CODA

Alice Lovelace
Resolve
3/3
Detachment
2
Skill
6
Gear
6/10

Paths
Path of Resistance
Level 1

When you Fight.exe.
When you gratuitously blow something up as an act of resistance.
The first time in a session you tell an authority to go fuck itself.
XP: ◉◉
You may spend Resistance XP to add or subtract Harm you give or take, 1-1.
Path of Truth
Level 1
When you Prompt.exe.
When you follow your curiosity in a way that doesn't advance the mission.
The first time in a session you discover something new about the Matrix.

XP: ◎◎
You may spend Truth XP to reroll dice when you Charge or Refresh, 1-1d6.
Path of Enlightenment
Level 1
When you Disconnect.exe.

When you refuse to back down or run away from impossible odds.
The first time you run out of Resolve in a session.

XP: ◉◉◎◎
You may spend Enlightenment XP as if they were Detachment, 1-1.
Moves
Beginning to Believe: You gain +1 Detachment the first time you Charge.
Stop Trying to Hit Me: You take -1 Harm when on the Defensive in Fights.
Mine Now: Spend a Full Hit in Fight to disarm an enemy of their weapon. If you then shoot them with it, take +1.
Try Again: When you attempt a Disconnect you failed before and have not yet succeeded at, you may input one 6 as a True Hit.
Bit of Help: When you spend Detachment on any move other than Disconnect, you get two +1s. They can be applied to the same die or different ones.


Stunts
Jump Impossible Distances Lvl 2*
Hit with Implausible Force Lvl 1

Dodge Implausible Ways Lvl 1
Act with Implausible Slight of Hand Lvl 1




CW: Very 90s.

Also, this is going to be a seriously fucked up quest. I'm going to be doing my damndest to channel an appropriately edgy, teen-rage vibe. Expect violence, drugs, sex, etc.

There's also going to be some Pretty Uncomfortable Dysphoria-ing, trans readers be warned.
 
Last edited by a moderator:
So I've been looking at the new draft of the rules, and they're really sweet!

The new Paths and Advancement mechanics rock! Interestingly, though we've sorta identified with the Path of Enlightenment quite heavily, I think a lot of our Advances are actually drawn from the Path of Resistance. Interesting. But the flexibility of the new system allows a lot of cool stuff like that, it's all about self-authorship and actualising your beliefs, which feels very appropriate for a game like this.

In terms of more crunchy stuff, one thing that suck out to me is that you can't use guns in a melee fight anymore by default - it's a specific Path of Resistance advance you need to pick up, and we don't have it right now. Taking and using the Agent's gun close up in our recent battle was actually quite important to our victory IIRC, so something to keep in mind if we find ourselves in another fight.

Also sweet Jesus, There Is No Spoon is such an absolutely amazing move, we have to get that one when we get the chance.

Ohhhhhh. Disassemblers are anarchists.

Definitely, although of a specific kind of anarchist I think?

Like, they seem more the type who believe that you can sorta secede from society by building your own commune/bunker/mutual aid org. As opposed to the more politically-oriented strains of anarchists who believe it is essential to smash the state alongside or before that, because the state will see any viable alternatives to itself as a threat. Arguably even our own group, the Subverters, could be analogised to one of the forty seven different flavours of anarchist thought, I think; they're more the sort which sees no practical alternative to first seizing power structures so they can dismantle or co-opt them.
 
It was very much my intention that the Dissassemblers are basically the Resistance equivalent of, say, Food Not Bombs, yeah. Particularly in that while, sure, they are not destroying the capitalism anytime soon and socialists love to critique that, they are very much are feeding some of the most vulnerable people in society who otherwise would not be fed.
 
Honestly, gotta have a lot of respect for people whose response to the world not being the way they want it to be is to get out there and build something. It's easy to make fun of communes from the side-lines, but it's at least an attempt (and a fairly successful one at medium to small scales!) to create a functional alternative. Actually putting your cards on the table in real life means you have to come up with solutions to the problems of distribution, real people with their own agency, and the final boss of all communal living projects: That One Guy Who Never Does the Washing Up. Same for groups like Food Not Bombs, they do good work.

