Fantastic Fest 2011 Day Two

Okay, a light first day got me in the mood for movies, and today I did the full grueling day of five.  Five movies, especially five subtitled and/or demented movies, gets your brain boiling it its own chum, and a week of it… Eek.  That’s why I have only now surfaced with reviews. Anyway, there was some great stuff today, let’s get to it!

The Yellow Sea (7/10) – A Korean crime drama set in a region most of us don’t know exists – a Chinese region between North Korea and Russia where Joseonjok (Chinese citizens of Korean ancestry) live. Ha Jung-Woo plays a guy whose wife runs off to South Korea, and he languishes between gambling debts and alcoholism until a crime boss gives him a chance to pay his debts and go to South Korea as long as he whacks a guy while he’s there. He’s no hardened killer, though, and the people sending him there aren’t exactly being aboveboard with him, so it turns into a bit of a chase thriller as cops and various groups of criminals.  This movie is notable for good acting and for people not being afraid to fuck each other up with hatchets if it’s called for. It went on a little long, but that’s the Koreans for you. Hong-jin Na’s previous movie, Chaser, is available for streaming on Netflix.

Underwater Love (5/10) – When a high school crush comes back as a kappa years later to a decrepit old lady working at a fishery (she’s only 34, but apparently that’s old enough to be continually taunted for being old in Japan), wackiness ensues. The effects are bargain basement, but the movie has a certain charm. There are “musical numbers” that largely involve the cast capering around, however, they only sometimes make a token effort to actually sing the lyrics. Not “good” in the classic sense, but weird enough to be entertaining. The scene where a fishery co-worker seduces the kappa isn’t to be missed, if you ever wondered what a kappa’s junk looks like that is.

The Corridor (8/10) – I was surprised by this film. I expected a low budget Evil Dead or cabin slasher knockoff. But it was cleverly set up and the effects were startlingly good! Basically some childhood friends reunite in a cabin; one of them (Tyler) had a breakdown, attacked them, and was institutionalized years before, but he’s out and his mom, who was a surrogate mom to them all, has died and they’re gathering to spread her ashes, have a wake, and hang out. There’s a fun twist and interesting mythology. It has some personal relevance to me, we had a kid in our Boy Scout troop who went away to the funny farm for a while and then came back. We liked the guy, seemed like a gentle soul. He ended up chopping up a neighbor in Pennsylvania and hanging himself in the police van. Whaddya gonna do.

Juan of the Dead (9/10) – A Cuban indie zombie comedy.  I shit you not. Again I had low expectations, figuring it’d be a Shaun of the Dead knockoff in Spanish, but it was really, really good. It was filmed all over the place in Havana, a beautiful city most of us have never seen. It captured the Cuban way of life beautifully. Even more remarkable is how the director Alexander Brugues turned in such an amazing initial film – he described how there’s no movies like this in Cuba, and he learned about them and film-making in general from the hellishly slow monitored Internet connection out of Cuba. By all rights the movie shouldn’t be as good as it is, and it’s a lot of fun – really funny, but with some good zombie-killin’ action (ever seen 300 zombies decapitated at once?  Well now you have!). Brugues explained a lot of the (non-zombie related) shenanigans of the titular Juan are based directly on his brother, which made it even more funny. Even he is not sure how the Cuban film board approved his movie; his theory is that they read the script and decided he was a crackpot with no chance of ever finishing the movie, so why not play the good guy and say yes? Not just a zom-com, this skillfully done film provides a rare glimpse into modern Cuba – not just the settings but also the people. It’s as good as, but very different from, Shaun of the Dead – if you liked Shaun, however, you won’t be disappointed in Juan! I had a Cuban expat roommate in college and have a friend at work that goes to Cuba on relief trips regularly, I can’t wait for them to both see this.

Zombie (7/10) – Lucio Fulci’s best known classic. After seeing the restoration work on House By The Cemetery the previous day, I decided to see this – I’ve seen it a couple times and it’s a good zombie movie marred only by the darn muddiness, crap color, bad sound, etc. that the current print has. It didn’t disappoint, the movie is now beautiful, and the eyeball piercing has never been more vivid. Watching some of these old movies can be a chore in their current form and these kinds of re-masterings really breathe some unlife back into them. You can get the DVD of the old version on Netflix.

