Tag Archives: scifi

Alternity “The Lighthouse” Session Summary 36 Posted

Thirty-sixth Session (8 page pdf) – We sweep and clear the alien lab ship and take loads of freakydeak alien prisoners, and recover the Admiral, or at least his brain in a jar. Concord Marines FTW!

The External War is in full swing as our Alternity StarDrive campaign The Lighthouse enters its second year.

Sadly, I missed this session due to Christmas break. It’s funny that I had already posited that the Admiral would be just a brain in a jar by the time we rescued him.  Turns out that’s exactly the case.  I have Detect Plot Point as a supernatural ability.

I don’t have much else to say, except that our squads of Concord Marines come in real handy in these kinds of situations – we have a couple combat-monster characters but the rest really aren’t up to much alien shooting.

Alternity “The Lighthouse” Session Summary 35 Posted

Thirty-fifth Session – It’s silent running in Hammer’s Star until we get wind that Admiral Rastad might still be alive aboard a lab ship. Then we reconnaissance in force that mother!

The entire session was us infiltrating the External ship and laying waste to the aliens in it. We successfully mixed stealth with ultraviolence and so have avoided bringing down the wrath of the entire ship on us, but haven’t found the Admiral yet.

Not much else to say that isn’t in the summary; we were on task and things were going by the numbers. Read on!

Alternity “The Lighthouse” Session Summary 34 Posted

Thirty-fourth Session – We bring our new klick buddy back to the Lighthouse, and get the third degree from our other set of characters. Then we are off to recon the alien-conquered Hammer’s Star system! All this and more, in the latest installment of our Alternity campaign, The Lighthouse.

One of the weirder things about this campaign, where we are playing “A Team” station command staff characters and “B Team” ambassadors, criminals, and other unaligned folks, is that we often have arguments with ourselves.  This time, the B Team sneaks an alien on board the station, which gets them all detained and TSAed out the yinyang by the A Team. But it’s all in good fun.

The whole part where Peppin’s cousin somehow got in good with the Picts and then ran the Corner casino out of cash and arm wrestled his cousin using his won FSM powers for the ambassadorship was a lot longer and more in depth.  But really many of the details ended up not being important enough to bother typing in, so it seems pretty short. We tried a whole bunch of jockeying with the Picts and Tanya Taneer but none of that went anywhere.

Then we finally played the A Team a little while!  They’re like 2 levels lower than the B Team by now.  We went on a boomer-style mission to Hammer’s Star; we did a lot of plotting strategy.

Next summary is mostly done and going up ASAP too!

Alternity “The Lighthouse” Session Summary 33 Posted

Thirty-second Session – Wait, wasn’t my last posting #31?  Session summary #32 is currently MIA because Tim is a huge slacker.  I’ll link it if it ever shows up.

The short form is that we steal some klick eggs from the alien base near the sick guy’s vault and scram.  Then we track down Scrooge McDuck’s pirate-stolen treasure on some Spanish colony and are attacked by rabid Ewoks.  Some pirates attack us, and regret it for the couple seconds of life remaining as Markus pounds grenade launcher rounds into them.  And then when we go into the caves to find where they stashed the treasure, we meet some rock crystal aliens that are like Hortas with illusion powers.  The emanations from the homing beacon the pirates placed there make them horny (no seriously) so in exchange for us turning it on and leaving it there (on a different frequency, natch) they let us have the moolah.

Thirty-third Session – Here’s where it gets freaky.  We get the rock-crystal aliens to help us by channelizing the pirates into our ambush, and murder or press gang them all.  But then as we’re loading the loot onto out ship, klicks attack.  But we end up cutting a deal with them!  Hooray klicks, our  new… allies?

As Markus, I found it entertaining that when I gave a frag grenade out to each of my companions, I gave them a very clear safety briefing.  Sadly no one remembered the safety briefing once the action started.  Lenny tries to activate his grenade by licking it and Ten-zil throws his grenade well within the 10′ effective range of his own party.  He’s not handing out grenades next time.  And then Markus’ own grenade launcher jammed!  That forces him to resort to melee because his Dex-based gun skills stink.  All this made a fight that should not have been challenging at all somewhat more challenging, but my new secret weapon is four ranks in Armor Operation which allows me to shrug off two points of rollover stun damage per shot, an immense improvement in combat durability.  Used to be, with enough mooks, even an armored warlion would suck up enough rollover to go down in a round or two.