Or in the context of the Quest, yeah, maybe it's not really practical for everyone to live outside the Matrix, or that the Machine would just sit by if human civilisation tried to reassert itself on a large scale. But when you look at some of the inane schemes and infighting that some of the other Resistance groups get up to, not to mention the Wreckers... it's easy to see how being the guys who travel around providing a new set of carbon scrubbers for a settlement, or heisting some algae vats from the Machine so that a town can feed itself, would be quite attractive to people. The difference you've made is tangible.
 
[X] The gun turrets, to help shoot. (+1 Resistance XP)

Quadcannon goes brrr...
 
Last edited:
[x] The broadcast room, to hold them off if it came to it. (+1 Enlightenment XP)

Let's see if we can have, the music play when someone goes, "She's The One," let's see if we can get there.
 
So what to people think we should get for our next Advance?

We have enough Level One Moves to get a Level Two one now, which is an interesting conversation; probably something from the Path of Enlightenment? Taking a Signature Move for Dodge Impossible Ways would be pretty sweet. Although it's fairly cheap to use anyway, and given our experience with the Agent, perhaps Only Makes Me Stronger would be more appropriate?

We should also pick up Point Blank as soon as we get enough Resistance XP to buy it; I think that was such a useful ability in our fight with the Agent that we definitely want it to be part of our armoury going forward. Lastly, Bit of Help is actually amazing if we're looking at other Level One moves.
 
So what to people think we should get for our next Advance?

We have enough first level Advances to get a second one, which is an interesting conversation; probably something from Path of Enlightenment? Making Dodge Impossible Ways into a Signature Move would be pretty sweet. Although it's fairly cheap to use anyway, and given our experience with the Agent, perhaps Only Makes Me Stronger would be more appropriate?

We should also pick up Point Blank as soon as we get enough Resistance XP to buy it; I think that was such a useful ability in our fight with the Agent that we definitely want it to be part of our armoury going forward. Lastly, Bit of Help is actually amazing if we're looking at other Level One moves.
So looking at the rules for level 2 Moves...

First off, a digression: Level 2 Moves are expensive. You need to have three lvl 1 Moves to buy a lvl 2. That means each lvl 2 Move basically takes 20 XP, rather than 5 XP. It's going to be a long time before we can get a second lvl 2 Move. Lvl 3 Moves, meanwhile, are on a whole other level: They take three lvl 2 Moves, which themselves require nine lvl 1 Moves. Getting a lvl 3 Move takes 65 XP total. Realistically, you'd only ever get a single lvl 3 Move for your character. (Especially since currently there are only fifteen lvl 1 Moves.)

Path of Resistance
Advanced Neurokinetics: If you input all Partials in Fight.exe, you neither take nor give any Harm.
-Normally in a fistfight, going on the defensive let's you not take (or give) Harm on a partial, but also gives your enemy +1 Threat and/or allows more enemies to show up. This basically enhances that, letting you bash each other around without taking damage or other penalties, and giving you the chance to reroll some dice. It seems good for a melee focused character, though it might be a little redundant with Stop Trying to Hit Me, which we currently have.

Signature Weapon: You always carry one weapon worth up to 3 Gear which does not count toward your Gear total. You must declare it when you take this ability.
-This breaks the Gear limits. Expect to be searched? You can hide a shotgun or a spear in your pants. Loaded up with 6 Gear for heavy combat? You've got an extra weapon. Going for the maximum 10 Gear? This is an extra 3 Gear weapon on top of that. It's a powerful and very cool Move. The hard question is which weapon to take. Personally, I'd be cheeky and take BULLETPROOF VEST. Not because it's a good choice, (it isn't,) but because doing the "rips shirt off to reveal bulletproof vest blocked the shot" in every single fight would be hilarious to me.
  • SMG <3> 4-Shot 2-Harm
  • AUTOMATIC CARBINE <3> 3-Shot 3-Harm, 2Handed
  • SHOTGUN <3> 2-Shot 3-Harm
  • LARGE MELEE (SWORD/SPEAR/MACE) <3> 5-Shot. Spend shots for +1 to Fight.
  • BLOCK OF C4 <3> 1-Shot 8-Harm, Set, Burst
  • BULLETPROOF VEST <3> Absorbs up to 3 Harm from a single move, then vanishes.

