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Messages - IvanEwert

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Apocalypse World / Re: How to run a good fire-fight
« on: March 21, 2014, 03:14:31 PM »
This has been just a fantastic thread ... We ended our last game on a cliffhanger that has every possibility of turning into a bloodbath.

In my mind, initially, the first floor of the hospital where the players are was just featureless. Because I was thinking like a tactician instead of a storyteller. "Of course the gang's torn down everything they could hide behind, they're not amateurs!" Reading Antisinecurist, Munin, and Ebok made me realize how much I needed to switch focus.

So in comes the map. Yeah, there's still an atrium covered with boards and fabric, but on the first floor you've got the huge fucking built-in reception desk that the gang would need jackhammers to take out. They've jammed the elevator doors open but the shafts are still there. There's three bathrooms - doors jimmied again, but out of the line of fire from the atrium, and with a line of sight on the busted escalator the gang would have to come down. And underneath the atrium there's what used to be the cafe, the gift shop, and the pharmacy, again with lines of sight toward the gang's egress.

I'm excited to see what that sparks in them when I lay it down.

Apocalypse World / Re: Improving the Savvyhead Workshop?
« on: March 20, 2014, 11:26:03 AM »
Rowr bazz fazz ... I'm a dope. Thanks for pointing me to the right chapter Munin!

Apocalypse World / Improving the Savvyhead Workshop?
« on: March 20, 2014, 08:59:15 AM »
Dylan, our Savvyhead, wants to hook up electronic locks on the armory. His workshop doesn't include any electronica, just  machining tools, raw materials, and booby traps.

I'm prepping via the "Sure, no problem, but ..." and came up with this list:

  • You'll have to add weird-ass electronica to your Workshop first, and
  • You'll have to find a reliable power supply, OR
  • The best you can do is a crap version.

So I know the power supply is going to entail Barter, and he's made an enemy of the one guy who used to be able to get him this stuff (fun!)

I had thought he might be able to add the electronica through improvement instead, but the only improvement listed for the workshops is "life support." (Which is awesome, by the way.)

Should I:

  • Allow the improvement to the Workshop, which expands his capabilities further, or
  • Collapse the electronica and power supply into a single Barter piece, or
  • Create two Barter stages, one for each?

Thanks in advance!

Apocalypse World / Re: Taking away the PC's Stuff
« on: November 21, 2013, 11:52:28 AM »
I agree with both Oldy and Yarrum ...

On the one hand, I love the June idea, because that's conflict.

Is June just going to let Smith throw the cat out the window, or is June going to interfere with the roll? Is June willing to Go Aggro or even Seize by Force to save the cat? What will that do to Smith? To their relationship? To the rescue attempt? Are there other rescuees? How do they see this? How does it change them?

On the other hand, how is Gem ever going to get that coat back? And why would you take it away, just through an inanimate force that can't be fought back against?

Apocalypse World / Re: Help with Fronts - peer review?
« on: November 18, 2013, 03:38:58 PM »
Oh, man - thanks you all! I was away a few days and missed these.

Yarrum - you're totally right. Abando is a relic of older games, where there's not a triangle created. I didn't start getting the hang of triangles until this third Session.

If I'm going to keep him in play (and he hasn't been met yet) I need to tie him into one of the players' needs and against one of the other's ... I totally get that. Maybe his real name is different, and he's one of the Loved or a friend of one of the players? This is like a secret identity for him?

Daniel and Yarrum - The Loved are the Hocus' cult, who have Want - Savagery and Surplus - Violence.

The Plume itself arose out of the Hocus' failing an Open Your Brain roll after one of the Loved murdered another one - I figured the body count was likely to escalate, and so turned the move on him with this "announcing future badness."

Good catch on the Swamps, yes - "When you try to make your way through the swamps ..." and I should probably not bother with a Miss.

I was concerned about the OP moves being too boring, that's one of the reasons I came in. LEARNING.