I was totally ready to unload on the klicks but I saw the story hints and we negotiated.  I was wondering how the hell we were going to do anything against the huge unstoppable External army, and this appears to be the leverage point; if we can turn the klicks then it’s no longer “way more guys with way bigger ships and better tech who completely understand all your tech” time.

So all we have to do is assault the alien-occupied klick homeworld!  Easy peasy!

Alternity “The Lighthouse” Session Summary 31 Posted

Thirty-First Session – The Lighthouse goes to Aegis, but the B Team goes to Oberon to help out Scrooge McDuck.  But it goes from The Italian Job to Aliens in one fell swoop.

In a welcome break from negotiating with endless waves of bureaucrats, our secondary characters head out to another system to recover what is supposed to be a huge wad of loot.  We conduct breakins, home invasions, abuse the homeless – we’re like an alien crime wave hitting the Oberon system.  But then when we go to the vault, it’s empty of loot but full – of KLICKS!

We had a lot of fun this session.  We’re at our best when we’re on the loose and scheming and innovating ways to get the answers we need.  We’re baaaaaaaaad men!  The best parts were when Peppin dressed as the “Miner ’49er” and psychically phased through the wall of the government building, to find himself in a rhodium mining exhibit, and then coming across the revolutionary vandal there.  The man threw his back out crapping himself in fear, apparently.  “A G-g-g-g-g-ghost!!!”  And when the man later, at the Tim Horton’s, said that he hadn’t eaten solid food in a while.  I don’t know why I found that so funny, but I was incapacitated with laughter for a long time.  I was like “What, do you live on Thunderbird and semen?”  Finally, the sweep and clear in the vault was bracing.

Taking a week off helped us get back into the swing of things, I think. Fun was had by all!

Alternity “The Lighthouse” Session Summary 30 Posted

Thirtieth Session – In the latest installment of our Alternity campaign The Lighthouse, it’s off to Corrivale to get all the factions there on board with the Verge Alliance. Then it’s hot Pict on Sesheyan action as we perform some extreme rendition.

Not only that, but Captain Takashi has started to channel his LOLcat making skills into war propaganda!  Witness his cautionary tale of the N’sss, the jellyfish aliens T’sa believe to be demons:

Also, Peppin tries really, really hard to get the sesheyan shamans into the anti-alien battle.  Eventually they have to fess up that their magic isn’t, you know, real in that sense.

Thrills!  Chills!  Pills!  And more!  It’s session number thirty, and we’re feeling fine.

Fantastic Fest 2010 Day One

It’s September in Austin and that means it’s time for Fantastic Fest!

Their new online ticket ordering system totally crapped out in the face of a thousand simultaneous clicks in the morning, so we went back to last year’s “rack out early and stand in line” method.  C’est la vie.  The Alamo Drafthouse staff and volunteers run the whole thing very smoothly so no real complaints there.

My first movie of the festival was Transfer (8/10), a German science fiction movie about rich old people who make use of a new “memory transfer” technology to put their minds into virile new bodies.  These bodies are technically “volunteers” from Africa and other third world countries, who get a bunch of money for their families and four hours a day back in their own bodies for giving up 20 hours a day (and much of their freedom during those other four).  As you might imagine the “volunteer” nature of this work and the validity of its rewards are debatable.

I really enjoyed this movie.  It touches on some of the same themes as the “use my clones/imprint my brains” kinds of movies like The Island or the excellent Joss Whedon TV show Dollhouse.  But while a Hollywood movie would degenerate into chases and action sequences, and have all (morally) black-and-white characters, Transfer was a lot more nuanced – all the characters had a lot of depth and complexity and “good” and “bad” – both the elderly German couple and the Africans who were being used in this way as well.  Science fiction is properly about human reaction to technological developments (and ideally more complex ones than “shoot the robots!” and this movie was a classic, thoughtful science fiction story without being inaccessible – too many filmmakers go the other way when reacting against mass-market sci-fi and make their work deliberately weird, cryptic, and symbology-laden.