Crowd Control: When fighting Bluepills & Bots, your enemy's Threat counts as 1 Lower.
-These normally have 1 Threat each. Against a single one, this would lower their threat to zero. I think this means you'd only have to fight them in groups, and even then they would still be much easier to fight. I'm not sure how this one works in practice exactly, but if you're going up against a pile of mooks, "'only about three can strike you at once unless you let yourself get overwhelmed." So maybe you'd only face 2 Threat each turn against a bunch of Bluepills & Bots instead of 3 Threat, and it's much easier to handle inputting two dice each turn rather than three.

Path of Truth
Come On, Get Up: When you Refresh, gain 2 Resolve instead of 1.
-You only have 3 Resolve maximum. This can go up by 5 Resolve maximum if you take As Nails, but that's it. As such, this is really good for the essential skill of not dying. Seems to me like a good pick no matter what.

Free Runner: You always count as having one 6 inputted when you Run.

Lots of Guns: When you Refresh, get +1 Gear.
-This makes the Hammerspace move look like a chump. +1 Gear each Refresh means being able to pull out a pistol, a taser, a knife, or a frag/stun grenade at a moment's notice. And over multiple Refreshes to get even bigger guns, potentially more than Signature Weapon in long sessions. It's also got strong synergy with other Gear-related Moves, like Point Blank or Extra Mags. If you like Gear, this is a top pick.

Path of Enlightenment
Only Makes Me Stronger: The first time you are reduced to 0 Resolve in a mission, gain +3 Detachment.
-Detachment is a very useful resource, especially since Detachment starts taking damage when your Resolve runs out. But the usefulness of this will vary. At worst, this is once per session, you can can take 3 more Harm. At best, this can help you get an extra True Hit or two for Disconnect.exe. But usually, it'll fall somewhere in between, such as letting you flip a few partial hits to full hits. Variability aside, it's a strong choice in general, but you still don't want to run out of Resolve unless you have to.

You Won't Need To: Once per session, take +1 True Hits on a Disconnect attempt.
-So, the most powerful ability in the game is to Disconnect. Maybe in, like, theoretical high level play, the one-use-per-session nature of this would make it less useful. But where we are now, this is "once per session, get +1 to your Be Neo ability." Or "Once per session, Disconnect even if your dice are shit." It's really good, is what I'm saying, and it's consistently really good, unlike Only Makes Me Stronger.

Move Like They Do: Once per session, when you see a program do something impossible, write it down as if it were a Disconnect move you attempted. Ask the GM for its True Hit cost.
-This is a long term payoff, interacting with the Try Again move. Try Again reads: "When you attempt a Disconnect you failed before and have not yet succeeded at, you may input one 6 as a True Hit." So, the more Sessions you go through, the more Disconnect moves you'll have that you can use a single 6 as a True Hit for. I think... this might have been unintentionally nerfed due to rules changes. I'd have to check previous rules to confirm, but it looks like this Move doesn't really work unless you have Try Again first. And even then, it doesn't seem that useful. The idea of taking your enemy's impossible abilities and using them for yourself is super frigging rad and I love it. But uses I'm missing something, (which I easily might be,) RAW this skill doesn't seem to support that much. I'm not sure how it should be fixed or made more powerful.

Signature Move: Select a Disconnect move you've achieved in the past. You can now do it on 5s and 6s. Can be taken multiple times.
-Makes the chosen Disconnect move twice as easy to do. How good this is really depends on which Disconnect is chosen. For us, Dodge Impossible Ways would become a really strong defensive move. But is that better than the power of You Won't Need To, or the flexibility of Lots of Guns? How often do we want to get in fights where we have to dodge point-blank bullets, rather than, say, take Free Runner so we can Run.exe better? Then again, if you've got really good Disconnects built up, it might make sense to only take Signature Move for all your lvl 2 Moves.

Something else. Staring at reading through the rules doc a bunch, I really like the flavor of Rewriting the Rules being a one-off heroic sacrifice. But it's also super limited, both for the player characters needing to sacrifice themselves, and the Operator needing to deal with the entire Matrix changing permanently. (Plus from a story side, has this ever been used before? If not, that makes the PCs potential chosen ones, while if so, just what changes were made, and why hasn't this crippled The Machine forever?) So you often really wouldn't want to use it... but on the flipside, if you ever manage to get the right dice and circumstances to get 5 True Hits, are you obligated to Rewrite the Rules? Make the entire setting easier for the Resistance to fight? Which Rule should you rewrite to most screw over The Machine, rather than which one you'd want to mess with?

