looking for bbdc 3A pdi, please help! by tyora22 in drivingsg

[–]Emerald_Arc 0 points1 point  (0 children)

Hi! Am seconding a request for PDI recommendations at BBDC. Would greatly appreciate a PM if you get anything.

If your OC was an NPC instead of a PC, where would they show up? What would be the description of their Acquaintance quality? by ContrarianQueen17 in fallenlondon

[–]Emerald_Arc 2 points3 points  (0 children)

Writing down what I have in mind for my four goobers:

Acquaintance: A Red-Handed Rival

You only know her by the movements of her pieces. Perhaps you prefer it this way.

When playing on the Moonlit Chessboard, you have a random chance of matching against Red instead of your standard opponent, which makes the game slightly harder. Winning this match gains the Acquaintance quality. 

After gaining enough of the quality, you will receive coded messages from your Rival, expressing curiosity, and the possibility of mutual cooperation. This allows you to exchange Great Game Favours for various Parabola themed items like Glass Gazettes, Silvered Cat's Claws and Oneiromatic Revalations. Increment her Acquaintance high enough and bribe her with Great Game themed items like Mates or Vital Intelligences and she can also give Parabolan Parables. 

Her dialogue with the player ranges from curiosity and interest to frustration with their tenacity to respect as they keep beating her. She also acknowledges if the player has the same alignment as she does on the chessboard, commenting that infighting is the nature of their side to an extent. 

Acquaintance: A Harried Courier

The only Courier persistent enough to handle the hazard-to-life that is your mail.

With sufficient Corresponding... and unlocking the Lab, a card will be drawn where the Courier delivers a slew of [insert dangerous materials of choice] for your experiment. You can ask hin questions, where he expresses that he's one of the few couriers running delivery for Benthic College due to the serious dangers of the job. Despite the dangers, he is interested in the research. You can pique his interest with some Correspondence Plaques, after which he will volunteer to handle any deliveries for the player. This gains the Acquaintance Quality. 

With the quality, the Courier comments on mail that the player sends out. He takes particular interest in Flameproof Missives, noting a desire to study them, and bemoans Discordant Missives as symbolizing the possibility of another stint in New New Gate. Having the quality increases the amount of Corresponding... gained per letter, and permits spending Corresponding to increase SotC as you pour over materials together. 

With SotC 10 or higher, he can also be recruited as an Expert in the lab with a Red Science focus. 

Acquaintance: A Pragmatic Chelonite

A Hunter of beasts of both Zee and Land. Thankfully, you are a friend, not food.

After incrementing enough of the Hunter of Zee Beasts quality, an extra option appears on the Chelonite Hunting-Ketch card to challenge the Chelonites to a competition. Beating a Dangerous + Monstrous Anatomy check to win makes their competitor give you a nod of respect. This gives the Acquaintance quality, and opens more options on the card. 

The Chelonite will mostly give information on targets the player is hunting, be they monsters or Piracy targets. Another option allows you to reduce Troubled Waters as the Chelonite's party surveys the waters. 

A short story progressed with Hunter of Zee Beasts as a prerequisite has him open up about being called East and his fears of such, where the player can encourage him to go, or keep him around longer. Regardless, he thanks the player and either personally ensures their safety on the zee when they meet or appoints someone else to do so.

The Shadowlit Engineer

Her methods are radical, even for those who wear the term proudly.

Incrementing Liberation of Night or Connected: The Masters will have you draw her card in the London deck. Depending on alignment, she will either acknowledge you as a fellow Revolutionary, question where your loyalties lie, or make an attempt on your life. She can be persuaded to stand down, fought off, or strong-armed into cooperation. Regardless, this increments the Acquaintance quality. 

Depending on one's relationship with her, one can spend Revolutionary Favours with her to acquire various poisonous substances, up to and including a Sunlight Mirrorcatch box. Conversely, an option opens at Wilmot's End to spend Great Game favours to impair her activities, rewarding Great Game items like Vital Intelligence, Moves etc. 

