Saturday, December 14, 2024

CSC Campaign Report 3: The Library

Now we're cooking with fire: the downtime investigation clocks roll out in full force here, and it was the best move I ever made in the game. You get to hand out lore, spells, and clues like they're candy.

CSC Campaign Index

  • Player's guide
  • Green Box 
  • Library
  • NPCs and Anomalies
  • Operation 1: LAST THINGS LAST
  • Operation 2: ROOM FOR SECONDS
  • Operation 3: SPEEDY DELIVERY
  • Side-Op: MAGINOT
  • Operation 4: UNICORN MEAT

 

The Library


All tomes, grimoires, texts, reference materials, and other media encountered by CSC Team. The numbers next to the Read / Unread status indicate how many Further Investigations have been performed and how many usable bits remain. Skimming books will give you a summary, but not any hidden information.

In Possession

[The numbers in parentheses are how many research chunks exist, and how many have been completed. Question marks means it wasn't read]

  • Headhunters and Devils of the Upper Air: The Private Mythologies of Jackson Barrow (1/1)
  • The Book of Saints and Watchers (?/?)
  • Loss of the 7th Goddess: Drawing Connections Between the Discoveries at Çift Tepe (?/?)
  • Untitled Grimoire (2/2)
  • The Adytum Hymnal (3/6)
  • The Horse’s Eye (?/?)
  • The Uranaka Book (?/?)
  • Age of the Serpents (?/?)
  • Meditations on Bodily Physick (?/?)
  • Tale of Sir Gaub and the Worm (?/?)
  • manifestoFINAL.docx (1/1)
  • The Black Binder (1/1)

[God, I fucking hate how blogger has no native formatting for tables. They'll kill this site long before they would ever consider giving us markdown.]

Known

  • The Black Book of Tsan-Chan (Referenced in manifestoFINAL.docx)


Detailed Summaries


Headhunters and Devils of the Upper Air: The Private Mythologies of Jackson Barrow

(Gerhart & Doyle, U of OK Press, 1985.)
Unnatural +2%. Occult +4% History +1% -1d4 SAN

Doctoral dissertation on charismatic preacher Jackson Barrow, his followers and their short-lived commune founded during the Oklahoma Land Rush of 1889.

Barrow was a member of the 7th Day Adventists, and his followers maintained many of those beliefs through to Oklahoma. He diverges from the norm of that denomination, however, with his elaborate descriptions of the structures and inhabitants of the spiritual realm above. According to Barrow, the war to cast Satan into Hell ended in a stalemate: Satan lies trapped and crippled in hell, unable to escape. God and the chosen elect have fortified themselves within the Seventh Heaven: all the other heavenly realms were left empty , and have come to be repopulated by a long list of devils and monsters born from Barrow’s imagination. These forces do not serve Satan, Barrow claims, but the Outer Darkness itself. Barrow focuses a great deal on the Headhunters, whom he blames for the decapitation-deaths of both livestock and some of his followers.

While the academic text is dry, the excerpts from Barrow’s own work are haunting, stark, and well-composed. The description of devils descending from the sky in their shimming chariots in the Oklahoma night lingers with you long after you finish.

RITUAL: Make Contact (Devils of the Upper Air) - The book contains descriptions of the sect’s rituals and services, including a detailed schematic of a ritual to summon devils of the Upper Air and compel them (through perhaps-excessive invocation of Jesus) to grant the summoner their powers.

Untitled Grimoire

(Henry Percy, 9th Earl of Northumberland, ~ 1620s)

A low-quality pdf scan of an early modern grimoire, found on Agent Merriweather’s Laptop. While extremely fragmentary, it contained

Part 1: Descriptions of ritual procedures and a magic circle
  • RITUAL: Perfecte Discoverie - At the cost of 1d6 SAN and an object belonging to the target, this ritual will grant the user a vision of the exact location of a target. Works best with people, but could theoretically be used with anything.

Part 2: While not contained in the book itself, researching the author revealed that he was a long-term prisoner in the Tower of London and a prolific author of alchemical and occult texts.

[This is an extremely deep-cut reference to SCP-2264]


The Adytum Hymnal

(Unknown compiler; translator Arthur Fisher, 1881.)
1d8 SAN, + equal Unnatural, +4% Occult, +4% Anthropology

A collection of texts from or regarding the ancient city of Adytum, believed to be somewhere in the Carpathian or Ural Mountains.