I'd like to suggest an alternative: Rewriting the Rules let's you change something about the way the world works until the end of the session. That way, it's still an absurd I Win move, but it doesn't mean you flip the table on both your character and the setting. It also explains past characters who Rewrote the Rules. And as for trying to abuse this by making it a Signature Move or such? If you keep turning off the ability for bullets to fire, Agents will start showing up with flails and spear guns. If you want to make every door open to every other door, doors in your area will Deja Vu into being barred by steel or just disappearing completely. If you make a habit of trying to break A rule, The Machine still controls every other rule. (Alternatively, just make it so passing a Rewrite the Rules doesn't decrease its difficulty.)

...alright, that was fun, but that's enough nonsense from me. (I know this isn't a deep dive into, like, themes and stuff, but it's what works for me. Hopefully all this stuff is fun and/or useful.)
 
Path of Enlightenment
Only Makes Me Stronger: The first time you are reduced to 0 Resolve in a mission, gain +3 Detachment.
-Detachment is a very useful resource, especially since Detachment starts taking damage when your Resolve runs out. But the usefulness of this will vary. At worst, this is once per session, you can can take 3 more Harm. At best, this can help you get an extra True Hit or two for Disconnect.exe. But usually, it'll fall somewhere in between, such as letting you flip a few partial hits to full hits. Variability aside, it's a strong choice in general, but you still don't want to run out of Resolve unless you have to.

One thing to remember is how useful Detachment is given that you can spend it on everything; we won the last fight fundamentally because we were able to spend Detachment on things. Also, with Bit of Help, that +3 Detachment turns into +9 total that we can spend on Moves. That's enough to pretty handily win a fight.exe with an Agent assuming an okayish dice pool. Honestly I would say that Bit of Help is our first purchase here, possibly even before getting a Level Two move.

Running out of Resolve also nets us Enlightenment XP, so if there's combat happening then we kind of want to do it once per session if there's a chance. It's also fairly easy to obtain more Resolve given that we get +1 every time we Refresh.
 
Also, with Bit of Help, that +3 Detachment turns into +9 total that we can spend on Moves.
Bit of Help: When you spend Detachment on any move other than Disconnect, you get two +1s. They can be applied to the same die or different ones.

Um. I read this as two +1s instead of one +1. If it triples rather than doubles how effective Detachment is, that's, uh, rather absurd and overpowered. Especially for a lvl 1 Move.
 
Last edited:
[X] The broadcast room, to hold them off if it came to it. (+1 Enlightenment XP)
 
Honestly, gotta have a lot of respect for people whose response to the world not being the way they want it to be is to get out there and build something. It's easy to make fun of communes from the side-lines, but it's at least an attempt (and a fairly successful one at medium to small scales!) to create a functional alternative. Actually putting your cards on the table in real life means you have to come up with solutions to the problems of distribution, real people with their own agency, and the final boss of all communal living projects: That One Guy Who Never Does the Washing Up. Same for groups like Food Not Bombs, they do good work.

Or in the context of the Quest, yeah, maybe it's not really practical for everyone to live outside the Matrix, or that the Machine would just sit by if human civilisation tried to reassert itself on a large scale. But when you look at some of the inane schemes and infighting that some of the other Resistance groups get up to, not to mention the Wreckers... it's easy to see how being the guys who travel around providing a new set of carbon scrubbers for a settlement, or heisting some algae vats from the Machine so that a town can feed itself, would be quite attractive to people. The difference you've made is tangible.

I think this is a bit different than communes in that their focus seem to be on operations to get people out, rather than just taking your current group and building something, right?

Let's take another analogy: the matrix is slavery and they're the underground railroad answer to it: make it unsustainable by making it easier for slaves to escape and build a life somewhere else. As opposed to trying to change the laws to abolish slavery or taking an army to the slave states.

In that way I don't think they're vulnerable to the same fail states as communes. They're not a dead end that stops building up once their initial group is out, and they're not just going to collapse under the weight of interpersonal relations before reintegrating capitalist society like most communes do. They're going to go back in and try to free more people.

Their fail state is more that they're only ever going to get a trickle out and the matrix can totally cope with that.
 