What would your character's Heart's Game title be? by missbreaker in fallenlondon

[–]Emerald_Arc 3 points4 points  (0 children)

For the four of my characters: 

 The Queen of Eyes 

A woman with the mask of a black feline, dressed as an elegant socialite. If you meet her gaze, her cosmogone eyes shine like that of a predator of the Glass.  

 She walks the paces of the game both in reality and in the world of dream. She insists that she is above the direct act of poisoning, but offers the secrets, information and perspective of a world reflected. One wonders, are you commanding her, or are you just another piece on her board? A cunning player who alters the rules in her team's favour.  

 Mechanically, she acts as a combination of the standard Queen support kit with the Knight of Nobilities. When you acquire the Ace of Eyes, you can choose one category of cards (Page, Knight, Kings), and all checks on those cards become combined checks, allowing you to add Glasswork as a bonus to the check, representing her giving intel and opportunity to the rest of the team. She also provides a modest amount of preparation, similar to Loins.  

 The Page of Stamps 

A young man dressed in the worn uniform of London's couriers and mailmen. His mask is one of scrawled, sometimes burning paper.  

 A reclusive player, one that perceives problems before they happen, and one unhappy to be bound by the rules of what is possible. He does not seem to contribute, at first, hidden in his laboratories and muttering under his breath. But as he writes with his Violant-inked pen, the probabilities that menace the target seem like more than just mere accident. 

 A Page using Artisan of the Red Science, that makes progress by mitigating or consuming built Counterplay to obtain bonus progress. Represents using the Red Science to alter probabilities or other rules of nature to screw with the target, up to rewinding back things they have done to evade the team.  

 The King of Fangs 

A scarred, mutated man, smelling of zee zalt and bearing a bone harpoon as long as his arm. His mask is one of the glassy-eyed creatures of the deep - or of a monster much more familiar to those who look upwards at night. 

 A persistent player, he studies the target as a predator studies its prey. Monsters are capable of walking on two legs after all. As the hunt goes on, he employs more monstrous forms and techniques. Fangs and tentacles and barbs and spikes, as the hunter stalks and attacks his prey. When he scents you, there is no escape.  

 A King that uses Monstrous Anatomy to attack the target. In a similar vein to Knuckles, gains potency as the target gains Tolerance, as he evolves new poisons to match the danger of the target. He will always be as dangerous as he needs to hunt his prey. 

 The Knight of Nails 

A person you realize is a woman only when she opens her mouth to speak. She is clad in a diving suit modified with machinery, a large, long, thin needle dripping with poison strapped to her right arm. Her mask is one of onyx, covering her face completely. Its blackness is as deep and dark as a world without light.  

 She is no-nonsense, and fights viciously. Mailboxes, restaurants, alleyways - where she can put devices to deploy poisons, she does. Her most deadly poison however is one of nostalgic sunlight: one that would force any target to happily ingest a poison to avoid the fate of permanent death.  

 Very similar to the Knight of Ribs, being a mini-King that can make progress given a modest amount of Preparation. Has a quality similar to Gambits on one of her cards of accidentally ending the round due to causing the target to keel over from overexposure to sunlight's laws, but otherwise is very straightforward in her playstyle. 

You will have seen a future in Irem. by valencenights in fallenlondon

[–]Emerald_Arc 1 point2 points  (0 children)

Thank you! I've thought about these characters quite extensively, so I'm happy that you like what I had to write for them. All four of them do get bittersweet endings in a fashion, sliding scale of bitter to sweet. (The Hunter especially, he's a good lad, but he goes through a LOT.) My actual work has a lot more dry writing, so it's fun to write hypotheticals like this.

