Tumgik
#aw 2 saga anderson
tragerfcks · 2 months
Text
Tumblr media Tumblr media Tumblr media
ALAN WAKE II 💭
- SAGA ANDERSON
209 notes · View notes
bugcowboyart · 5 months
Text
Tumblr media
Scratch’s Playthings
The FBC Nursery Rhymes are one of my favorite parts of Alan Wake II, not only were they fun to puzzle out I also just love the idea of some business person running around making handicrafts and clothespin dolls. I wanted to combine that with my absolute appreciation of the environments and props in this game and here’s the result.
Might end up buying the supplies to make my own clothespin Saga and Wake!
575 notes · View notes
imsmallfry · 3 months
Text
Saga Anderson!!
Tumblr media
99 notes · View notes
mashkara45 · 5 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media Tumblr media
You don't know the things that he's done
He'll wring your neck and throw you in the water
You don't know, the plan's come undone
You'll find your last breath
Choking on the fire
57 notes · View notes
ilkkawhat · 3 months
Text
Tumblr media
follow you into the dark
25 notes · View notes
lesbianalanwake · 5 months
Text
Did some Pathfinder builds for Remedy characters, which I've done before, but there's been a PF2e remaster and I wanted to do it for Saga too, so.... Saga as a psychic, Alan as an oracle, and Jesse as a summoner, up to level 5.
Saga Anderson, Psychic 5
Ancestry: Human, Heritage: Aphorite Aphorites were first forged by axiomites, the primary inhabitants of the Eternal City of Axis, the plane of pure law. The original aphorites served as liaisons between their lawful progenitors and frustratingly unpredictable mortal allies. Marrying the logical thought processes of conformity to law and the gift of self-determination, early aphorites spread across the Material Plane to serve as Axis's proxies and enact its will. Over time, their appearances and personalities grew to resemble their mortal comrades as they were increasingly born among mortals. Aphorites still exhibit Axis's touch in their metallic skin coated in crystalline dust, aptitude for logic, strength in artisanship, and propensity for order and cooperation. But despite these links to their purpose-built origins, contemporary aphorites are undoubtedly their own masters. Background: Detective You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.
Attributes: Strength +1, Dexterity +2, Constitution +1, Intelligence +3, Wisdom +2, Charisma +4 Perception: +9; Low-Light Vision, Darkvision Skills: Acrobatics +9, Athletics +8, Deception +11, Diplomacy +11, Intimidation +11, Lore: Underworld +12, Medicine +9, Nature +9, Occultism +10, Society +10, Survival +9
AC: 19 (Unarmored); Fortitude: +8, Reflex: +11, Will: +11 HP: 43; Resistances: Mental 2 Speed: 25 ft. Ranged Weapon: Jezail, Air Repeater, Crossbow
Class: Psychic The mind can perceive truths hidden to fine-tuned instruments, house more secrets than any tome, and move objects and hearts more deftly than any lever. By delving into both the conscious and subconscious aspects of your inner self, you have awoken to the might of psychic magic, allowing you to cast spells not through incantations or gestures but by the power of your will alone. While the thin line between your mind and reality means that a single errant thought could have unintended consequences for yourself and your companions, you know that anything is possible, if you can imagine it. Conscious Mind: The Infinite Eye Conscious Mind Spells: Sure Strike, Augury, Organsight Psi Cantrips: Detect Magic, Guidance, Glimpse Weakness The true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences. To grow your experiences—and with them, your power—you devote yourself to observing as much as possible, casting your senses through space and time with clairvoyance and precognition. Subconscious Mind: Emotional Acceptance Psyche Actions: Restore The Mind The mind's truths come not in learned words or mathematical formulas but in deeper feelings and sensations. Emotions unlock the door to your power—you might consider your heart the source of your strength, or you might find that the infinite complexity felt in a moment expresses your power more efficiently than any string of mystic words ever could. Your thought components are emotions. You might summon the sense of freedom to buoy you through the air or let fear grip your heart even as you plant it in another's mind. Emotion components tend to impart abstract or vivid effects to your visual and auditory spell manifestations as well as more intangible flashes of emotion, such as swirls of joyous color or a sense of growing melancholy.