In play, they don't have an Angel, so I made the OP the only source of healing near their hold - offer healing, very much with a cost attached. As it turned out in play, the OP became much more interesting, and we left the last game with the Hocus, the Battlebabe, and two of the Hocus' followers trapped behind the concrete walls with the Harvesters.

For the OP to gain armor, I meant "All the harvesters gain armor ..." as a means to show their growing economic power / hardness.

Opening your brain under fire for Abonado means that when you Open Your Brain in front of him, you do so under fire. The specifics are around the emotional nature of the maelstrom, the meaning of innocence in Apocalypse World, and displaying the contents of the grotesque's soul.

Apocalypse World / Re: Why the Maelstrom
« on: November 10, 2013, 03:20:13 PM »
Fabulist - that's awesome, man. What a catch!

I'll say that the maelstrom started out with no interest for me - but as I'm running for a Hocus, a Savvyhead, and a Brainer, I had to get used to the idea. Now I absolutely love it.

The way I saw it (before Fabulist's answer): Like the sorcery and demons in Dogs, it can be as present or absent as the players wish. It's another way for them to build the world they want to play in, whether that's a straight-up apocalypse like Mad Max, a monster-infested wasteland like I Am Legend, or a full-bore Gamma World style freakout.

Apocalypse World / Hocus' followers fighting en masse against a gang
« on: November 10, 2013, 01:02:52 PM »
I'm assuming the Hocus' followers don't count as a gang, so in a sitch like this ... I should just be looking at them through oh so many crosshairs as possible, right?

Apocalypse World / Help with Fronts - peer review?
« on: November 10, 2013, 01:00:57 PM »
So my group is falling in love after Session Three. These forums have been such a massive help to me in terms of creating the kinds of PC-NPC relationships the game needs to drive it, but the whole Fronts piece is still ... I'm not certain I'm doing it quite right, and was hoping for a quick peer review? Or suggestions on how I could make them hotter.


Expresses: Despair
Agenda: To disgorge the Final Prophet of Armageddon
Stakes: Will Mice survive? Do the Loved learn the truth of the Ascendant?

Threat One: The Plume, Landscape
Impulse: To Entice and Betray
Description: A dark plume of smoke with faces appearing in them: Prim, Preen and Rum.

•   3:00 - The Loved kill one person.
•   6:00 - The Loved kill two people – At three right now.
•   9:00 - The Loved kill five people.
•   10:00 - The swamps are drained, opening the way between the Plume and the Watch.
•   11:00 - The dead Five possess five of the Loved and begin settling scores while preaching the arrival (working on a custom move for the Five ...)
•   12:00 - The Prophet Arrives.

Threat Two: The Swamps, Landscape
Impulse: To Trap, To Frustrate Passage
Description: Mangrove swamps, full of boars, gators, and snakes.
Custom: Roll + Sharp. On a 10+, you navigate without harm. On a 7-9, you navigate but MC chooses one: Suffer 1 Harm, Lose your grip on something, Lose track of something,Miss noticing something important.) On a Miss, MC chooses 2.

Threat Three: Mice's Family, Brutes
Impulse:  Close ranks, Protect their own.
Description: Four brothers and their son/nephew.
•   To 9:00 - They study booby traps and reinforce their street.
•   9:00 - Hugo dies.
•   10:00 - They booby trap The A Highway.
•   11:00 - They booby trap the Watch.
•   12:00 - They kidnap two of the Loved, and the Loved retaliate.

Expresses: Ambition / Hunger
Agenda: To turn Chola City into a Maelstrom Portal
Stakes: How many children will fall prey? Will Abando discover Jackabacka's secret trade in adult flesh?

Threat One: The OP, Landscape
Impulse: To Deny Egress.
Description: A three-story medical building; windows boarded and doors reinforced.
Custom:   To escape, roll + Sharp. On a 10, steal equipment: +1 Barter. On a 7-9, Escape.