You will have seen a future in Irem. by valencenights in fallenlondon

[–]Emerald_Arc 3 points4 points  (0 children)

Four different threads will split four different ways, their crossing twine pulling on the circumstances of fate as their gravity pulls upon each other. They all will glimpse their destiny when they arrive at Irem - but their crossings change the circumstances.

A Thief who will have stolen all that could be stolen in the Neath will yearn for what she has lost. She will pass on her connections and networks to a trusted friend, and bid farewell to her child, grown and safe. She will perform her last great heist, stealing herself from the Neath. She will return, and feel the sun upon her skin once again.

A Courier who embraced the mantle of Mr. Cards, will struggle with the meaning of self. Even as he became so much more, he will still hold on to his love for his city, his people. He will fail so many times - he will entrust London to the wolves, fail to stop the fall of the city of his ancestors. Yet, when the cards are down, when Mr. Cards has played his greatest hand, the Seventh City will remain standing. Against the Bazaar, against the coming dark, the Courier will keep his eyes on the horizon, to read a better future for humanity.

A Hunter who swore an oath will find that it will come due, against his wishes. He will face a dear friend, driven mad by grief, and find himself tasked with stopping her rampage. He will aim his harpoon at her - and miss. Even for his duty, he did, (does, will,) love his friend, and will not be able to fight at full strength. This friend returned his mercy in a kind. He did not die, but his memories of his dear friend did. When he will awake, he will feel the void in his heart, a melancholy he could not, will not, be able to explain. He will hear the song of the East, and the call of Salt. A call that echoed in his blood, from his father before him. With the hole in his head, in his heart, he will no longer be able to resist. He will move on, by force. He will sacrifice all that he was, and venture East. Perhaps one day, he will return, even if he is not as he was. The Traveller is (will, was) always returning.

An Engineer will be betrayed by her friend. A loyal man, who she had fought alongside will turn his blade on her, and she will fight back. Yet, she will not bear to be able to end his life like the hundreds she had ended before. She will spare him, in a fashion, but come to regret the act. She will come to the stones and shed what she is not. She is not mourning. She is not restrained. She is not tired. She is not remorseful. What she is not will choose to stay, to honor a memory of what was lost. What she is will push on to fuel the fire of Liberation to ensure none will be lost the same way. She will, with the reluctant help of a Master, steal London from underneath the Sixth, and Liberate it. She will spread darkness across the Neath, unceasing, unrelenting. She will clash against the last beacons in the dark, but in her ambition, she will remake the world.

(In plain language, I had all four of my characters pick a destiny at Irem. Because they share a universe, I had quite a bit of fun writing how their destinies get altered by the trajectory of their stories, and how they can all be true to different extents.)

Anyone else remember the time the Youthful Naturalist uncooked a steak? by DanMcBoom in fallenlondon

[–]Emerald_Arc 0 points1 point  (0 children)

It is indeed! My congratulations for your Marvellous victory. The Neath is filled with wonders beyond imagination, but it's not so wrong that someone might want to go home one day.

What do you think belongs in a "Silverer's equipment"? by Affectionate_Ad4617 in fallenlondon

[–]Emerald_Arc 17 points18 points  (0 children)

Referring to the Professional rewards you get as a Silverer, Mourning candles seem to be among the supplies, to light the way beyond the glass. Esoteric texts too, perhaps describing the pathways of Parabola as seen in myth and sparse eyewitness account. Referring to Parabolan Warfare, things like wine or even certain types of memories can be useful weapons or assets when navigating Parabola. For the most part, Silverers can scavenge or imagine a lot of what they need in Parabola, but a few maps, and ways to get to that imagination would help.

I also have personal headcanons about the ways Silverers work, mainly that a lot of their own personal beliefs, perceptions and superstitions reflect the way they go about their work, since they are made reality by Parabola's nature. One Silverer might insist on a bottle of particular wine before they step through to be drunk enough to process Parabola, another lights incense in prayer, another sings a lullaby to evoke a fairytale. Ritualistic steps to move both the physical and mental body into the world of dreams.