Other Psychic Features Clarity of Focus, Precognitive Reflexes, Signature Spells, Unleash Psyche, Counter Thought, Mental Buffer
Occult Spells 3rd: Hypercognition 2nd: Clear Mind, Umbral Mindtheft 1st: Object Reading, Runic Weapon Cantrips: Infectious Enthusiasm, Read The Air, Wash Your Luck
Aphorite Feats: Lemma of Vision, Internal Cohesion General Feats: Weapon Proficiency Skill Feats: Cognitive Crossover, Eyes of the City, Streetwise
---
Alan Wake, Oracle 5
Ancestry: Human, Heritage: Versatile Background: Artist Your art is your greatest passion, whatever form it takes. Adventuring might help you find inspiration, or simply be a way to survive until you become a world-famous artist.
Attributes: Strength +1, Dexterity +1, Constitution +2, Intelligence +3, Wisdom +2, Charisma +4 Perception: +9; Low-Light Vision Skills: Acrobatics +1, Arcana +10, Athletics +1, Crafting +12, Intimidation +11, Lore: Art +10, Nature +9, Occultism +12, Religion +9, Society +10, Stealth +8, Survival +9
AC: 18 (Unarmored); Fortitude: +9, Reflex: +8, Will: +11 HP: 58; Resistances: Physical 4 Speed: 25 ft. Ranged Weapon: Dragon Mouth Pistol, Double-Barreled Musket Melee Weapon: Stiletto Pen
Class: Oracle Your conduit to divine power eschews the traditional channels of prayer and servitude—you instead glean divine truths that extend beyond any single deity. You understand the great mysteries of the universe embodied in overarching concepts that transcend good and evil or chaos and law, whether because you perceive the common ground across multiple deities or circumvent their power entirely. You explore one of these mysteries and draw upon its power to cast miraculous spells, but that power comes with a terrible price: a curse that grows stronger the more you draw upon it. Your abilities are a double-edged sword, which you might uphold as an instrument of the divine or view as a curse from the gods. Mystery: Cosmos Celestial bodies great and small exert influence on you, giving you sublime cosmic power. Perhaps you see the glittering stars as a divine blessing, or perhaps you feel drawn to the infinitely dark spaces between. You might uphold deities like Desna, Sarenrae, or the deific lovers Shizuru and Tsukiyo who represent the sun and the moon—or you might draw power from dark entities from beyond the stars, like certain Outer Gods, or destructive gods of the night like Zon-Kuthon or the rat goddess Lao Shu Po. Mystery Benefit: Your body is as much an astronomical one as it is physical. You gain resistance equal to 2 + half your level against all physical damage. Mystery Cantrip: Dancing Lights; Revelation Spell: Spray of Stars Mystery Domain: Darkness; Domain Spell: Cloak of Shadow
Oracular Curse: Curse of the Sky's Call You have your head in the clouds—and not just figuratively. Your body is drawn toward the heavens, making you lighter and less substantial than you should be. Your eyes glow with starry light, and your hair and clothing float and drift around you. Minor Curse: Your unnatural lightness makes it hard to keep your footing and interact with other physical objects. You are enfeebled 1 and take a –2 penalty to saves and DCs against Grapple, Shove, and other forms of forced movement. Moderate Curse: Your body is drawn further skyward. You are enfeebled 2, and the penalty from your minor curse increases to –3. You are treated as one size smaller for wind effects. You gain a +2 status bonus against Trip attempts, you only take half as much damage from falls, and you gain the effects of the Powerful Leap and Quick Jump skill feats. You weigh only half as much, and your Bulk, should someone need to carry you, is also half as much. Major Curse: As your body rises, you float just above the ground beneath you. You become enfeebled 4, and the penalty from your minor curse increases to –4. You can walk on liquids as if they were solid; you gain the effects of the Cloud Jump skill feat; and you don't leave tracks, trigger weight-sensitive pressure plates, or otherwise connect with the ground below you.