Day Two didn’t disappoint.  So far my biggest take-aways are the Korean thriller Haunters from day one and Juan of the Dead and The Corridor from today. But there’s much more movie goodness to come!

Fantastic Fest 2011 Day One

I was way too busy watching movies over the last week to blog about it, but now I’ll catch up!  I saw lots of great genre stuff at Fantastic Fest.

Having a VIP badge this year means that I didn’t have to get up super early to go wait in lines – plus, they got their Web ticketing system mostly working this year. So I got a lot more sleep than usual!

Let The Bullets Fly (6/10) – I wanted to kick off the festival easy with something I was pretty sure I’d like, and you can’t go wrong with Chow Yun Fat! In this 1920s era Chinese film, bandit “Pocky” Zhang moves into a town pretending to be its new governor, and is immediately set at odds with the local crime boss, played by Chow Yun Fat. This movie was funny, and the humor was actually more subtle than the average Hong Kong movie (where smacking someone with a big fish is often considered the most subtle form of humor). There really wasn’t much action though, so if you are really hoping to see the bullets fly, this isn’t that kind of film. And it had some pacing problems.  But, it was fun.

Helpful note – the hand sign we consider to be “hang loose” here in the US is Chinese for “Six.” So when you see the big carved wood “hang loose” sign and wonder WTF is up withit, that’s the deal.

Haunters (8/10) – Like a Korean take on Unbreakable, this was my favorite of the day. In an otherwise normal modern day Korea, there’s a guy who can control people just by looking at them, and he misuses his power for, you know, petty theft and thrill killing. But then he comes across our hero, an everyday worker who is immune to the control power. Conflict results! One of the most notable things about this movie was the diversity – the hero’s two friends are from Ghana and Turkey and in an early “working at the junkyard” scene there’s a lineup of workers and only like one or two of them are Asian. It was actually shocking; in general Asian movies largely pretend other ethnicities don’t exist, or at most throw in a couple evil white guys, so that was really remarkable. The Koreans are turning out some great thrillers nowadays and this was taut throughout, and the lead, Koo So, really sustained the story’s sometimes contrived spots with his performance. Warning, there’s only arguably a brief appearance from anything  you might consider a “haunt,” this is not a horror movie.

Polvora Negra (5/10) – “Black Powder” is a Brazilian revenge story somewhat similar to El Mariachi – Carlos is shot and left for dead and later comes back to wipe out a complex nest of backbiting crime figures in a small Brazilian town. The cachaça and the blood flow freely, but it is a bit plodding in places, lacking much of a dramatic structure. Has some good scenes and all the characters are interesting, though.

House By The Cemetery (5/10) – While the other three movies today didn’t exactly deliver on their titles full force – the bullets flew only mildly in Let The Bullets Fly, there was a dearth of haunting in Haunters, and though there was some shooting it didn’t really involve black powder in “Polvora Negra,” House By The Cemetery delivers exactly what it says, a house right by a cemetery. This Lucio Fulci classic has been restored in preparation for a blu-ray release. A family moves to a spooky house in New England whose previous occupants killed themselves or otherwise died in mysterious circumstances, and the dad is picking up on the research of the previous owner… And then there’s decapitations and stabbings and the like galore. Complete with imaginary friends and screaming children and creepy dolls. It isn’t a brilliant plot and it is a bit dated, but it’s fun. You can get the DVD of the old version from Netflix.

Day 1 was a success! I didn’t see anything that I just totally fell in love with, but all four movies were decent.  It started late, so only four movies, but no such weakness tomorrow!

Obligatory RPG related note – Haunters was definitely the best movie of the day, and could be good inspiration for a weird modern RPG setting or scenario akin to Mutant City Blues.

Fantastic Fest 2011 Starts Tomorrow!

And now for a break from the usual RPG fun – it’s Fantastic Fest time again this year!  FF is a genre movie festival in Austin, with all the zombie and martial arts and slasher and whatever else weird kind of movies they can scare up from around the world.