4.1: Here They Come
CW: Violence & Gore

"What do I do?" you asked, tearing after him, but he didn't need to reply. Everyone was already stumbling into the broadcast room, Cache already sitting at one of the stations and reaching for one the screens. Vector sprinted past for the cockpit, heavy boots ringing off the deck grating.

"Radar picked up six at the junction and a dozen more right behind!" Sprite called, sitting at the operator's table desk and pulling a screen over. It lit up with dozens of dots, wavering and dancing in blue and white, a pattern of weaving particles that faded and reappeared. "Booting up the turrets!"

Chrysalis took over the screen from Cache, grabbing the neural jack and slotting it home before tapping out instructions. She pointed to Thrash and indicated to you, and you followed the entry protocol on autopilot, unsure why you were doing it. You grabbed the long, gleaming steel spike, lined up up carefully, and slotted it home, and Thrash closed his eyes and tensed as the program initiated.

"Why are we plugging in, what's going on?" you asked as Chrysalis pushed past you to the interface screen.

"They're taking over the guns."

"What about the EMP, won't it-" you started, but then the whole ship rocked and tilted as it suddenly accelerated.

"We can't. We're too close to the surface, they'll have warned their friends," she explained, tapping in commands too fast to follow. "If we hit the EMP here their friends will be all over us while we cycle the reactor, and we don't get a second use. We have to get low enough to cut them off from home before we hit it."

"Shit. What do I do, should I..?" you indicated to the chair. She shook her head.

"Only got two guns, Alice. Open that locker, go!"

You followed her finger to a recessed door in the wall, fumbled a moment looking for the latch, then pulled it open. Inside were several devices you didn't recognize, but atop them all were a dozen assault rifles of some kind, heavy blue-black blocks with long plastic magazines and a nest of optics. You snatched two off the rack and turned to throw one to Chrysalis, but she was already there, pushing it away.

"The arc guns, dumbass!" Sprite called from across the room, as Chrysalis grabbed one of the bizarre devices from the lower shelf and hefted it. It was enormous and crude, a mass of wires and baffles with a chainsaw grip and a fold-out screen like a camcorder. She pressed it into your hands and took the other.

"The rifles won't even go through their shells. This is what we got," she explained, engaging something on her weapon. There was a high-pitched hum as the screen booted up and something inside the baffles started to glow. "Switch on the top to turn it on. Point it at the squiddie and pull both triggers. High-powered laser makes a channel of ionised air to the target, then the capacitor dumps and pumps it full of lightning. Same tech as the EMP, but targeted. You gotta let them get close though."

"How close?" you asked nervously, engaging the on switch. The weapon hummed in your hands; it was already disconcertingly warm.

"Too close. Let's hope we don't need them," she said.

"I gotta be careful, right, not to damage the rest of the ship, if it's like an EMP…" you mused, and Sprite laughed.

"If you need to use that thing, collateral damage is the last of our fucking worries. Just burn the fuckers if you see them," she said. "Jesus, they're fast, they're almost on top of us. Shit."

You moved around to see the screens, the dots closer and bigger now. One of the displays switched to what you assumed must be an external camera, showing the pitch black of the tunnel lit by the weaving searchlights and arcing glow of the repulsor pads, pipelines and wires whipping past at unbelievable speeds. There, through the grain, you thought you saw something like a mass of red lights.

"Is that-" you began, but then all sound was drowned out by a sound like a drumroll. The whole ship reverberated with it, loud enough you felt it in your ribs. On the camera, there was a massive continuous fireball in yellow-white as what looked like a pair of antennas turned out to be a pair of autocannon. Somewhere above you, there was a cascade of metallic ringing as spent brass rattled down an enormous chute and through the walls.

The red lights danced, and one of the dots blinked out. Then a dozen more appeared.

"TORPEDOES!" Sprite called into her headset. "Incoming, incoming! Fuck they're-!"

The guns rumbled again, then the world turned sideways and you met the ground hard, scrabbling for a seat as the whole world twisted and turned. The metal roared and screamed in protest, interspersed with the tempo of the guns and punctuated with even louder crashes. On the screen, the dark blue world of the tunnels was on fire.

