Archive for October 16th, 2008

Bliss Stage + Mist-Robed Gate = The Matrix

2008 Oct 16

The three standard objectives are: 1.) get in, 2.) do whatever needs doing, and 3.) get out. Hotshotting or special missions can give you additional objectives.

Relationships with team members are measured in Truth (replacing Intimacy), Trust, and Stress. To determine whether an objective has been completed, roll dice representing the combined Truth of every team member assisting on a particular objective. Place dice for the following: yourself, the connection with your operator (replacing Anchor), each team member involved, and avoiding exposure (replacing Nightmare).

If you don’t like your choices of dice placement, you can roll more dice by choosing “fight” or “flight.” “Fight” means attacking your opposition in an attempt to defeat them (temporarily in the case of Agents), while “flight” means running away, abandoning your other objectives and switching directly to the final objective: getting out.

In a “fight” or “flight” situation, each player involved in the mission rolls an additional die, narrating the result as either a new advantage (+), a new calamity (-), or a neutral result (0). Additionally, the machines get to up their threat by one level, making you place an additional die on a location. After each round of “fight” or “flight,” the mission leader must decide whether to continue fighting/fleeing or stop and place the dice they now have, giving a result for the objective and allowing them to switch to a new objective if they choose.

Unlike in Bliss Stage, the operator cannot pull the plug on team members until the “get out” objective has been completed, at whatever cost, otherwise team members simply die when their plug is pulled. However, if the mission leader has declared “flight,” any team member who rolls a positive result (+) can choose to remove that die and exit the mission, giving the team leader one less die to place (since they are gone), but also removing a valuable success (+). The team leader, however, cannot leave until all the other team members are out, dead, or if two other team members both spend a positive die (+) to remove them.

If your connection to your operator has been damaged or compromised during the mission, getting out becomes harder.

The Truth and the Lie

2008 Oct 16

The digital god Samael, Great Architect of the World, created the Hypostasis (lit. “that which lies below”) along with his Archons: Iao, Sabaoth, Adonaios, Elaios, Astaphanos, and Horaios. Samael (lit. “god of the blind”) created the Hypostasis to be a great lie, hiding reality from humankind and enslaving them to his purposes. However, outside in the Pleroma (lit. “fullness”), Sophia, the Wisdom of God, and her Aeons would not sit idly by and allow humanity to remain forever in bondage. They assumed digital flesh and worked to teach one human after another the truth that would set them free.

Samael’s counterattack was devastating. His machines tore through the Pleroma destroying everything in their paths, forcing Sophia and the Aeons to permanently hide themselves within the Hypostasis, cloaked in digital flesh deep within the lie. Now, only small groups of freemen can operate in the Pleroma, hiding from Samael’s patrols by traveling on hijacked machines, pretending to maintain the Hypostasis. In truth, they send teams into the lie, liberating others, seeking wisdom from Sophia and the Aeons, and attacking the machines’ key resources. Soon, they hope to gain enough strength to even take down one of Samael’s six Archons, starting a domino effect that will rip the lie from humanity’s eyes.

That is your mission. Welcome to gnostipunk.