I’ve attended the last two years as well and it’s become my quite-deserved “me time” annual vacation, and it’s sure full of goodness to mine for gaming! I’ll post blurbs on each film; many of them are either immediately or eventually available here (iTunes has a Fantastic Fest storefront…). Feel free and check out my reviews from previous years.

On the one hand, my buddy Chris from the gaming group isn’t attending this year, he did last year, and it was nice to have a friend with, so that’s sad, but on the other hand I got a VIP badge this year, which will make the festival a good 50% less grueling. For two years I watched movies till 2 AM, drove home, and got my happy ass back out to the theater to line up to get tickets to the movies I wanted that day at like 8 AM.  After a week of that, you need a doctor. With a VIP badge, I just pick them at my leisure while there the day before and just show up for the movies. Whew!  More rest, and I can probably get in 3 or so hours of work a morning during the fest now.

So stay tuned for the weirdness!  I’m kicking tomorrow off with Chow Yun Fat in Let The Bullets Fly, a freaky Korean horror/supers movie Haunters, a Brazilian revenge movie Polvora Negra, and the Lucio Fulci classic House By The Cemetery. Wish me luck!

Alternity “The Lighthouse” Session Summary 53

Fifty-third Session – The A Team rescues the t’sa experimental science vessel the Twelve Clutch from drivespace and boards it.  As expected, it’s all Event Horizon + Pandorum in there, and we lose a crew member to Great Old One-induced insanity/possession!

The session summary tells most of the story. We were 100% prepared for it to be all Event Horizon mixed with Pandorum, so when it was, it wasn’t all that terrifying – blame it on our jaded palates.  Well, with a side of the Wil Wheaton movie The Curse thrown in – you know, the one based on Lovecraft’s The Colour Out Of Space. A blast from the past!

The most notable part of all this was the crew member who pretty much opened themselves up to I’krl possession – we have some leads on some ways to maybe reverse that but mostly it seems like new PC time.

Get caught up with our exploits, we play again today!

Verge Blades

Tonight’s Verge Nightly News Special Report – Verge Blades

by VNN Correspondent Chris K’noot

Over the last 50 years these blades have shown up in ones and twos at Glassmaker dig sites, in the hands of collectors, and on occasion in the possession of criminals. By comparison, Verge law enforcement has seen a flood of appearances of these weapons that started six months ago.  The Verge Alliance Admiralty spokesman, Ori Tactentoff, has repeatedly denied that recent military and covert missions to Mantebron are to blame.  The numbers of these weapons here in the Verge are so great that they have become known as verge blades.

The verge blade comes in two forms.  Both appear to be of ancient Glassmaker origin, seemingly made of glass but far, far stronger.  The rarer and more eagerly sought form is that of an elegantly made dagger complete with blade, guard, and handle.  It is seemingly free of ornamentation, but a lidless eye sigil is visible beneath energy spectrums lethal to carbon life forms. The second form is much more common and estimated to number in the thousands. At first glance it appears to be only a cruel shard of glass. Closer inspection reveals a crude blade and handle. The blade is often only a needle sharp tip. Many have a single or double sided blade.  A few have more than two sharp edges.

The verge blade is a sturdy tool and for those with the necessary skill it is a good weapon.  However, some users have unlocked capabilities beyond the obvious in both blade forms:

Tattooing

The t’sa and some other races who embrace body decoration value the blades for their utility in tattooing. The blade delivers precise cuts much smaller than the blade seems capable of delivering.  It is also capable of “inking” the resulting wound in any color except for royal purple.

Medicine

The blades have proven popular with some members of the medical profession who prefer surgical work using their own hands over robotic devices.  These individuals are eccentrics who cling to the belief that a surgeon can resolve any ailment.  The most prominent example of this group would be Dr. Felicity Barnes, who was arrested on Blue Falls earlier this year for illegal experimental psychiatric surgery.

Crime

Vandalism has been linked to these blades, wherein the user was able to easily cut thru superior materials including dura-crete and even warship grade armor.

B&E criminals have used the blade to cut thru safes and even building walls.  The renowned jewel theft, The Otter, recently turned a criminal dealer of verge blades over to police, declaring, “What will become of sportsmanship and skill when any amateur can steal the crown jewels?  I suspect that common thief, Den Bevaring, owns dozens of these!”