Other Oracle Features Domain Acumen (Additional Domain: Moon, Domain Spell: Moonbeam), Glean Lore, Revelation Spells, Signature Spells
Divine Spells 3rd: Holy Light, Scrying Ripples 2nd: Radiant Field, Fear the Sun 1st: Breadcrumbs, Command, Bane Cantrips: Illuminate, Light, Message, Void Warp, Divine Lance
Human Feats: Gloomseer, Haughty Obstinacy General Feats: Fast Recovery, Weapon Proficiency Skill Feats: Arcane Sense, Magical Crafting, Specialty Crafting
---
Jesse Faden, Summoner 5
Ancestry: Human, Heritage: Versatile Background: Otherworldly Mission You're called to serve a specific purpose—your deity told you so, and so it must be true. Maybe you grew up knowing all along, or maybe it came to you one day in a vision, clear as a bell and twice as loud. You have some task that only you can accomplish. You mission might be as dangerous as killing a deadly tyrant or as simple as opening a particular door on a particular day. Once per adventure, you can ask the voice you believe to be a deity for orders and get some kind of instruction—you never get any kind of explanation, simply a command to go somewhere or do something. Following those commands isn't always safe, but it's usually interesting.
Attributes: Strength +1, Dexterity +3, Constitution +1, Intelligence +2, Wisdom +2, Charisma +4 Perception: +11 (+2 initiative) Skills: Acrobatics +10, Arcana +9, Athletics +8, Crafting +9, Intimidation +11, Occultism +11, Religion +9, Society +9, Stealth +10, Survival +9
AC: 20 (Unarmored); Fortitude: +10, Reflex: +10, Will: +11 HP: 63; Speed: 30 ft. Ranged Weapon: Pepperbox
Class: Summoner You can magically beckon a powerful being called an eidolon to your side, serving as the mortal conduit that anchors it to the world. Whether your eidolon is a friend, a servant, or even a personal god, your connection to it marks you as extraordinary, shaping the course of your life dramatically. Focus Spells: Boost Eidolon, Evolution Surge Eidolon Type: Construct; Tradition: Arcane, Home Plane: Astral Plane Evolution Feat: Energy Heart; Energy Type: Sonic Your eidolon is a mental construct based on an astral thoughtform and given physical presence and life by its connection to you, its shape limited only by your imagination. Your eidolon's appearance and physical form vary based on your shared vision for its construction, from clockworks to stuffed dolls and everything between, and it's not uncommon for that appearance to change greatly as your construct gains evolutions. Because it arises from an astral entity, your construct is no mindless servitor, but a fully thinking being with its own ideas, goals, and even emotions. These entities are extremely diverse; while many construct eidolons come from a powerful symbiotic connection with astral denizens, just as many arise from the forgotten memories of ancient empires and craftworks drifting across the Silver Sea of the Astral Plane.
Other Summoner Features Act Together, Link Spells, Manifest Eidolon, Share Senses, Shared Vigilance, Unlimited Signature Spells, Meld Into Eidolon, Defend Summoner
Arcane Spells 3rd: Levitate, Haste 2nd: Telekinetic Maneuver, Dancing Shield, Fleet Step (Heightened +1) Cantrips: Telekinetic Projectile, Phase Bolt, Read Aura, Warp Step, Telekinetic Hand
Human Feats: Clever Improviser, General Training General Feats: Fleet, Incredible Initiative, Untrained Improvisation, Weapon Proficiency Skill Feats: Skill Training (Athletics), Streetwise
---
I didn't do archetypes or multiclasses to keep it simple, but in the absence of 2e mythic adventures and origins (though they will be arriving soon), and since these babies are Very Special, I'd probably use it as a limited secondary leveling-up system with a bit more power (instead of archetype feats replacing class feats or alternating classes one level at at time).
Example:
If I did a multiclass for Saga, it would be Interrogation Investigator, and probably the Psychic Duelist archetype. Also, godlings are from 1e, but if the shoe fits....
If I did a multiclass for Alan, it would be Enigma Bard (less "people person" charisma and more "force of personality" charisma), and maybe with the Shadowdancer archetype as well (less "you choose the shadows" and more "the shadows choose you"). Or maybe even the Curse Maelstrom archetype...