•   3:00   - An escape from the OP
•   6:00   - Death of a Harvester
•   9:00 - Another escape OR death
•   10:00 - OP gets +1 Armor
•   11:00 - OP gets +2 Armor
•   12:00 - OP is a full-on fortress

Threat Two: Abando, Grotesque
Impuse: Craves Satiety & Plenty
Description: Abando believes he can open his mind to the Maelstrom by devouring innocent brains.
Custom: The first time you see Abando, your mind automatically opens under fire.

Threat Three: The Harvesters, Warlords
Impulse: To own and collect
Description: Jackabacka and a small gang of pimps and organ harvesters.
Small gang, 2-Harm 1-Armor, Rich

•   3:00   - The OP becomes a Fortress
•   6:00   - The Harvesters start on adult victims
•   9:00   - Cholo refugees flee to the Watch
•   10:00 - Abando kills Jackabacka
•   11:00 - Opening your mind is now always under fire
•   12:00 - Chola City becomes a Maelstrom Portal.   

Apocalypse World / Re: Ambient Music
« on: November 10, 2013, 12:51:18 PM »
I'm late to the party but I wanted to thanks everyone for these suggestions. I've got a few to add:

If you like the Cello stuff that toddjank shared, you might like Sybarite5 - they're a chamber orchestra but they do excellent, almost unrecognizable covers of current tunes in addition to their own compositions.

Also, check out the Kilamanjaro Darkjazz Ensemble for moody, dark themes.

Jordan Reyne out of New Zealand used to play with Dr. Kevorkian and the Suicide Machines - I don't like having lyrics in my background music, but I've made some exceptions for her, especially the album How The Dead Live.

There's a guy named Jenova7 on BandCamp (not me, honestly) whose dusted jazz works can fit nicely in urban environments.

And if you've got a skinner in the group, you can do a lot worse than Beats Antique.

Apocalypse World / AP: The Watch, Session Two
« on: March 10, 2012, 09:17:53 AM »
(I really get what Vincent means when he says the game gets better as it goes. The picaresque nature of Dogs tended to keep my players from getting a lot of long-term emotional investment -- here, it's only session two, and they're tangled up in interesting new ways. I will never again run any game where the NPCs are faceless and nameless ...)

In the pre-dawn hours, the sounds of crackling fire, screams and gunshots bring the Watch to one of its burning hangars. Eight members of the Loved (cult of the Ascendant) have set fire to an unLoved barracks, and two of them - TumTum and Prim - are using their rifles to shoot at the legs of anyone inside who tries to get out. Good clean fun for the savage bastards, and Joseph is right in among them, shouting them along.

Jonker enters the scene and approaches TumTum and Gnarly, a little person with a shaved head and a torch in his hand. First he tries to order them away, but gets nothing more than a couple derisive laughs. Then he makes as though he's going to push his way through them, and Gnarly turns ugly, taking a swing with the torch. Jonker clubs him with the Magnum, the gunsight raking a gash in Gnarly's scalp, painting it dark red in the firelight. At that, Clarion pulls Gnarly away, still swinging and cursing - TumTum takes off running, and Joseph tries to tackle her but gets a bullet in the bicep for his trouble, failing to stop her escape.

Jonker gets into the burning building and herds the five unLoved out - as she exits, Newton, a black-haired and dark-skinned woman in her late twenties, wraps her arms around him with a fierce kiss by way of thanks. Corbett and Pepper, two of the other escapees, lead the other two into a different hangar. Jonker puts her aside and goes to find the Ascendant, who has been watching with some concern.

Meanwhile, Joseph's taken advantage of the chaos to bring his violation glove around on Fleece, one of the Loved who was part of the burning. He sees in Fleece's mind an image of Fleece throttling the Ascendant, tears streaming down his face and apologizing for his lack of belief, how badly he wants to believe, but he can't, just can't any more. Joseph hauls him up by the collar and escorts him into the swamps ...

The Ascendant gathers the Loved and asks Jonker to bring the victims forward. Jonker refuses, but says he'll bear witness. Absinthe, too, is watching from the sidelines; quietly. The Ascendant orders those involved to step forward - Clarion, Gnarly, TumTum, Prim, Mill and Dog's Head all come up, two remaining behind. The Ascendant tells them to point out the other two, and Pierre and Pellet, a 15-year old kid, come forward. Pellet volunteers , "The whole thing was Hugo's idea."