Organized crime has also been found using the blades to “brand” victims as examples to others.

Unfortunately, ordinary citizens have also abused the verge blades to mark those suspected of or caught collaborating with the I’Krl. This sorry tradition originated with the Light House’s Pict Expeditionary Force. From there it spread to the rest of the Verge Alliance military and even law enforcement.  The most common examples of the traitor’s brand are the letters “VC” and a barcode-like pattern used on citizens of the VoidCorp nation.  Prosecution of these criminal acts has been weak, uneven, and largely unsuccessful for obvious reasons.

Lunacy

Serge Roskoloff, aka “Doctor Cannibal,” had a verge blade in his possession when he was arrested onboard the Lighthouse last week by Verge Alliance Adminstrator Haggernak and his officers. Serge’s victims had been dissected with great skill and precision; the sweet meats were missing and assumed consumed.  Police had previously investigated and dismissed Serge as a suspect because he lacked the necessary tools and medical background to accomplish the dissection.  Luckily Ghayth Ahrian, a fraal administrator with an archeology hobby, was re-interviewing suspects and spotted Serge’s verge blade amongst his mother’s glass figurine collection. Court ordered lab tests were forcibly administered revealing human, fraal, and t’sa remains in Serge’s digestive tract.  Lawsuits against Serge’s family restaurant have just begun.

To date the ability to cut through superior substances has only manifested when a verge blade is wielded by individuals with psi abilities, though several instances have been found where the wielder was only a latent.  In addition, these individuals uniformly suffer decreased vitality; their ailments include high blood pressure and intense migraines.  Long term or extreme users also manifest advanced cancers, Dante’s Oblivion Type III, and varying yet intense forms of psychosis.

Serge Roskoloff is the only known individual that appears to have acquired skill or knowledge from a verge blade.  He now posses, even absent his blade, an encyclopedic medical knowledge of human and alien life forms, including those of of the I’krl menace. He claims to have retained his surgical skills, but this remains unproven as suspicious law enforcement officials refuse to give Serge access to the necessary tools and materials. By comparison everyone else using these blades in a professional manner (e.g. medical professionals, tattoo artists, etc…) arrived at their skills thru the timed honored traditions of study and hard work.

When used for violence a verge blade inflicts wounds that result in extravagant scarring. The wounds themselves are no more life threatening than those dealt with similar, mundane weapons.  But the scarring is permanent and beyond the treatment of even advanced plastic surgery techniques.  Doctors using verge blades have also failed to reverse the scarring damage.

Law enforcement and the judiciary in the Verge have been unsuccessful in outlawing verge blades, mostly due to the more pressing demands of the war.  However, Verge Alliance members have declared these blades a restricted item, requiring license to carry and use.  Said licensing is retroactive and immediate for any individual already using a blade in a professional capacity, including armed forces.  Sources within the Admiralty Council claim that a certain Asian admiral demanded the “retroactive and immediate” clause so that his favorite stylist could maintain his signature couture haircut.

Reavers on the Seas of Fate – Season Two, Fifteenth Session

Fifteenth Session (13 page pdf) – “Shadows Over Riddleport” – The PCs get back to Riddleport at long last with their new ship and spoils, but it’s not all booze and broads – the phantoms from the Devil’s Elbow are here too!

Welcome to Riddleport!

It’s the Teeth of Araska’s first time into port under their new charter, so there was a lot of fiddling around with how to calculate treasure shares and when to pay out what amount and the like. Chris and Paul spent a good part of the first hour of the session cross-checking their cargo lists against each other, valuating the goods, etc.

Prepping a session like this now requires me to bring a metric ass-ton of materials to the game. They can go anywhere in Riddleport, which I have cobbled together from Riddleport and Freeport materials; vex me with questions about past and future adventures that I need to look up, and you never know what high level NPC it’ll enter their mind to try to kill. I had a duffel bag full of books, another full of papers, and a computer will all past session summaries and other notes in it.