The acting was great.  I was impressed how well B.J. Britt, the black male lead, did with depicting Hermann the German when his personality was dominant – Hermann has what we Americans call a “big ol’ shit-eating grin” and he totally nailed it.  And the story dealt in a very complex way with racial tension in European society.  While watching this I had a brief nightmare about Hollywood remaking this movie as a comedy starring Martin Lawrence or the Wayans Brothers or something.  “Look, I’m wacky, I’m acting white!”  Shudder.

There’s a lot of ambiguity in the ending – it wasn’t clear to me exactly how it turned out for the Africans, for example – but it was a very well done and enjoyable film.

Next, I saw Golden Slumber (9/10).  It was by the director of Fish Story, which was my absolute favorite film from last Fantastic Fest.  This Japanese film was a tale of the shared experiences between friends, using the Beatles song “Golden Slumber” as a recurring theme.

I liked this movie.   It wasn’t as good as Fish Story (which, I’m not ashamed to admit, made me cry) but was still good.  I felt that some of the film felt more forced where Fish Story felt more organic in its execution of the theme (and the titular song tie-in).  I think in trying to reproduce some of the “hook” of Fish Story instead of completely being its own thing, it suffered.

But let’s not make too much of the comparison; few movies are as good as Fish Story and this one was very good.  It follows a hapless Japanese man who gets set up as the scapegoat in a plot to assassinate the Japanese Prime Minister – “Just like Lee Harvey Oswald, ” the characters muse.  This meant a lot of intrigue and chases and even action scenes, but the movie was not about the action, which makes all the difference.  And while many movies here at Fantastic Fest are about “how we all turn on each other when the shit goes down,” this movie is a celebration of how we don’t – the protagonist’s family and friends (mostly) know the man and know he didn’t do it, whatever they are told by the TV or scary government hatchet men.  So it has a very positive heart.  And humor; the helpful serial killer “Kill-O” had the crowd whooping.

But it’s also not a “District 13” kind of wish fulfillment fantasy where everyone gets their comeuppance in the end and the government gets set right…  Despite the heavy slate of coincidences, it strives to be a but more low-key and “realistic” than that.

Then, I went downtown to the Paramount to see the star-studded premiere of Let Me In (7/10).  The original “Let The Right One In” was a huge FF favorite from years past and there was a lot of trepidation about the remake.  But Tim League was out there claiming it’s “as good – if not even BETTER than the original” so I went.  I was on the fence about seeing it actually; going to the Paramount burns two Fantastic Fest slots and since many of the big gala movies are coming out into theaters in like two weeks, I wasn’t sure I wanted to pay the opportunity cost.  But I heard some of the kid actors on the radio in the morning and thought the Q&A and seeing the stars would be more interesting than the average, so I went.  (Sadly, no Chloe Moretz; that would have made it a slam dunk.)

Let me be honest here – I haven’t seen the original.  Inconceivable, I know; I have it on my Netflix instant streaming queue and just haven’t gotten around to it.  So given that context…

I thought Let Me In was good.  Certainly better than most Hollywood horror movies by a long shot.  But it didn’t live up to what it could have been.  Things just seemed so…  straightforward.  Mysteries weren’t preserved for long, and times where there could have been interesting twists, there weren’t really any.  In the end, it was pretty predictable.  The young actors and actresses did a great job, though, and really carried the movie.  The director, Matt Reeves (Cloverfield) did a decent job of creating mood, including one clever trick of never showing the boy’s mother’s face to indicate his level of dissociation from her, but certain elements like the environment of bullying and the enclosed nature of their small apartment complex didn’t come through as strongly as I would have liked.

I don’t want to come off as too negative; it’s certainly way better than “Freddy vs Jason Round 18” or whatever crap people are putting out nowadays, I was just lightly disappointed in an otherwise good movie and felt like a little tweaking could make it a lot stronger.

