Actual Play: Devil Survivor 22XX – Session 10 – Tuesday (Part 2) (Plus recap for sessions 8&9)

As mentioned in my previous post, we have met twice in the last month. During which time, Caine and Venkata decided to swing by the protest, only to discover it had turned into a full blow riot, and the police were cracking down hard. The two of them managed to locate O’Connor, who had been injured, and managed to help him get off the promenade. They then retreated to a safe house that O’Connor knew about. They explained their situation and decided to give O’Connor the Demon summoning program, who in turn is likely to provide it to his resistance.

The next morning, they met Caine’s new Demon, Frost Ace. While O’Connor has managed to summon a lady in an american flag get up, who introduced herself as Columbia. They talked a bit more with O’Connor, who, while he didn’t know much about the information they were looking for, offered to set them up with one of his contacts in security who did. They agree to meet with him in an abandoned sector of the building, and after a period of their demons feeling like they were being watched, they hear a scream coming from their meeting point.

We start off session 10 there, with the two men kicking in the door to find their contact, and several demons eating through the walls to get at them. They decide that there are too many of them and decide to book it, when at the same time they get an email from the same source that informed them about the lockdown early on in the game.

The politely informs them that they have about 5 minutes to get out of that sector before it is “purged”, and provides them an outdated map of an evacuation route. Venkata manages to piece together their next best bet, and the three of them run, being pursued by demons (Mothmen). Caine, with Frost Ace’s help, manages to outrun the Mothmen, but Venkata rolls garbage and is almost caught. A few mothmen get through the exit right on their heels, as the sector is sealed off by a heavy iron door.

The PA system comes to life and a voice informs them to stand clear in case of “leakage”, and all the demons (friend and foe alike) double over in pain, while their contact doesn’t seem very comfortable either. The two player characters themselves though, are fine, although their COMPs seem to be working on overdrive. Caine tries to carry Frost Ace away while Venkata uses this chance to finish off the Mothmen.

They get to a space that they feel safe, and settle down to talk to their contact, who introduces himself as Jack Martin. He isn’t feeling too great after what happened, which Frost Ace calls a “Magnetite Burst”, but does teh best he can to answer their questions.

Ryan is trying to get control over the COMPs, and thereby, the Demon Summoning Program, supposedly there are some crazies out there who are summoning demons and letting them free, like the Mothmen they encountered previously. Further, Ryan certainly doesn’t want his enemies having those COMPs either. Still, Jack says that Caine and Venkata might be able to leverage their talents with the program to work with Ryan if they want to.

He doesn’t know much about the lockdown, nor does he really know much about the cult, but he does recommend that Venkata’s mother might know more, which Ven isn’t too happy about, but he doesn’t have much choice. They say their goodbyes and we call it there.

I was flying by the seat of my pants this session, and I didn’t give the PCs much opportunity to make many decisions, but overall I think it went alright. Looking forward to next week!

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