Part 1: This portion is dedicated to a translation and analysis of a series of tablets in Akkadian cuneiform, describing cultures and civilizations on the edges of the known world. The city of Adytum is mentioned in passing, as well as an empire that Fisher the  translator rendered as "the Daevas", but their locations are vaguely "far north" and "far north-east", respectively.

Most of the detail is given to describing a tribe called the Lušārātum (“hairy men”) to the northwest, likely somewhere in the Caucasus Mountains or eastern Anatolia: they are described as being a little shorter than an average man but much wider in the chest, with broad noses, heavy body hair, and no worked metals. Among their gods there is one named by the Akkadian writer as NIN-SU-GAL – the “Lady of the Great Body” or “Lady of the Great Flesh” - who was both feared and revered by this people and often antagonistic to their other gods. She was said to live in a cave in the mountains, and the Lušārātum tribes would offer her animal sacrifice. The particular elder that the Akkadian scribe’s source was speaking to said that his people long ago offered her meat from the “tuktuun”, which neither the scribe nor Fisher were able to identify, but which you are pretty sure from the description is a mammoth.

  • RITUAL: Call upon NIN-SU-GAL – A means to summon and propitiate the Lady of the Great Flesh, derived from the rites of the Lušārātum.


Part 2: This portion is dedicated to worship songs from the folk practices of a people called the Vaśńa of Sarvi, located in Finland. Their religious beliefs are collectively called Nälkä – briefly summarized, the Nälkän cosmos is ruled by the god Važjuma, a mindless and reviled creator and destroyer of all life who has trapped all of creation in a prison of matter and suffering. Following the example of their ancient high priest Yon, Nälkäns seek to overcome the influence of Važjuma through modification of the body – tattooing, scarification, and extensive piercings at the most basic level, and then on to transformative rites that, if they are not metaphorical, would assuredly be unnatural.

Part 3: This portion is dedicated to the prayers and songs of the priests of the House of Flesh. They are primarily invocations of the high priest Yon and assorted saints (klavigars) against the God-Eater and its servants the Vultaas, as well as requests for spiritual guidance from the klavigars. Most of the cultural references make little sense to you, but you do get several more references to the Daevas, who appear to be the primary military rivals to Adytum and are repeatedly described as “enslaved to the God-Eater, though they think themselves its master”.

  • NEW RITUAL: Invocation of the Klavigars – Call upon the holy ones of Adytum for aid. You may burn 1 SAN, and if your prayers are heard, you will receive +10% to a skill roll for each point burned.

[No more deep cuts, these are just blatant. Part 1 is mostly of my own making, but 2 and 3 are more or less direct summaries of  Proto-Sarkic /  Nälkän belief.]

[I am also obligated to link to "Excerpt from Festive Nälkän Chant #1 & #2" by niram, which inspired this entire section because I wanted an excuse to use those songs. They absolutely slap.]


manifestoFINAL.docx

(Michael Hill, 2014-Present )

A raving mess of race science, antisemitism, Christian millennialism, anthropogenic climate change viewed as a means of social darwinism, ravings against a secret global conspiracy seeking to build a capitalist-technofascist government from the economic fusion of China and the United States, etc etc. It is at its most coherent in the early iterations and becomes increasingly unhinged as the years go by.

  • Hill was dishonorably discharged from the army in 2013 (got in one too many fights)
  • Earliest version is from 2014, most recent was the beginning of this year.
  • Hill brought up the name Rochefocauld several times in the manifesto, using it seemingly interchangeably to refer to a single person, a group of people, and a company. He doesn’t seem quite sure what to do with it, and ends up dropping the thread pretty early on, apparently considering the lead less interesting than more typical conspiracy fare. It’s one of many parties listed in long, breathless paragraphs as enemies of The West ™
  • Hill seemed to have come into possession of the tapes sometime in 2019, from an anonymous seller. There is a noticeable shift in the content and style of the manifesto in versions saved after this point, as it swiftly becomes focused on the tapes and their contents. There is also a shift in the pornography at this time, namely that he stops collecting it shortly after. Further supporting Princess’ theory that the Woman was preying on Hill's paranoia, she did not initially reveal her face.
  • Hill’s obsession with the Woman on the Tape is overpowering, as is the resultant degradation of his grip on reality. He is convinced that she is a scion of his feared Great Empire To Come, and waffles between virulent hatred and obsessive desire in some truly impressive displays of cognitive dissonance. His descriptions of the tapes’ contents and the Woman’s speech are rarely coherent, but you can pick out that
  • Hill mentions feeding large amounts of store-bought meat to MEAT BOX, then moving up to animals – squirrels, birds, and raccoons at first, moving up to cats, dogs, deer, pigs, cows, anything. It seems like he believed both that it was necessary to keep her satiated to forestall the coming of the Great Empire, and he would be rewarded for doing so.
  • At one point he directly correlates the Woman with the “god-eater of Adytum”, either as a manifestation of this entity or one of its servants. However these sections seem to have been written prior to his acquisition of the Hymnal.
  • References to other books are so mashed up with the rest that it’s difficult to parse more.