The Q&A went pretty long and I got back to the Alamo too late for the fourth slot, and I didn’t really want to sit around two hours waiting for the midnight slot, so I availed myself of some of the free Ambhar tequila they were giving out and went home to let out my long-suffering dog.  So that’s it for Day One of Fantastic Fest 2010!   It’s off to a good start;  I saw three movies I enjoyed to varying degrees, from “good” to “excellent!”  (And I hear I made the right call going to Let Me In instead of sticking around to see Ong-Bak 3, which by all reports was a real stinkburger.)

Alternity “The Lighthouse” Session Summary 29 Posted

Twenty-ninth Session – After we lay Rokk to rest, we go mess with the remaining Lucullan factions.  Most are kittycats, except for the insane and violent Picts.  But they’re not as insane and violent as we are!

Chris had a new character since Rokk got Thunderholed last time – Drest Talorgin, a Pict subchief.  So in good faith, we tried to set things up so that he’d confront the Pict chief, King Steel, a psycho cyborg weren.  We planned to hijack Steel’s cyber gear and then Dreth would take him out in combat.

Well, Taveer and Lenny managed to put a virus in Steel’s cyber maintenance gear, and it gave him a 2 step penalty to everything…  But he was so insanely ripped out that didn’t matter.  When as planned the fight broke out in the Pict assembly during the negotiations, King Steel totally tore Drest to bits, and then our own weren, Haggernak, jumped in, and Steel tore him to bits too.

As a player, I really didn’t want to steal their thunder.  So Markus tried to just ask for Haggernak and Drest’s lives (he was willing to settle for Haggernak) but Steel attacked him as well.  Well, Markus doesn’t tolerate primitive screwheads putting their mitts on him, so he executed the huge Pict with his chainsword.  The whole assembly fell silent; you could have heard a pin drop.  So Markus used one of my favorite Conan quotes – “Enough talk!” and issued a call to arms.  I have to admit, it was entertaining to be a Conan-style barbarian chieftain for a week.  And we got a Pict horde out of the deal; we gave them a camp in a cargo ship Lambert Fulson owns that’s docked with the Lighthouse.

We finished up in Lucullus.  The subplots in drivespace were fun.  Rokk Tressor’s ghost returned to haunt Peppin.  Degenerate gambler Marlok Taneer showed up and wanted Markus to get him “variable density bio-gel,” which I immediately realized he was going to use to load dice with.  Which was fine with me, as long as it wasn’t in my casino, and as long as I was getting a cut.

Then a human woman took a liking to our big weren Haggernak.  Easter egg: Paul was casting about for a name for the woman and I insisted she be named “Satine”, after Satine Phoenix, one of the stars of I Hit It With My Axe.  If you’re familiar with her work, you’ll know why.

And then we took Peppin’s miscreant cousin and forced him to be a steward on the ship we’re keeping our Pict hordes in.  WELCOME TO OZ, BITCH!!!

Alternity “The Lighthouse” Session Summary 28 Posted

Twenty-eighth Session – The Jamaicans must fall under our sway!  And for some reason this means we have to go white water rafting.  In the end, brave CIB agent Rokk Tressor gets Thunderholed.

I missed this session, but to hear the other players talk, that’s probably not a bad thing.  They got roped into white water rafting, and the rules being used meant that pretty much everyone was guaranteed to die – since “boating” isn’t high on the list of skills for spacemen and the Alternity system is unforgiving to the untrained (roll d20!  On a 1-3, you don’t die!)

And then another super hard target fight.  We feel somewhat torn about how the combats are going.  Every fight is against extremely high grade opponents – awesome skills, armor, etc. – and often require heavy weapons to best.  The GM pretty much lets us take heavy weapons anywhere, the resistance is more from our sense of realism.  “Really?  Should I really be carrying a duffel full of rocket launchers everywhere I go?  And a quantum minigun?”  That’s not very Star Trek/Babylon 5 so the sense of genre appropriateness inclines us not to do it, but when we don’t, people get killed.  And that’s what happened to Rokk.  He spent all his Last Resort points to survive the whitewater, so then when an uber-NPC got in a lucky shot on him, he was straight up dead.

Since I wasn’t there, you’ll have to get more details from the session summary.  Go click it now!