"Where is Hugo?"

Patch, another Loved, snorts, "Told me he was out. Just before the fires started."

Absinthe, realizing that Pepper lived in the hangar and was an enemy of Mice (Hugo's son), shakes hir head and peels off to go find Mice and Hugo. Meanwhile, the Ascendant asks Clarion how he felt in the burning.

"Good. Real good. But not like before," he says. "I wasn't angry. I mean, before, earlier in the night? Threw a couple punches but there was still these hot worms in my gut, in my heart. When I thought about the fire, though ... it felt right. I mean, maybe somone was in the hanar and maybe not, you know? It wasn't up to me. I didn't know who they would be or when they'd be there or if they were there at all. It wasn't up to me. It was just up to me to release that fire somehow, and up to something higher to decide what gets put in the way."

The Ascendant smiles. "You've come the farthest of all, Clarion. You shall become my Most Beloved - but there is a lesson here. The emotional purge is followed by the physical."

He pulls aside his robes to reveal that his chest and upper arms are covered in burn scars, then places a stick into a small fire left from the hangar, handing it to Clarion. "Purge yourself."

Clarion calls to TumTum, who comes forward and tears away his shirt. He's a hairy guy, covered in a thick mat of it, and the smell of burning hair and flesh as he brands himself is fierce. When he removes the brand, it looks like he's about to toss it away, but instead presses it back again for a moment before thrusting the cool end toward the Ascendant.

The Ascendant takes it and presses it to his own flesh, but Clarion's taken most of the real punishment and the Loved seem to know it. Clarion does, too. The Ascendant sets them loose and asks Jonker to come with him.

In the swamps, Joseph takes Fleece to the place where Rum died earlier, making as though he can commune with the dead. Fleece is babbling now, asking about the Ascendant, about the Loved, about Rum, and tells Jospeh he can drop the crazy act now that it's just the two of them. They should talk about how they might be able to work together.

"Act?" Joseph brings out his knife, and terrifies Fleece into running further into the swamps before moving to slit his throat - then, either bored or experiencing a change of heart, he says, "Maybe you're right," and wanders back into the swamp. He's lost, though, and only after an encounter with a copperhead snake does he find his way back to the Watch at the end of the day.

In the south hangar, Absinthe sends Mice outside while s/he talks to Hugo, sitting on the cot next to him - explaining how much Mice looks up to him, and explaining what he needs to do - "Go to Chola City. Get out of the Watch and take Mice with you. The Ascendant, he's not going to be too happy, si?"

Hugo responds that he'll go to Chola for a few days to let things cool down, but he's coming back - and he's not taking Mice with him. Can Dylan look after the boy? He's got the booby trapped workshop where Mice could be safe, and Absinthe agrees - s/he'll take him to Dylan.

Mice flinches from the doorway - "The Ascendant's coming!" Hugo ducks out the back, Mice runs to the back, and the Ascendant appears.

"Where's Hugo?"

Absinthe shrugs. "He just left."

"Where did he go?"

"Here or there. He says one thing, he maybe means another."

"Is Mice here?"

"Sure, in back."

"Bring him to me."

With another slight shrug, Absinthe goes out to Mice. "You coming in?"

"Not while he's here. You promised to be my friend!"

"No, sweetheart. I didn't promise anything." S/he lunges like a cat and seizes Mice by the throat, the small boy struggling and scratching to no effect, and delivers him inside between the Ascendant and Jonker.

After some discussion, it's agreed that the Ascendant will pay Jonker well to escort Mice to Chola City, find Hugo, and instruct them never to return. Absinthe agrees to keep an eye on the Watch for Jonker in his absence, and Jonker and Mice are left alone.

On the road, Jonker does what he can to show Mice a bit of self-defense - it's only an hour's walk, but every little bit helps. Approaching the Burn Zone of Chola, they get the traditional warning shot at their feet and a call. "Who you coming for?"