[This part needs some refinement vis a vis Hill's beliefs and possible connection to Tsan-Chan. Could have done a lot more with the Woman preying on his paranoia as well.]

The Black Binder

(Unknown Author, ~1850s?)

Anonymous first-person accounts of the Taiping Rebellion. Clearly machine-translated. The section highlighted by Hill can be summarized as follows:

A woman arrives in a famine-struck village, announcing that the army of Hong Xiuquan will arrive soon and is in need of provisions. When the villagers say they have nothing to give, that they have already started eating their dead, the woman notes that this is acceptable under the law of Heaven. However, the approaching army will be just as hungry and far more able to act upon it. A fight breaks out among the villagers as she leaves, twirling her parasol and laughing.

[You might recognize this one, I get a lot of mileage out of it]

Known Rituals

  • RITUAL: Make Contact (Devils of the Upper Air) - ?d? SAN. Summon, bind, and enter into contract with devils of the upper air.
  • Perfecte Discoverie - 1d6 SAN. Offer up an object belonging to the target; this ritual will grant the user a vision of the exact location of a target. Works best with people, but could theoretically be used with anything.
  • Call upon NIN-SU-GAL - ?d? SAN. Summon the Lady of Great Flesh, seeking boons.
  •  Invocation of the Klavigars - 1 SAN. Call upon the holy ones of Adytum for aid; if your prayers are heard, you will receive +10% to a skill roll for each point burned.

[These spells suffer from being very poorly defined: I love playing DG, but whenever it comes to making something for it that involves numbers, my brain just freezes up.]

**

Next installment is the last of the pre-report posts: NPCs and monsters.

Thursday, December 5, 2024

Dan Plays Games 5

 Previous posts: 1, 2, 3, 4

Tactical Breach Wizards

I wanted fantasy XCOM, I got fantasy XCOM in the best way possible: an extremely fun puzzle game disguised as XCOM. It's gold stars across the board. Easily one of the funniest games I have played in a long time. Love the aesthetics. Setting is "modern day in a world not our own, with a light touch of the supernatural and we need more of that thank you. Plays similar to Into the Breach, where it gives you perfect information up front and you have to decide the best way to proceed. You're able to roll back your moves on a given turn an unlimited number of times, which is a godsend and I think it should be added to basically all tactics games as a difficulty option. The cost of experimentation and failure is low, and you know how much I love games that do that.

The Pathless

A minimalist masterpiece. It looks beautiful, it sounds beautiful (Austin Wintory alert!), and it plays beautifully. Basically all of the game is movement (save the puzzles you stumble across in the world and a total of 5 boss fights), and this is a good thing because it feels absolutely fucking fantastic to move. It is a game that is designed to do one thing very well, and all the other cruft has been cut away. It’s not a complicated or difficult game - I don’t actually think it’s possible to hit a fail state - but that’s irrelevant in the face of its top tier status as a singular artistic experience.

Potioncraft: Alchemist Simulator

Didn’t land for me. You brew potions by navigating a marker around a map, with each ingredient moving the cursor in a different direction. If you hit the right spot, you get X potion effect. Sounds novel on paper, but quickly wore out its welcome in a single play session. There’s not much else to the game, and while you can save recipes to auto-create that’s only a minor convenience that didn’t really help me out.

Halo CE (MCC)

Replaying this for the umpteenth time, I’m beginning to think that the doom for the Halo franchise was written into this game: they got it down too good on the first try. The combat sandbox was so well-designed from the beginning that any changes in following iterations were destined to be either minor improvements, one-offs that don’t meet the cut, or mistakes. A trap of diminishing returns, unable to escape its own gravity well. You’d need an entire change of genre to move forward, and that’s a move that 343 is not willing to entertain.

Anyway, game still good. The opening of Silent Cartographer still manages to do a whole hell of a lot with not very much. Anniversary Edition graphics are mostly good but the character models look worse than the OG and there are some weird choices like adding plants all over the first part of Truth and Reconciliation.

