<The first three seem more interesting, but the last one might help me out more. I'm afraid that I won't actually be freed from this, and the more I can understand about that stuff the more likely I'll be able to force them to free me.>
<Okay... I just want to let you know that I'm not that comfortable with this. I don't want you to get the wrong idea for me or the other entities. Not all of us are like that, not all of us do all of what I'm about to describe. I... I don't want you to... to fear me or hate me.>She sighs before continuing.
<I assume that you have enough wisdom to realize that when two parties of any kind fight, be it two animals fighting for the place of the alpha or when an entity fights someone of similar strength for power or... other reasons, a direct confrontation is not beneficial for either party. If the most powerful amongst us were to fight, the damage to the worlds under our control would be unfathomable, especially since we usually fight for control of entire universes. And the participants in that fight would be left drained and weakened, both in a position many time worse than when the fighting begun.
That's why we don't. A direct confrontation between two entities has occurred only once and it stopped before it could escalate. We find other ways to solve our differences.
In the simplest of cases, the most... "civilised" of us, we make an agreement, public most of the time so that it can be enforced. Maybe a fight between two avatars in the worst case. Sometimes this happens with outsiders too, although it's less likely. They usually have no reason to cooperate with us.
The rules factor in there somewhere. A large number of entities adhere to them and consider them a basis for their interactions. They are not all "set in stone" but the general idea of them is. If someone breaks them, then the collective ensures that they are either punished or... corrected. If someone brings it to our attention and the majority believes they should follow that course of action, of course. Also, the rules aren't always enforced to the letter. Those that have enough power can choose to threaten with a direct confrontation and get away with minor infractions.
Otherwise, there are more violent ways. For example, most of our avatars are tied to the universes from which they come from. To hurt the body of an avatar means little. Some energy might be lost, but it can be replenished, the avatar reformed. But if another entity has trained someone to fight that avatar and has given that someone the tools necessary to do so, then they can destroy part of the avatar's soul and thus harm the part of the entity tied to that universe, leaving it weakened. Weakened and unable to respond as the other attacks their hold over that universe with some other covert means. We usually can't use this tactic against outsiders. Most of them refrain from using avatars.
And then there are more sneaky tactics. Sending an agent to a core world to corrupt the owning entity's control directly, for example. Or the master tactic, manipulating the events of an entire universe, subtly enough for the other entity to not notice you, but changing them enough to create points of... weakness. An event that by its occurrence causes an almost unstoppable cascade of events. A cascade that will harm the control of that entity over the universe. Manipulate situations so that a lot of those events happen at once and they will destroy the control that entity has over that universe. Causing it to collapse like an arch with its keystone removed. This is the most energy efficient method, especially against outsiders. They are usually unable to concentrate on the details like we can. Then again, we are unable to see the bigger picture like they can.
The Games are a way for us to do many things and thus they are also a way for two entities to solve their differences or fight. They can place a bet on a challenge, agree to do a certain thing or another depending on its outcome. Or they can attack the others more directly. Many things that are forbidden by the Rules are possible in the Games.>
{Irine}
While Zoe's thinking on the subject of Amelia, see what I can learn about her. Why is Amelia being hunted? Who is she? What kind of person is she? Why is Zoe so attached to her? Is Amelia related to my last host somehow?
Your host has no idea why she's being hunted. There were some strange occurrences but they hardly qualified as something warranting all... this. Even if she was one of those people that are... different she didn't deserve to be taken.
She was your host's friend and maybe a bit more. Her love. The sweetest girl. A wonderful being. Good with everyone. The best person she has ever known. After the war, she was there for her. Supported your host after what happened to her father. Gave and asked nothing in return. The only person in the world who really cared for your host.
Or at least, that's what your host believes.
You can see nothing related to your last host in your current host's memory.
Your host return's to Ed's home makes sure he's stable and leaves him there with Morgan (after some more protesting on her part). Awena insists that she accompanies your host, says something about how she can help your host, how she can see that there is danger in your path. Your host doesn't believe in
"all that psychic mumbo-jumbo" and as Morgan eloquently put it
"You don't need to be a fucking psychic to see that. She's obsessed. She's crazy. And you're enabling her." but your host relents and lets her come along because
"One extra pair of hands wouldn't hurt. Besides, it's her car."You drive through the industrial district (detouring to avoid a number of police, ambulances and firefighters on the way) and continue towards the northern suburbs. On the way, Awena asks your host about what happened back there, who that man was, why they heard a gunshot later. Your host replies truthfully. She has no idea.
((Sorry, just waiting for a PM and then you'll arrive at your destination.))
"Woo, baby, Ike Wayne in the house! Boring backstory or no, this dude's got mad skills!"
>Aim and fire a few more times at the driver in order to make sure he's down for good as soon as possible. Subversive elements are never incapable of funny business unless very definitively dead.
If supernatural shit starts happening around the car, assume direct control and perform action with superior abilities.
"No! You can't die!"
Take full control. Use the sunlight to launch a flurry of crystal shards at the agent and drive out of there.
>Do. Not. Die.
((Can't help but imagine someone playing one of those old text based adventure game, the adventure game telling him that he's dying and asking for an action and the player giving the action "Don't die."))
Zechariah gains control of his host but this only means that the next shot goes through his wings before stabbing his flesh. He manages to maintain his consciousness however, long enough for him to launch a number of hardlight shards at Ike's host. That expenditure of power is for nothing however, as Ike manages to evade them with nothing but a scratch.
Zechariah's vision blurs and then turns to grey and then darkness. The last thing he hears is
<Ha-ha! Gotcha!>Ike watches as the car slows down and veers to one side.
<Ha-ha! Gotcha! Bring forth the spaghetti, cause that guy just got turned into a pasta strainer, am I right? Yeah! Excellent work Ike! Good technique.>Your host runs towards the stopping car and checks the driver's vitals. He's got a pulse but it's weak. Probably won't make it, even with immediate medical attention. His back has more holes than Swiss cheese. He checks his pockets. Hmm.... Also working for the Agency. Your host hopes this wasn't some sort of mixup. Probably not, but it wouldn't be the first time a bureaucrat made a mistake. Either way, you'll have to inform the Agency, because this could mean that others might be compromised. Probably best to call the "big boss" directly.
You check the passenger, your target, Raul. Still alive. Got hit by some stray balls from your shotgun but it's nothing life threatening. Good. You need the bastard to talk.
Hop in car, discreetly following the cops from far back enough that they won't see me.
Your host hops into his car and starts following the cops Downtown without getting noticed. It's not that hard, really. They seem more focused on getting to wherever they're going as quickly as possible without risking a crash.
((Please wait while you are synchronized with Harry Baldman's timeline.))
Bryan
Search for more information, this time relating to the procedure
Drive as fast as I can while avoiding unwanted attention.
He doesn't remember how it happened, how old he was when it started. After a point he stopped feeling the passage of time. There were only the machines and the images and the voices. And one day he was dumped into a house and told to wait for orders. And when the orders came, he followed them.
You reach the Abandoned Church inside the Radiation Zone. Its a large,
two story stone building that looks almost intact, save for the few small broken stained glass windows, now replaced by wooden boards and one of its bell towers which has collapsed. Your target said there would be information hidden in there, near a bookcase. Probably hidden somewhere near the back of the church or the second story.
It looks inhabited, although whoever lived here has taken some steps to avoid detection. Still, there are fresh tire tracks and footprints around the church and you can see a faint light in one of the upper windows. There's a good chance your host will encounter resistance. He feels confident it won't be a problem.