"Monk and Hugo. I'm bringing their boy."

"Hugo's the little one come by an hour ago."

"He forgot this."

A woman saunters forward in camo pants and goggles around her neck, a pistol
drawn but not threatening. "You from the Watch, too?"


"How are the freaks and the oranges?"

"Freaky and in season." Jonker takes an orange from his satchel and flips it to her, getting a grin in return.

"All right, you go on in. Word of warning - if you see anyone in a surgical mask? Just shoot 'em straight, they're working to surround you."

"Thanks." Jonker lets Mice take the lead, into the residential zone of Chola. The doors are painted in various bright hues, usually three or four similar in a row; and Mice leads him to a bright yellow door. Monk's a burly, bearded guy with two brothers his own size and Hugo on the floor between them, runt of the litter. They give Jonker some fresh water, he gives them some oranges, and leaves Mice and Hugo with the advice to get out of Chola before the Loved come looking. Monk shakes his head, unafraid.

Back in the Watch, Absinthe is making hir rounds when s/he sees someone sneaking around the burned hangar. He tries to hide from hir, but when s/he whistles him out he stands, tucking something into his pocket.

"You're not from around here, papi."

"Nope. My name's Putrid."

"I'm sorry."

"No, you're Absinthe. I've got a little offer for you."


A red sniper's dot appears on hir chest. "Jackabacka would like to talk to you again, one on one."

S/he rolls her eyes with a sigh. "Ay. Look, you tell him I said no, and you go on your way, huh?" Purtid pulls his own pistol, and the red dot traces up to hir left cheekbone, just below those flashing, slightly slanting eyes. Putrid follows the dot and gets caught, frozen by hir stare.

"That's right," s/he says, and slides to put him between hirself and the sniper as s/he draws hir own handgun. "Nice and easy. You'll see your Jackabacka soon enough, I think."

With that s/he blows a hole through his crotch, catching a sniper bullet in the chest as he falls. Hir armor helps some and she spins around into a run straight across the field, gun still drawn. The second bullet catches hir hard in the belly, checks hir momentum; but s/he manages to spring onto the hood of the truck - too close for a rifle any more. The sniper, wearing a blue surgical mask, turns the barrel and tires to club hir with it but it's way too late, and he sprawls back into the truck with his face a ruined mess.

Holding hir stomach, Absinthe checks the body and finds nothing of importance, but the keys are in the truck and s/he's able to start it up, then drives to the orange groves, looking for the Ascendant.

He's with Clarion, giving him his next "test" - to take TumTum and Mill, the two who seemed most skeptical after the branding incident, and go to the Good Water Holds to look for converts. "Come back with ten new Loved, and you will have truly become the Most Beloved." Clarion agrees, and the three cultists leave the orange groves to pack as Absinthe limps the truck along.

There's no Angel in the Watch - any medical help comes out of Chola City or the Good Water Holds, and The Ascendant thinks Jonker might come in handy and should be heading back from Chola already. He helps Absinthe into the passenger seat, tells Pellet to get three of the heaviest hitters in the Loved, and takes the truck halfway up the A Highway to wait for the gunlugger ...

Apocalypse World / AP: The Watch
« on: March 04, 2012, 05:20:38 PM »
Loved this game. We ran one session and I wasn't sure it would take, but now the players are asking to come back Friday; so I'm filling out the 1st session worksheet and figured I'd share.

