Talk:Ray Sevin: Difference between revisions
Acatalepsy (talk | contribs) Created page with "=Sessions= 1. Ran through a Convention taken over by spirits with Violette. Was chased by MIBs, bound a spirit, got some Tass. Violette was kind enough to explain some of the..." |
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2. Was called on to help Sigrun discover their identity. Lots of massive infodumps, including, most pertinently, Sigrun's real identity and the fact that she's bound up with Felicia Crossroads and a massive potential end of the world threat - an existential risk. Also, a spirit is investing my apartment. | 2. Was called on to help Sigrun discover their identity. Lots of massive infodumps, including, most pertinently, Sigrun's real identity and the fact that she's bound up with Felicia Crossroads and a massive potential end of the world threat - an existential risk. Also, a spirit is investing my apartment. | ||
:Lessons Learned: | :Lessons Learned: Old wizards are just like any other human being - proud. Concerned with being '''respected''' and '''in charge''' rather than '''communicating clearly''' or '''saving people'''. It's probably smart to not tell them that to their faces, but you '''cannot''' count on the big wizards in the clouds to '''solve things'''. The world is dangerous and if you want to make things better you have to do it yourself. ALSO SCARY ROBOTS CAN APPEAR OUT OF NOWHERE. Always have a ward up, and always have a plan to explode things that teleport through it anyway. | ||
:Loot: Hypertech Phone, Hitmark Parts, Doomsday DVD. | :Loot: Hypertech Phone, Hitmark Parts, Doomsday DVD. | ||
3. Return to Sigrun's apartment. Impersonated a cop. Outfoxed 'crat kill team using the power of radios and encryption. Learned what Nephandi are, and that there's one of them loose in the city. | |||
:Lessons Learned: Communications matter. If you can listen in on your enemy, you can maneuver around them easily. If you are being listened in on, you might as well shoot yourself. Always try to tap their comm. Abstract spaces in reality have powerful influence even with small props, so have the right props. | |||
:Loot: Gamestation++ (possibly Viol has it?) | |||
4. MIT-Terror. Went to MIT, confronted Professor Lazal, memeticist, and he...is dead. Stole documents and stuff from him, escaped, and then had a big falling out with Sig. | |||
:Lessons Learned: There are people who will kill, and kill easily, on 'your' side. People who look harmless can be doomboots, and can do things just by talking, so come up with protocols to defeat that. | |||
:Loot: A bunch of textbooks on memetic warfare. Other stuff if Viol/Sig feel like sharing (probably not). | |||
=Other Notes= | =Other Notes= | ||
:1. Apparently there's a perk for doing technobabble? If I didn't have that before, I need it now. | |||
1. Apparently there's a perk for doing technobabble? If I didn't have that before, I need it now. | :2. Pick up Prime 1 from Violette, ASAP. | ||
2. Pick up Prime 1 from Violette, ASAP. |
Latest revision as of 19:13, 2 May 2015
Sessions
1. Ran through a Convention taken over by spirits with Violette. Was chased by MIBs, bound a spirit, got some Tass. Violette was kind enough to explain some of the this 'mage' stuff, including how she's not a wizard (she's totally a wizard).
- Lessons Learned: Have a plan for MiBs pulling a gun on you. Corr 3 "GTFO" is a great spell. The world is bigger and stranger than you imagine, and the things you cared about so much...maybe they matter, maybe they don't.
- Loot: Tass, in the form of the gathered dreams of convention
2. Was called on to help Sigrun discover their identity. Lots of massive infodumps, including, most pertinently, Sigrun's real identity and the fact that she's bound up with Felicia Crossroads and a massive potential end of the world threat - an existential risk. Also, a spirit is investing my apartment.
- Lessons Learned: Old wizards are just like any other human being - proud. Concerned with being respected and in charge rather than communicating clearly or saving people. It's probably smart to not tell them that to their faces, but you cannot count on the big wizards in the clouds to solve things. The world is dangerous and if you want to make things better you have to do it yourself. ALSO SCARY ROBOTS CAN APPEAR OUT OF NOWHERE. Always have a ward up, and always have a plan to explode things that teleport through it anyway.
- Loot: Hypertech Phone, Hitmark Parts, Doomsday DVD.
3. Return to Sigrun's apartment. Impersonated a cop. Outfoxed 'crat kill team using the power of radios and encryption. Learned what Nephandi are, and that there's one of them loose in the city.
- Lessons Learned: Communications matter. If you can listen in on your enemy, you can maneuver around them easily. If you are being listened in on, you might as well shoot yourself. Always try to tap their comm. Abstract spaces in reality have powerful influence even with small props, so have the right props.
- Loot: Gamestation++ (possibly Viol has it?)
4. MIT-Terror. Went to MIT, confronted Professor Lazal, memeticist, and he...is dead. Stole documents and stuff from him, escaped, and then had a big falling out with Sig.
- Lessons Learned: There are people who will kill, and kill easily, on 'your' side. People who look harmless can be doomboots, and can do things just by talking, so come up with protocols to defeat that.
- Loot: A bunch of textbooks on memetic warfare. Other stuff if Viol/Sig feel like sharing (probably not).
Other Notes
- 1. Apparently there's a perk for doing technobabble? If I didn't have that before, I need it now.
- 2. Pick up Prime 1 from Violette, ASAP.