Anyway, after briefly contemplating murdering their hostage, they dock and take the traditional pirate crew’s pilgrimage to the temple of Besmara. All pirate crews go there and toss a coin per man into the beast-haunted pool before doing anything else to thank her for a safe return. They run into friends new and old, but it’s not long before the gendarmerie shows up and tells them the Overlord wants to see them. Apparently the All Due Restraint’s absence has been noted and all pirate captains who dock are being hauled in for questioning.

Along the way, another squad of gendarmes turns out to be phantoms in disguise! The characters’ sigils warn them by flashing with pain at their approach.  Once revealed, they float about with shadowy bodies, have broad sword-blades for arms, and impassive white masks for faces. “Very anime,” noted Paul. And they seem to absorb blood at a frightening rate. They kill all but one of the gendarmes before the PCs manage to defeat them with their orichalcum weapons. (Wogan healed the head gendarme, which is the only reason he survived.) Which was a bit of a disappointment, I had hoped they’d kill all the gendarmes – let the PCs try to talk their way out of that! “Oh, it was disappearing monsters that killed all those cops that were taking you in last time they were seen? Sure it was…”

The PCs manage to parlay their questionable decision to retain the corpses of the dwarves from the drifting All Due Restraint into a full pardon for past crimes from the Overlord, once he is convinced they had no hand in it. So despite two cunning plans to entrap them, they come out smelling like roses! Ah well, I’m sure they’ll do something demented in the future where I can get them all on the run and underground.

Speaking of that, then they wander by the Cypher Lodge looking for boots and poontang (no, really, pretty much) and discover the place is mostly abandoned and really creepy and Thorgrim, who was there when they fought atop the Riddleport Light, is in charge now and has portraits of himself hanging everywhere. They poke around until they find some trouble, and we left it at a cliffhanger – hey, why is half-orc God Squad member Salvadora Beckett hanging from shackles in Thorgrim’s battle circle?  Why are our sigils burning?  Why are the shadows moving? “I CAST THINGS” cried all the PCs at once, and I said “And that’s where we’ll pick it up next time…” Always leave them wanting more!

Reavers on the Seas of Fate – Season Two, Fourteenth Session

Fourteenth Session (11 page pdf) – “Return to Riddleport” – Extracting the Teeth of Araska from its precarious harbor at Shatterhull Island is difficult, and becomes more difficult when some merrow show up to the party.

Shatterhull Island

The first part of the session was the PCs sweeping and clearing the hags’ lair looking for treasure. But quickly they had to turn their attention  to getting  their ship out of its dangerous perch surrounded by rocky spurs.

This wasn’t a trivial maneuver and proved to be the action setpiece of the session.  It actually got a lot worse by dumb luck – I was rolling random encounters by the hour and three sea ogres showed up first thing in the morning, which was when they decided to try to extract the Teeth of Araska. So what I figured would be an important but minor part of the session turned into most of the session!

Maneuvering a large sailing ship is very imprecise work. They wisely decided to try to tow it out with the longboats.  This is safe if arduous in open water, but in the swells that near the island it was extremely dangerous. The first critical step was swinging the ship’s prow around to point away from the island. Sindawe and Serpent each led a longboat and Wogan and Tommy kept order on the ship. Many Profession: Sailor checks were made and they got the ship reoriented OK (though Serpent’s launch was bashed against underwater rocks enough that it was starting to leak). And then the sea ogres attacked.  Dude, the saltwater ones are fricking huge!

This was complicated for me, the beleaguered DM. The PCs had a crew of twenty diverse crewmen (some pirates, some ex-slaves) I was handling, along with the merrow and the forces of nature. There was fighting, sailing, paddling, shooting of cannon, falling overboard… My goal with this game is to make the naval stuff not just “color” but to make the sea, and the ship, important characters of their own and I think it was a success.