Our characters are:
The Ascendant, leader of The Loved; an argumentative cult who disdain law and society but act as a psychic antenna;
Joseph, a psychic, fixated on airports and a member of the Loved;
Jonker, an experienced gunfighter who has taken on the mantle of security for the Watch;
Absinthe, an ice-cold androgyne with violent green eyes; and
Dylan, a spooky intense mechanic with a booby-trapped workshop in the south junkyard.
The story starts in the early morning, when The Ascendant gathers the Loved to him for morning prayer. They've been in surplus and have been celebrating with their traditional fights and low-level rioting in the airfield, black eyes and broken teeth abound; but Preen is missing entirely.
The Ascendant asks what has happened, and Rum, a tall, rangy hick with an Adam's Apple the size of his nose and a frayed leather cap, announces that he drowned the little fucker in the swamps last night. Felt good, too; about time someone put the twitchy bastard to rest, and he's got a taste to see someone else turn blue this morning! He asks who oughtta get it, and Joseph suggests it ought to be Rum himself.
That divides the Loved, half of whom start chanting for Rum's blood, the other half grab for rocks and make to stone Joseph; but he's wearing his heavy trenchcoat even in the humid heat of the Watch and just gets knocked off his feet a while. The Ascendant steps in and asks Rum who should drown next - Rum suggests Hugo, a fellow with a squared-off, pockmarked face and a shock of black hair.
"Very well," announces The Ascendant; "Hugo, choose a weapon. The two of you shall fight, and the loser shall be drowned."
"What if I kill him in the fight?"
"Then you shall be drowned."
Hugo thinks a second, then announces, "Guess it's fists, then."
Jonker comes to watch what's happening, climbs the chain-link fence and perches on the corner of it like a fish-hawk, watching the fight and keeping his silenced Magnum handy. Rum wins it easily, though; and the Loved snatch up Hugo to parade him through the streets before taking him to be drowned.
Meanwhile, Absinthe and Dylan are meeting Jackabacka in the orange groves, trying to find vehicle parts. Jackabacks'a a little dude with olive skin, white hair. Jackabacka says it'll cost them, but not so much if Absinthe'll just lay down in the orange grove with him for an hour or so. S/he tries to manipulate him into deferring that to another day, but Jacakabacka gets pushy then, shoving hir around and lifting a hand for a good hard slap before s/he catches his eyes, and he freezes while Absinthe draws hir massive handgun from the small of hir back and trains it on Jackabacka's head.
Dylan asks how this changes things, and tries to read him - but gets nowhere; in fact, Jackabacka realizes there's no fucking way Dylan's going to help him get back at this skinny bitch; so he slowly explains he doesn't even have the parts, but knows a guy who can get them if he gets back to Cholo City. Absinthe tosses him an orange, and he backs into the pearl-grey pickup and tears away.
At the back o the parade, Joseph opens his brain to the Maelstrom - like opening to the shared consciousness of the entire world at  a breakneck speed - and sees a duplicate of Jackabacka and Rum glance to each other and nod as Jackabacka drives past the Loved.
Headed to the swamps, The Ascendant sees a thick column of greasy, black smoke rising from the swamps and opens his own brain. (He BRICKS the roll and I reverse Augury on him, summoning up the ghost of Preen.) The maelstrom feels to the Ascendant like all the hate in the universe in concentrated into one point. The smoke turns into a totem pole of Preen's face, and everyone can see that!
Jonker asks, "What the fuck is going on?"
"All the hatred of Preen was released in his death, proving he is ... Unloved."
So now Jonker watches the smoke instead of the Loved, and realizes that the shade of Preen stuck in the maelstrom wants the Ascendant "brought low." Meanwhile, Joe watches Jonker carefully, and sees that the gunlugger feels digusted with the entire situation, intends to wait to learn more about the situation, and doesn't give a rat's ass what Joe does right now.
Dylan and Absinthe come back toward the workshop, but seeing the plume, Dylan opens his mind to the maelstrom. He sees that for everyone the Loved kills from here on out, their victims' face will appear beneath Preen's, and if the pole hits the ground, they will all be released - and this would be a Very Bad Thing for the Watch. He establishes that the maelstrom is an invigorating, muddled clarity, like a good early-morning beer buzz.