"Eight hundred metres, they're right on top of us! They're firing! Brace!" Sprite called, as you reached for your seatbelt and fumbled with useless, shaking hands. The guns fired again and Chrysalis screamed, her hands over her ears. Sprite's eyes were locked to the screen despite the tears rapidly welling in them. There was an overlapping sound like paper tearing and the sound of firecrackers, and sparks rained down around you.

You tried to follow the cameras. The turrets were still firing, the sound now muted in your abused ears to a constant background rumble. Their tracers stitched wildly through the tunnels, tearing apart the walls and bursting ancient pipes as they tried desperately to follow their targets. They were no longer distant, moving with a liquid grace through the fire and devastation, moving with one mind like a swarm of fish in a nature documentary. They were closing rapidly, periodically seeming to double back on themselves as the front ranks unleashed something and faded behind their friends. Every time it happened, the ship would buck and something would patter off the hull.

"They've got…" Chrysalis said, fighting for each breath. "Guns, railguns sort of. Not many shots, but enough to do some damage. They carry torpedoes, but they've thrown those out. Weren't supposed to kill us anyway, they… want us alive."

"Cache, up, up, they're right on top of your gun!" Sprite screamed, gripping the desk with white knuckles. "Kill it, kill it!"

On the screen, the perspective spun with a nauseating lurch, and the turret managed to catch one of them which was trying to hide in the shadow of a repulsor pad. You saw the shape of it just for a moment, a metal orb dotted with dozens of red eyes, trailing metal tentacles that waved in an invisible current. Then the shells intersected with its body and it vanished in a hail of steel and fire.

"They want to study us, learn how we got out, how we work in the Matrix, how we…" she said. "We can't let them take us, we can't…"

You tried to say "They won't" but what escaped your lips was a half-formed sob, drowned out by the rattle and thunder of the guns.

The sound of the guns lessened as, on-screen, one of the sentinels came close enough to unleash a hail of blue darts directly into it. Your mind only registered the snapping sounds of railgun darts smashing through metal seconds later, on some kind of delay.

"Upper gun is out, fuck! Vector!" Sprite called. The world lurched again as Ashur rotated to bring the other gun to bear, loose objects clattering and raining around you. Another sentinel dove in, the guns along its abdomen strobing, and more sparks rained through the ship. Sprite leaned away from the screen to vomit. You held the lightning gun tight to your chest even as the heat of it started to burn your skin. Chrysalis slumped in her chair.

Your eyes were locked on the screen showing the dead gun. In the corner you could just see the swarm, such as it was, as the remaining tracers finally found purchase and tore a ragged hole through it. They were buzzing along the walls now, spread out, their weaving motions almost impossible to follow. Sprite's target tracker said there were eleven left.

"Chrysie!" Sprite said finally, wiping their mouth. "Go relink Cache's gun! Up in the catwalks!" Chrysalis was just staring dead ahead, muttering something. A prayer, maybe. Sprite smashed a hand against the desk in anger. "Chrysie, what the fuck are you waiting for?"

You looked back at her, then down. There was a dark stain along her leg, black in the emergency lightning, which terminated in the mangled remains of her boot. The front of her foot was still attached, but tenuously, clinging to a crescent of shattered flesh and bone and leather.

"Fuck!" Sprite called, snatching their headphones off. "Shit. Shit! New girl, Coda, I…" They paused, their hands shaking, looking back and forth between their screens and Chrysalis. They were panicking, freezing up. On the screen, the red lights danced closer.

---

Three things need doing, and there are two of you. What do you do?
[ ] Take Sprite's place and call targets for Thrash.
[ ] Head up to the catwalk and relink Cache's gun.
[ ] Take over medical care and do what you can.

What do you tell Sprite to do?
[ ] Focus on calling targets.
[ ] Go relink the gun.
[ ] Take care of Chrysalis.​
 
Last edited:
First thoughts: Medical care won't do any good of the machines get us all, so I think that's the option we should not do. Also, Im guessing relinking the gun requires more technical skill than calling targets so maybe this?

Just a thought to get people started

[ ] Take Sprite's place and call targets for Thresh.
[ ] Go relink the gun.
 
Oh no!

Jesus, the Squids are scary. Really captured how out of the Matrix, we feel much more vulnerable, and things feel much more chaotic and generally outside of our control. It's not an ordered system which we're trying to hack, it's just sheer chaos, things happening all at once, people getting hurt without us even realising... war.