Halo 4 (MCC, Spartan Ops only)

The sauce ain’t here, Chief. It doesn’t feel //right//, you know? It doesn’t look right, it doesn’t sound right. It feels right when you’re fighting the Covenant, because that formula is down to a science. The Prometheans, on the other hand, are fucking //miserable// to fight. They’re visually bland, their weapons are crap, and they seem designed primarily to be annoying. Even just playing two episodes of Spartan Ops I am already tired of them (and the devs are as well, considering that two episodes in we are already seeing map re-use). Swarms of Crawlers rush your ass and gun you down with their maxims (thankfully they go down with a single pistol pop to the head on lower difficulties), Watchers are both hard to hit and weirdly tanky, and the Knights’ teleporting doesn’t do anything beyond making the fight longer. With all the cool shit already in the expanded universe, and all the new and novel directions it could be taken, this is a profoundly mediocre disappointment. Either leave the Forerunners to the books where you can explore what makes them interesting, or actually include that shit in the game.

Terra Nil

I got to the part of the tutorial where they introduce the animal happiness mechanic and had a minor panic attack. Maybe I was just on edge that day.

Vampire Survivors (Replay)

I must once again state how immaculate the pacing of the gameplay loop is: you play, you unlock new things. You do something different, you unlock more things. And you’re always unlocking something, because they give you a big checklist and you can go wham bam thank you ma’am and knock out a chunk at a time with some strategic task consolidation. Makes dopamine receptors go brrrrrrr. 100%ed this sucker and then uninstalled.

Vampire Survivors (Ode to Castlevania)

This and the Dead Cells DLC are the best Castlevania games to come out in who knows how long, so take that as both a condemnation of Konami and praise for the “hey here have a DLC that’s just a new game”.

 

Potionomics

I am torn on this one. The vibes are charming, the art and animation are great, the gameplay loop is engaging…in theory.

In practice, even on the easier difficulty they recently added, I find the gameplay loop a stressful nightmare scenario where you never have enough money and never enough ingredients and never enough time to do the actual challenge you are supposed to be accomplishing, because you are too busy barely keeping yourself afloat in the hopes that you might be able to accomplish one of the prerequisites of the challenge you’ve been handed.  

Instead of being a tense challenge that rewards you for strategic play (as I presume was intended), you end up hitting a point (mine was week two) where you are stuck flailing around blindly as you drown, and given the way the game is structured, unless you have been diligently making a new save file for each individual day, that time is wasted. There’s no strategy to be had, because I not only don’t have the time or the resources to make a plan, several of the options for where to put those resources are outright traps!

The devs made an extremely good simulation of the experience of poverty, which as it turns out isn’t fun. I might give it a clean sweep and a new save and keep a wiki open, but if it doesn’t click by Week 2 then it’s a hopeless cause.

Update: The game, thankfully, has a very generous autosave system - it autosaves every morning back to the beginning of the game, so I was able to go back to the start of Week 2 and didn’t have to restart the entire game. It is a lot smoother this time around, though that is wholly because I ended up looking up information outside of the game.

Things the Game Does Not Tell You That Are Vital To Actually Having Fun

  • Give everyone a gift every day; only hang out if you have time to spare and / or need to relieve stress.
  • Send Mint and the other adventurers out as often as you can, even if you can’t do a full expedition; this is your main way of getting new materials.
  • Negative traits don’t have any effect on adventurers; you can give them whatever disgusting bullshit you please.
  • Custom orders are a trap and you shouldn’t engage with them at all past the tutorial.
  • Baptiste’s expeditions are mostly a trap, and really only useful if you have money burning a hole in your pocket and one of the items on offer is new to you.
  • Buy and use fuel whenever possible, even if it’s just straw.
  • Be friends with Muktuk; you get Pump Up and Enthusiasm very early on and this is a bread-and-butter combo.
  • Most cards you unlock aren’t going to be game-changers.
  • The difficulty curve is entirely busted; the first week and a half is extremely hard, but if you can survive to Day 14, then you get the Vending Machine and can easily make a couple hundred extra gold per store opening just by selling garbage potions. Then you can start snowballing by buying shop upgrades from Saffron which will give you more potion slots to sell per opening, plus more cauldron slots. If anything this has actually made the game go from impossible to extremely easy on a dime.


I am now actually having fun with the game, but ye gods is the balance entirely busted.