Mice, a little fragile-looking kid, between 8 and 12 with Asian features, comes to ask Absinthe what they're going to do to his daddy Hugo.
"Can you borrow me your gun?"
"What are you gonna do?"
"Then no. But when you do, there are guns in the shed. Your daddy joined the Loved by choice. You got a momma?"
"No. But I'm a good climber. Daddy Hugo pays me to climb up the orange trees, and he keeps Pepper offa me."
Pepper's a bigger kid with movie-star looks in Hangar 2. "If Pepper bothers you, well. You'll figure out what to do, but if you don't stop him, he ain't never gonna stop."
"Then why don't you stop the Ascendant?"
"He's doing his job. Your job's climbing trees. The Ascendant's job is leading the Loved."
Absinthe brings Mice to Jonker, still watching that smoke. "Do you love your daddy Hugo, Mice?"
"Moren' anything. You love your daddy, Absinthe?"
"That piece of shit? No. Jonker?"
Jonker looks at them both and says, all seriousness; "My daddy's my world, my momma's my universe."
Meanwhile, The Ascendant circles the Loved to put the pillar behind him. "This is an example of when one dies full of hate, unable to purge themselves and understand what it is to love your fellow man. Rum, do you feel hate? Did you feel hate when you killed Preen? Have you filled yourself with hatred?"
"Hell yes. Little fucker got what he deserved."
The Ascendant sighs. "You have learned nothing of love. Everyone. Drown Rum."
The Loved, like they're on a switch, set Hugo down and seize Rum. One of them snatches his ballcap and sets it on Hugo's head, and they start chanting for Hugo to do it, let Hugo do it, let him show them how a man can kill without hatred or vengeance in his heart.
Jonker steps forward then, cradling his rifle. "Hey. Hey, Ascendant! You don't you let Rum walk through the swamp to meet Preen again. If Rum can make it back, he'll be cured, won't he?"
The Ascendant smiles ambiguously. "Jonker speaks wisely, my Loved. Rum, go forth and redeem yourself. Reflect upon your hate and anger. Shed yourself of them. When you return, I wish to hear your thoughts."
Jonker starts moving the flock away from the swamp, looks at Rum: "Preen's got something to say. Go."
The Acendant turns to Hugo and says,  "Hugo, you think on what happened today. Your strength will be needed, but also, understand what hate almost caused to happen today."
Mice throws himself into Hugo's arms: "I love my daddy," he says, but he's giving the Ascendant this stare while he says it, and he's whispering into Hugo's ear the whole time he carries him home.
Jonker walks to Absinthe. "Nice job, sweetheart. Wanna grab a beer at the canteena?"
"Why not? It's nine AM."
Joseph, though, has been turning the pairing of Jackabacka and Rum over and over in his mind. He'd heard tales of a place called The Ska, opposite side of the world from the Watch, where water actually turns solid and floats on water that hasn't turned solid yet. Those stories say that you can just see the tip of that frozen water, and it's what's underwater that cuts people to shreds; and in the maelstrom he sees a berg like that with Jackabacka's face on it, just like Preen's on what I am henceforth calling "The Smoking Pole."
He wants to go after Rum, and asks Dylan if he would mind coming along. He offers to help him with research later in return, and Dylan - those spooky, creepy eyes looking for any sign of tracks - heads into the swamp with his crowbar in his hand. They've almost lost him but then they hear the screams and find Rum, stuck in a gator's death roll. Joseph dives into the swamp with a big skinning knife he carries stuck in his belt and drives the gator off - but he can't help feeling like he's missing something important afterwards, something the gator or Rum left behind in that blood-soaked water.
Joseph tells Rum, "You've only got a few. Tell me what Jackbabacka wants you to want me to want him to know I know."
Rum spits up blood and whispers, "Fuck you, creep. Fuck you and your family."
At which point Joseph smiles and brings around his violation glove, rooting around in the dimming lights of Rum's mind. He finds that Rum doesn't want to turn Mice over to Jackabacka, and that his lowest moment was when Jackabacka made him watch all those little bodies in Cholo City, tied to clean, bright, steel operating tables, waiting for the scalpels to arrive.
Joseph lets him go, watching his body float away and slowly slide underwater, still unable to shake the feeling he's missed soemthing important ...

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