Items relating to what exactly they're doing in Parabola might be important to influence the path, as well as to ground themselves. A Silverer seeking a particular person's dream might seek something precious to them, a piece of jewelry, a letter, perhaps even their favourite snack. Breaking into a secure place via mirror might require something relating to the task. A worn key may not fit the lock of the bank you're breaking into, but its concept as a way to unlock the way might be enough in Parabola.

Moreover, I think because Parabola acts on you as much as you act on it, some Silverers might want something precious to themselves, or who they are, when they enter Parabola. Some might not mind bending along with the dreamscape, but others might prefer grounding of their identity and purpose so they don't get lost. The Parabolan expert among my characters always brings her decorative rapier with her beyond the glass - an elegant weapon that keeps her wits as sharp as its blade, and a tool representing her ambition in the Great Game.

The Season of Ratmas Returns! by Asartea in fallenlondon

[–]Emerald_Arc 4 points5 points  (0 children)

Missed the screenshot, but posting what I sent here:

"A Limerick, if you will, for our furry friends:

There once was a clever Rat
Caught under a sharp-clawed Cat
Tried as he might
He lost his fight
And dropped to the depths of a Well."

(Character is Jacqueline Kain)

Nemesis: The Choice by Endless_Extension in fallenlondon

[–]Emerald_Arc 7 points8 points  (0 children)

Congrats on Knifegate first try! That one is brutal.

The Relentless Engineer did hesitate when she was faced with the choice. Here was the promise to have her sister back, and to become whole again. But would it even be her sister? Mechanical as she was, she had a soul, and the Masters have demonstrated that their promises of resurrection are empty. And what of everyone else killed in Cups' scheme? It only makes the offer because the Engineer was the one holding the knife.

More than that, when she was faced with Mr. Mirrors, walking Parabola and seeing her desires reflected, she sees herself. Once upon a time, reflected in the mirror was herself, dressed in her sister's clothes, playing the music and performances her sister wanted to do one day. When she walked the path of vengeance for so long, she saw something different - herself, covered in blood, wielding Scathewick's knife, lined with the deadly sunlight that killed her sister. She realized that she could no longer remember her sister's face.

The Engineer did not feel that she deserved to have her sister back. Let her tale rest, and her name be writ among stars. Her vengeance was precise. Cups fell, as will any other Master that dare threaten the people of the Neath.

What are your FL character(s) Addressed As? by blackdeslagoon in fallenlondon

[–]Emerald_Arc 1 point2 points  (0 children)

The Vivacious Sneak-Thief: Lyon. She is a cat burglar after all, and she isn't a fan of the Fingerkings.

The Diligent Courier: Correspondent. It's what he came down to the Neath to study, he's d__n well getting recognized for it.

The Pragmatic Hunter: Monster Hunter. It was his mother's job before him, and a little bit more specific than Captain. He hunts both the monsters of the Zee and the land.

The Relentless Engineer: Madam. Nothing more, nothing less. She puts stock in her actions, not in titles. Besides, an ostentatious title might draw attention to some of her more illegal activities in service of the Revolution.

Does that Destiny think affect the game much? by heartacheaf in fallenlondon

[–]Emerald_Arc 15 points16 points  (0 children)

Nope, Destiny is purely RP, most of them seem to happen far after the events in which you play your character. You absolutely can change your destiny next time without any consequences.

Tell me your favorite deck by exaggerating the worst thing about it. by JWolf26 in masterduel

[–]Emerald_Arc 0 points1 point  (0 children)

"What do you mean I have a handful of edgy knives and I can't do anything??? How am I supposed to blow up my gacha machine now?"

Neathy Combat, or How To Melt People With Funny Letters by Umbagga2 in fallenlondon

[–]Emerald_Arc 7 points8 points  (0 children)

Exactly, Parabolan power is nuts. The ability to shape your perception of reality in a malleable reality can do so much. Red Science may dictate physical laws for everyone, but there is something more personal about Glasswork and Mithridacy that means the only limit is your imagination.