Alternity “The Lighthouse” Session Summary 27 Posted

Twenty-seventh Session – We go to a system called Lucullus that is run by various criminal gangs.  As that is a clear challenge to our roguishness, we pull off a complicated casino heist on the Mafia!  Eat that Lucullans!

I enjoyed this session – Lenny, Ten-zel, Markus, and Peppin work well together and we got to freeform plan our heist.  I like it when there’s a sandboxey setup – the event was being prepared according to a schedule, so we could be proactive, reactive, etc. based purely on our own merits and inclination.

Probably my favorite part, though, was after the “hot librarian” female Mafia security expert came and set up the casino’s security (we surveilled her the whole time), Ten-zel called up some hookers and got one that looked like her and was dressed exactly like her.  I said, “Brilliant!  What’s the plan?”  I figured he had some elaborate sting in mind and that we’d use the doppleganger to somehow compromise the casino’s security.  His response?  “Well, uh, I just kinda wanted to bang a chick that looked like that lady.”  I think “consternation” is the best word to describe my reaction to that.  And of course he just had them come to the front door – of the abandoned building next door our listening post was in.  As the Mafia security goons headed towards us, I said “I’m going upstairs to hide our equipment; you’d better bluff them out of here or I’m going to shoot them and you.”  He got them out of there, though.

The rest was too many meetings with too many functionaries to wreak diplomacy upon them.  It kinda bothers me that despite the huge Imminent Alien Holocaust, every single faction of NPCs everywhere is sitting around jerking off and have to be convinced via doing crap for them to get on board.  I mean, some of that is fine, but shouldn’t there also be people wildly in favor of it?  That can provide complications too (“We should attack NOW!!!”  “No, wait…”) but so far we’re starting to lose respect for pretty much the entire population of the Verge.  I find myself thinking, “So if these yokels get their asses enslaved by aliens, it’s probably what they deserve.”  I don’t want to feel that way, but when every single person you meet is a helpless, passive, venal snarfhocker…  Sure, NPCs shouldn’t outclass the PCs and we should be the drivers of the adventure and all that, but when other characters are too milquetoast  it threatens your attachment to the in-game world.

Alternity “The Lighthouse” Session Summary 26 Posted

Twenty-sixth Session – Our handler wants us to forge a brave new world with a new interstellar government.  Instead, we spend the time screwing around with various personal subplots.

Of those subplots, the mainly interesting one was that the Swede’s crazy mutant terrorist ex-wife shows up with a gang and causes problems  – problems we solve with MURDER!  And then there’s a wedding.

Not much more to say about it.  Some of these sessions where we just do all the subplots while we’re in drivespace are a little trying.  There’s a interstellar alien war on, so when people whine to us about some personal problem it’s a bit hard to take it seriously.

Alternity “The Lighthouse” Session Summary 25 Posted

Twenty-fifth Session – The klick keep on coming with bigger and bigger ships; also kroath in the refugee ships board and smack around power armored marines pretty easily.  The session summary is short because blow by blow descriptions of combat aren’t all that entertaining, and because I wasn’t there to spice up the conversation.

Whew!  Our Lighthouse campaign is up to 25 sessions.  And these are long sessions; 6 hours on average.  On the main campaign page I have all the back session summaries if you’re not caught up; also up to date character sheets from whichever players bother to send them to me.

We’ve gotten the hang of space battles.  So has Paul our GM; he wrote a program to do it all to avoid the “roll 100 times” syndrome of Alternity “Warships” style ship combat.  Anyway, here’s the secret.  Fire all your missiles immediately.  All of them, as many as you can get into the air.  That’s it.  Beam weapons and other stuff are for feebs (well, ours are, the enemies’ are all more powerful).  More wimpier missiles are better than fewer bigger missiles – we had this big deal with getting “zero point” hellacious missiles but they’re worthless, you just wing as many little plasma missiles as you can and get lucky with crits and take out systems.  It’s effective, if not really very entertaining.  I don’t like the Warships rules; we basically end up never using any of our ship skills!  “Oh, you can only use Space Tactics to roll initiative.”  “Can I use Defenses or Sensors to do something useful?”  “Not really.”  I want to like space combat, but Alternity makes it hard to.