Since I would like to limit "sitting-on-the-couch-doing-nothing" time, please try to think if you have questions for NPCs in Oceania or out of it that you can send via e-mail before the session. It would greatly help me.
Thanks.
Greif.
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Tuesday, January 1, 2008
Recap Session 19: "The Cyber House Rules"
It's a brave new world in Oceania where the boys are coming to term with some of the harsh realities of living under the Orange Regime. But they're coping, which is more then can be said for others in their stead.
Hiding on board the Great White Whale, our heroes arrive at Oceania, seeing the effects of the explosion at the Oceania/Gaul gate, and surprised to find the mighty Flying Buttress "Arm of the Lord" casting a pall over the system. But while the military might of the Theocracy in the system is impressive, their effect on traffic is much less so. While the fighters and corvettes of the Dome Oceanis are trying their damnest, they don't impress these people. The Oceania/Gaul wormgate closing, however, had much more effect. The Theocracy are building the new stations to watch over the gate, which might be a step for more order.
Our heroes depart the "Moby Dick", and land in "Three Angels Spaceport", a big port near the great floating city of New Orleans, and from the moment they land they are busy, busy, busy.
Hill meets Meow, the fearless leader of the ex-military technicians from the Hong Kong Space Corp, who got their walking papers after the Theocracy moved in. Meow tells Billy the Orange Beast is digging its claws into New Orleans, building the Basilica Orleanis and the Tower near Monangé. Meow wants to blow up the Tower, but Hill decides against killing 600 civilians, no matter how effective the massage. Meow also wants a rep to sit in the ECAR, and Hill agrees to send "Seafood" Sally Cho to Buanos Aires in Lima, no matter what Mubai thinks. After showing this bit of leadership, Hill spends some time with his girl walking about town, before going to the renovated Musée de beaux-arts, to meet the Rainbow-eyed Man. There REM wants to buy the scans, and reminds Saif she's on the clock. Pissed off, she goes to buy cake, and, reminded discretion is the better part of valor, the Rainbow-eyed Man leaves them. To pay the check.
White Hill talks, Rain walks. He and Gail collect what information they can about the "Ambrosia" and the actions of Fury. It seems Fury kept himself busy, killing five people, including a kelp-farmer, a street-punk, a business noble and two mambas (the female equivalent of houngans). Rain sends the two anxious Cypriots to walk it off, while he decides what best do about his brother. Meanwhile, he helps his friends staying alive mainly by escorting them to meetings.
Anansi, never a man to stay out of trouble, stirs much of it by talking with more AIs about the great summit meeting he's trying to organize. He ends his efforts by convincing Kali to speak with Morgana, not an easy thing at all.
And the ever-busy Powell speaks with business buddies, to try and break the economic siege on Hera. Successful or not, remains to be seen.
These four then travel to the Mary Celeste, one of Hong Kong's moons, to Jiffy Lube Sys., to meet the young Young Li Murphy, who worked on both Plant-3 and Plant-17, and decided to spend his time watching the captured station and think up of ways to help. Since if something can go wrong with his plans, it probably will, no one really expects much. He does, however, shines for a rare moments, when he agrees to get our mighty duck on to a Barge inbound from Plant-3 to Plant-17, so they can enter the space station and see what they can find. Hopefully, nothing would go wrong.
Finally, there are also two surprise visits: the young Fregatten Kapittän Molotov comes to talk with Powell and take "Nick the Greek" out to dinner, and Niv ben-Lilith, a pious man from "Brith Ne'eman", came to help the gang to manage Plant-17. One shines, the other annoys, but both survived Rain, so they get a cookie.
When we left the party, they were just settling in after a long day of scheming and planning, just to receive a disturbing video from the Oxygen Line of the Massacre on Falstaf moon and a chilling warning from the JBI: the gates must remain open.
So now all the ducks are in a row, our heroes just need to squint through the sight and shoot. Will they hit anything? That remains to be seen. What we know for sure, is that it'll be a blast.
Kaboom!
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Itai Greif
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