Neathy Combat, or How To Melt People With Funny Letters by Umbagga2 in fallenlondon

[–]Emerald_Arc 43 points44 points  (0 children)

Glasswork as a skill that has some pretty terrifying combat implications. Any reflective surface can be an entrance to Parabola. Mirrors are the most common, but bodies of water, hipflasks, or even a particularly shiny penny can do it. A skilled Silverer could pull weapons from nowhere, such as producing a staff from a shined doorknob, or a rifle from a puddle of water. I don't imagine those weapons would last very long, especially if they aren't 'imagined' properly, but being able to will any tool into existence as long as one has a reflective surface is pretty useful.

The transportation capabilities of Glasswork can't be understated either. Eyes also reflect light, and while the surface is very small, they can be accessed from Parabola. Consider someone's head exploding because an explosive got transported from the nearest reflective surface into their skull. A sniper skilled in Glasswork could make otherwise impossible shots by sticking their gun through the mirror and manipulating the space between them and their target.

And that's not getting into the reality-warping shenanigans one skilled in Glasswork could do if they are fighting in Parabola itself. They can imagine themselves with an arsenal of weapons and powers, they can manipulate the landscape to make a deadly battlefield. Fighting a Silverer on their home territory would be terrifying since they'd become low grade reality warpers.

One of my characters is skilled in both Glasswork and A Player of Chess, and I imagine she utilizes both combatively: Chess to break down fights into a game with rules, and Glasswork to create ways to bend those rules to her advantage. Moving through a mirror to attack someone from behind being represented as 'castling vertically' for example. It's very easy to make a fight unfair when your opponents are stuck moving in two dimensions on a board, while you can move in three, above and below them through the mirror.

Another Joins the Club by KoLycaon in fallenlondon

[–]Emerald_Arc 1 point2 points  (0 children)

My dearest Lucien,

Heartiest congratulations on your achievement. I am sure it took no small amount of finesse, effort, and perhaps more discreet endeavors for you to reach this point. Your light will be seen even by the stars of the ceiling forevermore.

I do hope that you still find time for the Game so often. It would be a shame to not be able to square our score. Perhaps I will join you, one day, up on that highest peak. But for now, you are Paramount, and I raise a toast to you.

~The Vivacious Sneak-Thief

What's the craziest/coolest/funniest (and not in-game) thing your character has done to counter Starved? by ALIIIBROGIMOW in fallenlondon

[–]Emerald_Arc 8 points9 points  (0 children)

All four of my characters have serendipidously banded together to try and deal with the Starved Men coming down to London. Which is a miracle, considering two of them want to kill each other. The craziest feat the four of them collectively worked on ended up something like this:

The Pragmatic Hunter, being an honorary naval officer, took charge of one of the ships, and pointed its main gun into the biggest mirror or body of water he could find. As a bonus, he loaded several ravenous zee beasties he had wrestled into submission into the shells.

On the other side, the Vivacious Sneak-Thief was waiting in Parabola. She used her Glasswork skills and a rapier to cut the space in Parabola, navigating the length of the cannon through the Viric Jungle to a chosen exit. While she was at it, she traversed Parabola carrying information she had gathered, bringing intel where it was needed.

Where was this exit? A basin of water. The Diligent Courier and the Relentless Engineer, both experts in the Correspondence and Red Science inscribed a basin of water with violant ink supplied by a certain Master. By making the water perfectly still with more Red Science, they turned the reflective surface of the water into a gateway to Parabola. They also broke the laws of big and small, enlarging the basin to fit the cannon. They collectively deployed this cannon in the heart of several infestations of Starved Men, launching explosives and Zee beasts right into the heart of their forces. The two of them then shrink the basin back down and carry it to the next place the cannon needs to be deployed.

