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The only thing about using the Sleepers would be that you’d still have to make some major changes. The Sleepers aren’t about to go gunning someone done in the street, nor would they get into a big car chase in the broad daylight on a crowded highway. However, if you wanted to make those changes, the result would be very interesting.
Well, if they’re TNI guys, then it’s entirely possible they’ll get called up to go kill Dean. Maybe instead of Eponymous running around the corner, guns blazing, it’s your PCs going in for the kill at the behest of Mr. Abel. It sounds like that’s what they want to do anyway, so give ’em what they want – only don’t let them pull it off of course. Maybe they kill Dean’s son; that way, you’ve got a nice set-up for some campaign goodness after you’re done with To Go.
Well, UNofficially, I’d say sure. Seems to me you ought to be able to put up ten years of your life as collateral on, say, a hand of glory or whatever. That does bring up the question of what would happen if the Merchant were to die while holding something major. Ten years of life released into the surrounding environment would manifest… how? Everything within fifty yards gets spontaneously newer/younger/cleaner? Random significant phenomena? Or, the lame way, does the held “item” simply return to the original owner?
As to the second question, I don’t really remember and I don’t have Break Today with me right now, but I’m pretty sure the Lesser Correspondence ritual involves taking some sort of tube and ritually preparing it, then investing it with a charge, and carrying it with you. When you want to release the charge, you hand somebody some food, and say the magic words, which I also can’t recall. That’s all I remember, and I’m pretty sure that’s not entirely correct, so here’s hoping someone else comes along to help out.
– A cocky martial arts champion who was paralyzed in a car accident. He now devotes himself more to the spiritual side of martial arts and has discovered a knack for something akin to astral projection.
– A child in a terrible home with abusive parents. Something in the closet whispers to the child at night, telling the child to do things; the child is too terrified of it to disobey. The monster, you see, wants out, and the child is its only way.
– An avatar of the two-faced man who is an FBI agent working undercover in the Mafia. The only problem is, these days, he’s having trouble remembering which he originally was: made man or government agent.
– A janitor at some sort of high tech facility who is mentally retarded. The lab boys asked him if he wanted to volunteer for an experiment, and he gladly did. He hasn’t gotten any smarter (no flowers for Algernon here), but ever since the experiment, electronic devices have acted very strangely whenever he’s around.
– A borderline crazy musician – the kindn who can play nearly any instrument known to man. You know the type. He’s been getting packages in the mail containing sheet music with instructions to play the music on piano and record it. The music is beautiful and disturbing, and hordes of cats gather outside his house when he plays it.
The main trick in moving PCs from street to global to cosmic is dispensing the appropriate amount of information. The game is about power, after all, and we all know what knowledge equals. So, really, moving from one “playing level” to the next isn’t so much a matter of getting your PCs to be combat monsters like in some other games; instead, it’s more a matter of making sure the players and characters all know more and more of what the hell’s going on in the occult underground.
For example, I’m trying to gradually transition my campaign into To Go, which means the PCs are going to have to know a lot more about the OU than they do right now, but I’m having a hard time balancing too much information with too little. Should the shadowy benefactor just drop some info in their laps? Or should they run up against an adversary who knows more than they do, and they have to learn quick or die? Part of the problem in my game, I suppose, is that the players are too afraid of getting whacked by someone on a “higher level” in the underground that they hardly investigate anything. Unless the players take some initiative, they’ll never find out anything. Of course, maybe it’s just that the characters don’t want the increased risk that comes with increased knowledge, in which case I’ll have to change my approach to things.