[07: Show Down]

Jul 28, 2009 20:16

Intro

This is it. All the pain, confusion, and discovery that the PCs have endured has brought them to here; an underground lair filled with Strangers, and the PCs are going to get some answers out of them. Whether it's just why the Strangers are doing this (and that they're going to answer for it, whatever it is) or how they can get out of the City, the PCs will be able to get their questions answered…Although chances are, they'll have to drag the information out of the Strangers, perhaps with some violence involved.

Features

Answers
All this information is available for uncovering, however the PCs chose to find out. (Interrogating Strangers, eavesdropping, scrounging up information through records, etc.)

-There is no easy way out of the City. No matter how far the PCs walk, they'll always find dead ends and solid walls or impassible canals. And the reason that there isn't anything beyond the City is simple; the entire city is one large satellite floating through space, acting as a contained environment for the Stranger's experiment.

Fortunately, this doesn't cover the Nexus; the Strangers had to extract the PCs from there, and there's several portals down in the deep parts of the Stranger's HQ that lead back to it.

-There's more then one portal out. The Stranger's lair is apparently divided into four major areas and control spots; one in the east, the west, the south, and the north, respectively. Each one of those holds large machines that are used to amplify the Stranger's telekinetic powers. (Which is also why they've been able to warp reality so easily in the previous levels.) Naturally, that's where the portals out of the City are as well.

-The Strangers are indeed the ones to blame for the PC's memories being muddled. They are attempting to find the human soul by studying the memories of their subjects. (And the nature vs. nurture question plays a big role in that.) They don't quite have the finesse when it comes to completely erasing someone's former identity without human cooperation, though, which is part of why the PCs were able to remember.

How to make an Illusion
Whether they go on a roaring rampage of revenge or sneak through the area, the PCs will have quite a few glimpses of just how the Stranger's have been managing the illusion of the city. There's conveyer belts full of items that can be customized or refitted for people's new lives (photographs, legal documents, simple knick knacks, etc.) and more unnervingly, there's also vials full some odd looking liquid, with some familiar looking syringes close by.

Tunnels
The tunnels stretch for a long way under the City, and are the main means of transportation between different parts of the Stranger's lair. (Apart from some oddly structured rooms, parts of which only look like they can be accessed through flight or lots of strenuous climbing.) There's also several major tunnels that stretch to the four different and major parts of the City, where large sections of machinery are concentrated. When your characters reach the end of one of these tunnels, please notify the mods.

The Big Four
Just as the machines have been divided into four different sections of the City, there are also four major heads of the Strangers. They oversee the experiment, and lead their sector in concert with the others. They are respectively:

Mister Night in the East
Mister Face in the West
Mister Glove in the South
Mister Shade in the North

These are the final enemies to confront, and as such, have a great deal of power. And when a group of PCs defeat them, that weakens a section of the City; either causing the buildings and streets to crumble away completely, to be slowly worn away, etc. Either way, when one falls, the stability of the City gets that much weaker.

mod, !07

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