Then they loaded on the cargo from the island and headed out. They came across the Riddleport ship that left the Devil’s Elbow before them, the All Due Restraint.  All the gendarmes had been killed and were missing; all the dwarves had been killed and hung by ropes off the ship so that sharks and whatnot would eat their lower halves. This caused a lot of debate amongst the PCs. Bringing in or trying to claim the ship would almost certainly get them hung for piracy against Riddleport. They made the somewhat questionable decision to leave the ship, but take all the dwarves with them, stuffed into barrels in the hold. The crew was so not happy about that. The PCs, ever frugal, seriously asked “Can’t we fit more than one dwarf per barrel?” “Fuck you, man,” was the general tenor of the response to that. Then Wogan spent a lot of time down in the hold muttering to the barrels. This revealed that Morgan Baumann of the Kraken’s Claw took the ship, and further convinced the crew of the monstrousness of their new officers.

And then finally, Riddleport hove into sight! R&R at long last?  Fie on that!

Alternity “The Lighthouse” Session Summary 52

Fifty-second Session – The A Team deals with yet another station computer STD and then liberate Mantebron with a startling lack of fanfare.

This was a short session; Paul didn’t have much prepared and Chris and Bruce were out, so we wrote up some plot cards and fiddled around a bit. It was fun to have a low level station threat we could get our hands dirty with, and also our cunning plans with our alien prisoners started to bear some fruit.

Then we sent a fleet to Tendril, but it turns out the alien fleet had skedaddled. Alas. I think there’s two fortress ships lying in wait out there somewhere. We spent some time working on our new governmental organization – it used to be somewhat complex when we were with the Galactic Concord, and now that we broke off from them there’s a lot of “who reports to who now?” kind of stuff. The main change was that we changed the somewhat lame Concord Administrators into the Verge Rangers and sent them out to Judge Dredd it up.

Then we used the medurr’s drivespace denial weapon to catch the Twelve Clutch, a T’sa ship that had been testing a new stardrive and has been “unstuck” for some time, zapping in and out of the real world.  Next time we’ll go aboard; we have every expectation that it’ll be a real jacked up Event Horizon/Pandorum kind of thing. Woot!

Alternity “The Lighthouse” Session Summary 51

Fifty-first Session – We infiltrate an illegal mining operation on Alitar and determine it’s a Galvinite plant. We are unable to decide between shooting it up, blowing it up, and calling in the Army to shoot it and blow it up, so we do all three.

The biggest pre-session news was that Bruce (Lambert Fulson) and Georgina (long-time groupie) are dating now. It took a while to get this clarified; when Bruce Skyped in they were both at his house, which isn’t that unusual. After about an hour of weird oblique Yankee-style passive aggressive hints and googly eyed shemping at the camera, we demanded of him, “Just say ‘we’re going out’ already!!!” I’m not sure he was ever able to choke the words out, in retrospect.

First, we dickered over the plan for a while. The rest of us didn’t mind a chance to shoot up the aquatic devil mandrills they have on the planet, but Chris (Ten-zil Kem) was adamantly against it; the picture of those critters awakened some deep seated fight or flight response in him, so we infiltrated via train instead.

We decided that our cover was that we were in a crate of “Slu.” I provided the name, I remember Slu fondly from an old Commodore 64 game called Motor Massacre. In that game it’s an addictive food substitute that has turned most of Earth’s population into zombies, and you go all Mad Max on their asses. No reference is too obscure for me!

Anyway, once we got down into the underground part of the base the fighting started. At first it was just guards, but then it was crab-bots and a crazy scientist lady with a gun that combines aspects of a Super Soaker shooting mercury with depleted uranium bullets. I focused on the crab-bots because I have a bunch of pulse grenades, which do max damage to electronics – I hate freaking robots. They are hard to kill. I make sure and have something special on hand for when we confront some.

The crab-bots had SMGs, but Paul (the GM)’s descriptions made it sound like they were little better than Skorpions and Tec-9’s strapped to dowel rods coming out of the top of their shells. This entertained me because those guns always bring to mind hapless easy-to-kill goons on dirt bikes from Asian action movies. They couldn’t hit much either so we didn’t take them too seriously, though Peppin got taken down by them – he’s a syphilitic psychic and so he gets taken out by things like walking into doorframes all the time. My favorite move was putting my satchel of C-25 (you know, futuristic C-4) in to the elevator and sending it up to forestall any reinforcements. Very cinematic.

Ten-zil Kem (Chris) is usually not that great in a fight but he upgraded to a render rifle and he was totally zapping bad guys right and left with it.