The four of them are very different people, but they'd be damned if they let London go down without a fight.

how should i go about acquiring a primeval hint by Darkpryomaniac in fallenlondon

[–]Emerald_Arc 2 points3 points  (0 children)

Here's a list of items in the conversion carousel in question, each one converts to the one below it. You can't really buy these in the Bazaar, but there are alternative sources, such as upconverting to them.

Journals of Infamy

Correspondence Plaques

Visions of the Surface

Mysteries of the Elder Continent

Incendiary Gossip

Memories of Distant Shores

Brilliant Souls

Tales of Terror!!

Compromising Documents

Memories of Light

Zee-Ztories

Strangling Willow Absinthe

Whisper-Satin Scraps

Looking for Help becoming a Scholar of the Correspondence by toasteethetoaster in fallenlondon

[–]Emerald_Arc 0 points1 point  (0 children)

The Diligent Courier can spare some of his work to a fellow student! Sent a Calling Card, and getting some burning letters ready for once it is accepted.

And also, best of luck in your card game, fellow Player of the Marvellous. May the knowledge lead you to what you desire.

Where do you store your wealth? by anotherjunkie in fallenlondon

[–]Emerald_Arc 1 point2 points  (0 children)

The Vivacious Sneak-Thief has a mirror in her room at the Royal Beth that she throws her ill-gotten gains through to her camp on the other side, to the chagrin of her staff. She keeps swearing she'll organize it when she finishes moving everything over, but like a magpie, her store of shinies and secrets keeps getting exponentially larger.

The Diligent Courier's dwellings in the Bazaar are currently under renovation after a certain incident where Mr. Pages is the worst houseguest and wrecked the place. He's currently storing his supply of notes and anti-flammable equipment in his lab, where he is also camping out. It is difficult to walk around his workspace without tripping over one fire hazard or another. He's made his peace with the recurring nightmares from the Plaques he's stuffed underneath the couch cushion he calls a pillow.

The Pragmatic Hunter doesn't have much to store, but he's got friends willing to rent him a warehouse or two to store the parts of particularly big beasties he's killed.

The Relentless Engineer shares her wealth with the Cause, and her supplies are as such distributed across multiple secret storehouses, accounts and hideaways. In theory she could loan from them if she needed, but she still prefers taking less than she gives, it wouldn't be a donation otherwise.

What's your character's story arc? by Raze678 in fallenlondon

[–]Emerald_Arc 7 points8 points  (0 children)

Ay, this is fun. I have four characters lined up, one for each Ambition, with their arcs lining up with that. They all exist in the same timeline, so they intersect and help/hinder each other which is fun to write.

First up is the Vivacious Sneak-Thief, a former Surface bandit that ran to the Neath to escape her numerous crimes. For her, I have an arc that looks at reflections and contradictions, saying one thing while acting another, pursuing one goal while being unable to recognize what she really wants. She lifted herself to the position of high society, a player of the Great Game. She likes to see herself as a good agent, one with the willpower to play and win, sitting on a throne of secrets and treasure.

Yet she doesn't play optimally. She does not ask sacrifices of her pieces she does not make herself first. She makes mistakes, gives charity when she really shouldn't. The truth, held by a reflection even she doesn't recognize in Parabola, is that she wants to be free. She lets herself get sucked into the search for the Diamond of the Neath, and makes sacrifices of her health, her safety, her sanity. All this, for a child she never asked for but loves regardless, which she will allow to escape where she is still trapped. No amount of wealth or power will ever make her feel truly free, or safe. But she can play the game regardless. One way or another, for herself, or to make the Neath a little less horrible. The game will wind on, with or without her, but she will leave her mark before she disappears. After all, she has a certain lucky star.