If I did a multiclass for Jesse, it would be Spellshot Gunslinger, and then the Pactbinder or Living Vessel archetype (or both!) for sure.
Also: I need to finish QB for real before I do Jack, but I think he'd be another Oracle, for the Time Mystery, and Chronoskimmer or Time Mage for an archetype. Which means it's Oops All Charisma Classes so far.
21 notes · View notes
bunny-heels · 7 months
Text
WAIT NO IM THINKING ABOUT IT MORE WAIT PLEASE.
CASEY AND SAGA ARE CLEARLY BASED OFF MAX AND WINTERSON FROM MAX PAYNE 2 RIGHT LIKE THEY'RE KINDA ECHOES OF THAT EVEN IF THEY DIDN'T HAVE THAT GOOD OF FRIENDSHIP THEY WERE STILL PARTNERS. AND MAX'S NAME IS IN RELATION TO HIM YKNOW EXPERIENCING MAX PAIN AND THAT'S THE SAME WITH CASEY ITS A JOKE/RELATION TO HIM BEING A DETECTIVE. PLUS THE NAME VALERIE WINTERSON SOUNDS SIMILAR TO SAGA ANDERSON THEY LITERALLY BOTH END IN "SON".
IN MAX PAYNE 2 IT WAS IMPLIED THAT WINTERSON HAD A CRUSH ON MAX, BUT HE HAD NO CLUE AND HE WAS SO CERTAIN THAT HE WOULDN'T FIND LOVE AGAIN THAT SHE HAD GIVEN UP AND WAS NOW WITH VLAD. BUT SHE STILL CARED ABOUT MAX AND WAS HURT THAT HE CHOSE TO SIDE WITH MONA INSTEAD OF HER AND THAT SHE HAD TO GET RID OF HIM TO HELP VLAD.
AND SAGA HAS LIKE THREE MEMENTOS TO REMIND HER OF CASEY AND TWO TO REMIND HER OF LOGAN BUT THERES NOTHING FOR HER HUSBAND, EVEN THOUGH SHE'S CLEARLY SAID SHE LOVES HIM AND SHE VERY DEARLY CARES ABOUT FAMILY AND SAID SHE WAS DETERMINED TO NOT HAVE ANYMORE BROKEN RELATIONSHIPS AFTER WHAT HAPPENED WITH TOR AND HER MOM AND HER DAD BUT THERE'S NOTHING TO REMIND HER OF DAVID, NOT EVEN A FUCKING WEDDING PHOTO. AND SHE SAYS SHE WISHES ALAN HAD WRITTEN A ROMANCE STORY EVEN THOUGH HER HUSBAND IS ALL THE WAY BACK IN VIRGINIA.
SAM. SAM PLEASE WHAT DOES THIS FUCKING MEAN CAUSE I DON'T KNOW IF I CAN HANDLE WHAT IT IS THAT I THINK IT MEANS.
37 notes · View notes
rogue-bard · 6 months
Text
Alan: I wrote you into the story, so you can save them. I made you the hero!
Saga: "Them"? My family? Mr. Wake, did you write my family into a horror story???
Alan: ....
Alan: Now that she put it like that, it DID sound like a bad idea. Luckily, the punch that Agent Anderson threw at Wake was stopped short by her sudden realization that she could only do what the writer let her.
Saga: ... fuck you.
23 notes · View notes
tragerfcks · 2 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media
ALAN WAKE II 💭
65 notes · View notes
can-they-do-a-rko · 23 days
Text
How successful would Saga Anderson…
Tumblr media
4 notes · View notes
autisticwriterblog · 22 days
Text
Fandom 50 Post 14
My twelfth piece of Alan Wake 2 meta. This one is about Initiation 5.
What happened in this chapter?
After leaving the studio, Alan receives another phone call on the payphone. His mystery caller tells Alan to visit him at the Oceanview Hotel, having left the key for Alan by the phone. Alan heads toward the hotel, but when he enters, it spits him back out the front again.
This forces Alan to find another way into the hotel. He takes a winding route through the Dark Place, once again forced to use the lamp to change his environment. When he reaches the hotel, Alan must first find a code to unlock the door.