Finally we left, after Lambert Fulson (Bruce) critically failed his Vehicle Operation roll time after time, basically reducing the train to a huge lump of scrap metal. We had to take dirt bikes out down the train tunnel.

And then we meet assassin Kelvin Otterschmidt, the abducted kid of Concord auditor Hans Otterschmidt, who was a serious thorn in the Lighthouse command staff’s side for many sessions. He takes us to his boss, renowned crime lord Carmine Blake!  He is like the Kingpin, and basically tells us the Galvinites have started an X-men style academy for developing psychics, probably with the help of filthy aliens, and would we go destroy it please. Sounds like a plan!

Geek Related Has Its Own Domain Name!

Well, I finally gave in and ponied up for a custom domain name. So though you can still use mxyzplk.wordpress.com, the primary name for the blog is now geek-related.com! Tell a friend!

Alternity “The Lighthouse” Session Summary 50

Fiftieth Session – The B Team goes to Algemron to investigate the war between Galvin and Alitar. We discover why Alitar is losing; apparently they are even having trouble suppressing the native population of cute little sea otters. We offer to help.

Bruce was gone so Tim took the session summary, it’s a little short and stream of consciousness. We went down to Alitar and decided our “in” to the whole situation was the Alitarian problem with the sealfins. A lot of the session was wandering and talking to guy #1 who told us we needed to go talk to guy #2 who then told us we needed to talk to guy #3…  No really, I think we got up to guy #6 in the daisy chain (although the sixth was a sea otter) by the end of the session.

We did have a lively firefight at a motel though. Ten soldiers (we eventually find out they’re Galvinite military intelligence) hit us, and as we’ve discovered with our Concord Marines, ten dudes with charge rifles can lay down the hurt pretty well.  We had to escape while under fire, though I (Markus) took a couple down and KOed one to stuff in our trunk for later interrogation.

Session #50!  Man! This campaign has been going strong for a while. Paul has started to make noise about “what’s next,” maybe we can bring the External War to a close and then start something else up. We’re all having fun and don’t want to stop till we see the war through though!

Alternity Book Report: Zero Point

My third Alternity novel set in the Star*Drive universe is Zero Point, but Richard Baker. It is better written than Gridrunner, the book that preceded it, but it shares a number of unfortunate similarities that aren’t to its benefit.

In Zero Point, bounty hunter Peter Sokolov snatches his mark Geille Monashi to bring back to Pict territory on Penates. But they have to make a blind hyperjump and come across a previously unknown alien ship. They are then caught in a feeding frenzy of those who want to exploit it…

I found this book especially interesting because in our Lighthouse campaign, we have actually met and allied with these aliens, the warlike Medurr (or “draco-centaurs” as we like to call them). They keep all kinds of slave races and have a kind of infinite energy drive (“zero point”) that makes all kinds of brute force tech possible. Also, Sokolov is cybered up and you get to see that at work (clearly using the game rules for it). The novel also reveals a lot more about AIs in the setting than previous novels; Sokolov’s ship has an onboard AI named Peri that is a secondary character. For all the alleged hacking in the previous novel, this one has a lot more rubber-hits-the-road examples of hacking ship computers, AIs, and Sokolov’s onboard nanocomputer.

However, I also found it somewhat tiring because of the relationship between the leads – it was weak in general but was more annoying because it was the exact same dynamic as in Gridrunner.  Powerful man captures skilled woman, falls for her for no good reason, they bang, then they alternately betray and/or bail each other out in turn for the rest of the novel.  It’s a little obnoxious once, and a back-to-back dose of it was doubly so.  I mean, I know that when I abduct women they always fall in love with me, but who else could be so gifted? Plus, Sokolov spends an awful lot of time as a prisoner (like half the novel) – good for character interaction and explication purposes, I guess, but it becomes tiresome.

The book was better written than the previous two, though, and besides the aliens and cyber you get to see a variety of Star*Drive cultures at work – more about Lucullus/Penates, the Union of Sol, megacorps, space pirates… Very helpful for players and GMs of Alternity Star*Drive to get a feel for the setting.