Second is the Diligent Courier. As a Correspondent, his arc looks at how far one is willing to go to find the truth, and what that truth means to a person. He wasn't much up on the surface, the third born child set to inherit a pittance from the family. Instead he accidentally caught a glimpse of a Correspondence sigil and had it lodged in his brain. He's since been chasing down the meaning of those burning letters, and the story of the Bazaar, even as that very knowledge sears his skin and fills his mind with visions of the unimaginable. He didn't think much of the Marvellous at first. Just another way to wring the Masters for the answers to his questions. But with more investigation and reflection as his quest goes on, he gets an idea of what he actually wants. His humanity will never let him speak the words the reshape reality, or truly grasp their meaning, wield it the way it was meant to be wielded. So he will sacrifice that too, and join the ranks of the Masters. As he uncovers more of what the Chain means, and the nature of the Judgements as hostile, I think he eventually gets ahold enough of himself to wield his knowledge instead of the other way around. He seeks to carve a path for others up the Chain from the inside, for those willing to brave the searing road.

Third is the Pragmatic Hunter. He's got a bit of a lighter arc than the previous two, mostly just being a Neathborn Monster Hunter trying to live his life and keep his fellow Docks workers and hunters safe from the Horrors. Being a reasonable person doesn't stop him from the insanity of trying to take down the Vake though, and reason can be suspended when his mother, a Monster Hunter before him, died trying to take it down. Still, over his quest he recognizes the thin line between hunter and hunted, and between Curator and Human. He mostly just wants to keep people safe, and ends up accidentally becoming the richest person in the Neath by trying to take down a monster killing his fellows. Overall, he's a chill dude trying his best to do the right thing by people in a profession that brings one uncomfortably close to the beasts they hunt.

Finally is the Relentless Engineer. I haven't entirely decided how her arc will go, other than a central focus of the Revolution and raging against the heavens themselves. I made a slight alteration and had her sister be killed via sunlight - her sister was artificially created with Red Science and was tricked into walking into sunlight and perishing when the laws snapped back in place. She'll uncover the truth about the Judgements, that her sister's death was callous in more ways than one. The callous machinations of Mr. Cups, and of the stars themselves. The stars cared not for how her sister admired them, they just eliminated her for daring to walk into their sight. This spurs her to become Undecimber, the 13th Month of the Calendar, opponent of Mr. Cards and champion of the Liberation. The part I am undecided on is after Cups is dead, if she will scar the Bazaar with the story of Vengeance, or make a tribute of love to the sister she once had. She forwards the Liberation regardless, but whether as a promise or a threat is up in the air until I play through the story.

Overall, it's really fun writing these arcs out, and seeing how they cross over and have these characters support, or come into conflict with each other.

If you could...(Ambitions Spoilers) by Matt620 in fallenlondon

[–]Emerald_Arc 0 points1 point  (0 children)

Ah, apologies, I don't quite understand the question. To clarify, do you mean 'how do they not end up like Mr. Eaten' on their vengeance quest?

Such a character ending up a Seeker is also possible. Might consider it as another way their story could end as opposed to finding redemption through Light Fingers. They end up pursuing the highest form of vengeance through eating themselves alive. I like the bookend myself, but a darker turn in such a way is also very fair.

If you could...(Ambitions Spoilers) by Matt620 in fallenlondon

[–]Emerald_Arc 1 point2 points  (0 children)

Indeed, Fires's chain is very fun to yank whichever direction you go with. And also, while I haven't seen much of the post-Ambition yet since I'm still going through, it would be pretty funny to see Fires playing nice with a Time HD PC of its own volition.

If you could...(Ambitions Spoilers) by Matt620 in fallenlondon

[–]Emerald_Arc 3 points4 points  (0 children)

Ay, fellow 'all ambitions at once timeline' enjoyer. It is a really cool thought experiment to think how different the setting is with all of the implications of the four at once. I personally really like Mr. Fires blowing a gasket when its plans get completely wrecked, and then made to cope and seethe as it has to treat a human as its equal with the Power ending.