Anyway, I think we probably want to save Chyrsie if we can? They're a comrade.

Calling targets is presumably important, but I think each turret can presumably operate on its own initiative for a while? It's actually not 100% clear to me how much Sprite was making a vital contribution to the battle, versus how much him calling targets was just him trying to Do Something. But we should presume it's useful to be safe; I just think it's less of a priority for me right now than getting our other gun back online, or saving Chrysalis.

So I'd go for:
[X] (Us) Head up to the catwalk and relink Cache's gun.
[X] (Sprite) Take care of Chrysalis.
 
I dunno how complicated/non-intuitive relinking Cache's gun is going to be, so I'd feel better having Sprite do that given they're at a minimum more familiar with this stuff than us.

[ ] Take over medical care and do what you can.
[ ] Go relink the gun.
 
I dunno how complicated/non-intuitive relinking Cache's gun is going to be, so I'd feel better having Sprite do that given they're at a minimum more familiar with this stuff than us.

[ ] Take over medical care and do what you can.
[ ] Go relink the gun.

Honestly that's fair, I just preferred the idea of a scene with us climbing up to relink the gun than having to do a tourniquet and things being a bit grisly. Objectively you might be right.

I think this is a bit different than communes in that their focus seem to be on operations to get people out, rather than just taking your current group and building something, right?

Let's take another analogy: the matrix is slavery and they're the underground railroad answer to it: make it unsustainable by making it easier for slaves to escape and build a life somewhere else. As opposed to trying to change the laws to abolish slavery or taking an army to the slave states.

In that way I don't think they're vulnerable to the same fail states as communes. They're not a dead end that stops building up once their initial group is out, and they're not just going to collapse under the weight of interpersonal relations before reintegrating capitalist society like most communes do. They're going to go back in and try to free more people.

Their fail state is more that they're only ever going to get a trickle out and the matrix can totally cope with that.

So I think this is a really good analogy, I'm just not 100% sure it's completely accurate for the Disassemblers?

Or rather, this is definitely true of one prong of their overall programme, as they definitely do want to liberate people from the Matrix. But from the run-down on different Resistance groups we got, the Dissasemblers also described as very focussed on building new human cities, infrastructure and defences in the real world, with the idea that this can eventually lead to victory without needing to take over the Matrix. This felt quite analogus to wanting to build your own parallel society as an alternative to me.

Also honestly I don't think the ultimate failure state of this is so much the number of people they can free? Or rather I don't thing that's the biggest failure state. (If you asked the Disassemblers it kind of seems like they might say they'd want natural population growth to eventually outstrip people freed from the Matrix anyway?) I think the main failure state is that if your city gets big enough, the Machine will want to send you a few 10kt enhanced radiation housewarming gifts.

It feels to me like the Disassemblers' ultimate goal is to defeat the Machine in a conventional war instead of seizing the Matrix. The flaw is that this is a war the Resistance fundamentally cannot win, unless... they seize the Matrix.


(When drafting this post, I was going to make a joke at the end that when the quest does not update, the voters begin arguing about theory, but then sketch posted an awesome update so I can't make it LMAO.)
 
[ ] Take Sprite's place and call targets for Thrash.
[ ] Go relink the gun.

Because unless the gun is that APU levels of complicated and you're going to be kicking in the ammo into the feed to get the gun firing again it's probably a bit too complex for us. So having Sprite relink the gun is probably the best solution. And while, my bleeding heart wants to help Chrysalis? Sprite wouldn't be calling targets if it was unneeded. Chrysalis isn't the only one who could die or worse if the Squiddies get aboard.

Cold hard calculus makes me think what limited medical assistance we could give Chrysalis won't help if the machines take the hovercraft down. Let's call this Plan Vulcan or Plan Spock for being brutally logical to try and save everyone else instead of one person.
 
One thing I'd hazard is that as part of the "newbie crew download package", in addition to knowing martial arts and combat driving and gun kata and things like that - Coda would have gotten the basic "how to be non-useless in the post-apocalyptic future" package, including gun operation of the ship she's on and first aid.

Is this a good assumption to be working on? I think most of the votes thus far have presumed that she's more or less untrained, and I wanted to check that assumption before I voted.
 
Back
Top