Wednesday, January 23, 2008

Continuum End Game

The last couple sessions were highly improvised off very loosely scripted situations. As I've intimated previously, wrapping things up comes very natural for me, provided I do the legwork to weave in some believable dramatic threads in the early stages.

The final battle was basically just narration, as the forcefield that went up seconds after the PCs arrived was a source of "natural frag" that no one dare span through. I had elder selves of the PCs show up in the city (below the balcony/command post) plus a variety of NPCs from the various time frames. Joan of Arc, Izzie, Dale, and most of the PCs on one side. Brock and the Comte de St. Germaine on the other. Lee and Pam's elder selves were present as strategists, which made Rob and Sarah happy. Aaron's elder self was shooting arrows (alongside either Paris or Hurgle, I don't remember which) at the bad guys, which made Jeremy happy. Kelly's elder selves were also present, taking intially ambiguous actions, but eventually helping the good guys - I think this made everyone happy.

Heroes and Villains who'd never showed up in the game made brief appearances as well. There was a member of the intelligent dinosaur species, plus a couple of "alien greys" / inheritors floating around. I also referred to a couple of "The Seven" from from page 204 to 205 of the Continuum rulebook:
1) Two-Hornéd Worm
Span 12+ - Body 35 - Mind 30 - Quick 32
Telepathy G[randmaster]50 - Telekinesis G55 - Other Aquarian Skills G50
This scorpoid is most often seen as a vast worm or waterspout, with one or two smaller tornadoes being sucked into its head. The Worm is distinctly male, however, and is known to manifest as a mighty warrior-king, or giant, but rarely anything non-human, besides the worm-form itself.
and
7) SunRender
Span 8+ - Body 19 - Mind 20 - Quick 27
Telepathy G24 - Telekinesis G25 - Other Aquarian Skills G24
Generally considered to be the dark manipulator behind the Hunt of the Sun that consumes leveller imagination in the Cancerean and Geminid Eras. As the name implies, his main cause is to destroy the Sun before the societies can flourish beneath it.
My initial plan was to suggest that Brock was one of "The Sixteen" (that is, the Scorpoid-era bigshots and deep-cover agents) who then became one of The Seven, specifically SunRender. Instead however, my PCs fragged him out in Vadistokli Arkun, so he couldn't survive to such heady dominance. Good job, guys!

After the battle, the PCs were set loose upon Atlantis, and the city itself, with them aboard, spanned from Noon the next day to:
12969 bc - the first atlantean council. [See page 207 of the rulebook.]
There, they were trained and prepared for the battle they'd just witnessed. Don't think I actually doled out xp-clocks, but I alluded to them, and mentioned skills both mundane (athletics, combat, languages, crafts, etc) and Aquarian (psychic powers, lucid dreaming, etc) that PCs were taught by the Atlanteans. Every PC except Kelly was promoted to Span Two - this made Liam (Kelly's player) very happy indeed - he was still boasting about it months later. Dale also thanked the PCs for their part in defeating Brock and thereby saving Dale from certain death. Then Dale and Izzy hooked up - this was a direct reference to a non-gaming conversation I'd had with Sarah years before, and I was terribly pleased with myself when she caught the reference.

Somewhere there-abouts, the session (and the campaign) wrapped.

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