Once Alan finally enters the hotel, he reaches the man’s hotel room. The man introduces himself as Tom Zane, who Alan remembers as the diver/poet he knew from Alan Wake 1. Zane corrects Alan, explaining that the diver was a character in a film he made, because he is actually a film maker. Alan wonders why Zane looks like him, but Zane says it might he Alan who looks like him.
Zane tells Alan that they worked together, Zane making a film while Alan wrote ‘Return’, but Alan can’t remember this. Although as The Happy Song by Poets of the Fall plays, Alan has a flashback of his and Zane’s creative process, which involved a lot of alcohol and chaos.
When Alan expresses his worries about Alice, Zane reveals that Alice is safe in the real New York, but Scratch is trying to get her through an Overlap, which is why it’s vital Alan finds the manuscript before Scratch. He also tells Alan about a murder site in the hotel, but soon gets distracted by two figures (Jesse Faden and Casper Darling of the FBC) appearing on the TV. Zane panics and hurries away, leaving Alan alone.
After his meeting with Zane, Alan decides to write another draft, using the murder site in the hotel. As Alan explores the place, he sees echoes of Casey investigating a murder that took place during a play about a murder cult, which Casey thinks is very meta. Alan learns that the lead actor, rumoured to be Mr. Scratch, was the killer and murdered his co-star. When Alan reaches the lead actor’s room, he is attacked by the Dark Presence and forced to flee to a safe haven.
Eventually, Alan finds himself at the murder site, where he sees a record in the bathtub. It vanishes when he approaches, and Alan gets another vision of Saga Anderson. Afterwards, Parliament Tower appears outside again.
My Thoughts
This chapter reveals who Alan’s mystery caller is (although if you recognise Ilkka’s voice and played the AWE DLC of Control, it’s not much of a surprise): Thomas Zane. Zane insists he’s a filmmaker which seems to contradict what we knew about him from the first game, which Alan seems confused about too. I can’t help but be a bit suspicious of Zane in this game; I’m not sure I believe or trust a lot of what he says. It doesn’t help that The Happy Song plays over a scene with Zane, when that music is famously associated with Mr. Scratch in American Nightmare.
I love that Zane’s hotel room is number 665, because it continues Remedy’s habit of using “the neighbour of the beast” in their games. Such as earlier in the Old Gods’ room at the TV studio, where that number is in neon lights on the wall.
It can’t be a coincidence that the hotel’s name is so similar to the Oceanview Motel and Casino from Control. I wonder if it’s just a thematic thing, or if they might be the same location but just in different forms. Given how complicated the lore is in the universe of Alan Wake and Control, I can fully see the latter being the case. Either way, the hotel is really cool and creepy, and I love exploring it.
Alan’s interaction with Zane is both confusing and hilarious. The guy is so weird—like, why was Zane standing on his bed with his back to the door when Alan came in? He also has a strange reaction to seeing Jesse and Darling on the TV, and decides to scurry out of the room on his hands and knees, which always makes me laugh.
4 notes · View notes
taniushka12 · 2 months
Text
met the anderson brothers on my replay and 1. what a glorious scene, i love them, i LOVE the fact that they're saga's grands fuck the haters, but also 2. i desperately need to write a ficlet of them w/ barry on the old gods era (or most likely later considering alan changing the timeline although i dont think barry ever went back to the nursing home so idk how that'd work but thats future me's problem) where barry says one terrible pun and odin's like aw you remind me of my grandniece :') barrys like wth you have family??? a granddaughter???? and they're like yeah we haven't met her yet but she's cool :)
4 notes · View notes
the-ratronaut · 6 months
Text
Okay, so I just wanna ramble about some Alan Wake stuff. Particularly, what the fuck is going on with the character Thomas Zane and my theory on it. Fair warning, this has spoilers and also I am not completely done with my playthrough of AW2's final draft. I got a couple more chapters to go so if anything happens in the last few that makes me look stupid here that's my own fault for playing slowly.
This is a long post, so I'll keep it under a cut.
Okay, so what the fuck is going on with Zane? Every time he appears Tom has been radically different. We have the poet Tom from the original game, the clone of Alan from Control and the wild filmmaking auteur from 2. The games provide the explainations for Tom's changing background by saying the poet was a fictional character made up by the filmmaker Tom that he was taking the role of... but is that true? Personally, I think it is not, or at least was no, true.
There are multiple characters who still remember the poet and his works, Alan, Jesse Faden and Cynthia Weaver in particular. Now, I can't say exactly why that is with any authority, but I have a guess. All three of those people have something in common, they are deeply connected to the paranatural. Alan for obvious reasons, Jesse due to her connection to Polaris and Cynthia due to her connection to both the clicker, the angel lamp and Zane as an entity.
Now why does that matter? Simple, Saga Anderson and the Anderson brothers already showed in AW2 that due to their paranatural abilities as seers they are able to shrug off the changes in reality brought on by the Dark Place. Now we can't say for sure if this is true for all parautilitarians, we can say that there is precedence for it. If that fact applies to the three listed above, we can make an assumption about the truth about Zane.
If my leaps in logic are actually sound, then that implies that the original Zane was not a filmmaker, but was in fact a poet. It brings into question the current Zane. It implies that there must have been a shift in reality that changed Zane into a filmmaker. Now I can't say why this happened, there's a lot of failed plans that Alan had in the Dark Place and it could've been the result of one of those that brought about the current Zane... but that still doesn't explain everything, does it?
There was an ARG that Sam Lake put on after AW1 that centered around a blog called "This House of Dreams". It was about a woman moving into a house in a town called Ordinary (This happening 10 years after the Ordinary AWE). There's a lot going on in this blog but to sum it up she finds a shoebox full of poems by Zane and receives dreams explaining things further seemingly from Zane. The last of those dreams implying that the Zane we see in AW1 is not the original Zane, but a "bright presence" who Zane gave his body to as he dived into the Dark Place, using his last poem to create a safe haven within it for himself and the original Barbara Jagger.
So, that gives us a fourth Zane to account for, while also changing what we know about the Zanes we've already seen. This also implies that the Zane we know from AW1 was probably also a creation of Alan's as his fate doesn't match the one from This House of Dreams. It also solidifies the idea that the original Zane was not a filmmaker, as we see even more of his work. This all together means that no Zane we've met in a game has been unaltered by the story.
Not, what do I think this all means? I think there are at least two, but probably three separate Zanes. The solid two are the Poet who left this reality, and the Bright Presence who took Zane's form and is the one we know from AW1. Looking at the filmmaker Zane is where this gets weird. I believe one of two things is true. Either they are still the Bright Presence but they've been so heavily edited by Alan's writing that they are unrecognizable. Or they are a third entity that at some point latched onto Alan's writing for their own goals. If AW2 Zane is still the bright presence, it wouldn't explain the hostility and desperation he showed towards Alan, not unless Alan's rewrites really did change it to something very different from the benevolent diving suited entity in AW1. If it's a different being entirely, that begs the question of what the hell happened to the bright presence in the last 13 years. Not to mention why is the Control Zane so identical to Wake? Is that one some sort of form of the filmmaker that's still a WIP that Alan is writing? One where the details still needed to be filled out?
5 notes · View notes
mashkara45 · 6 months
Text
Tumblr media Tumblr media Tumblr media Tumblr media
30 notes · View notes
the-kipsabian · 1 year
Text
i was told im not annoying so
few key things;
two playable characters confirmed. stories can be played in any order which is really interesting. going to assume the manuscript feature helps to give out points where changing up and experiencing the other half of the story would be a good idea. i personally really like a feature like that. also i was right about the differences between the character locations with one being fucked up real world and another the twisted dark one. which, incredibly cool
also - saga anderson. not only does that name slap, but connection to original game confirmed which is amazing i love that so much
also if the game takes place 13 years after the last one, that explains the changes a lot. just intrigued to see what happened after the seemingly happy ending of alan wake (given i havent played the control awe dlc which i think elaborates some on alans situation? i need to look it up) to lead up to the desolated town taken over by cultists mmmm
what really got to me about this one tho was the revelation that the other agent is alex casey?? im so intrigued to see where this settles in this reality, considering hes just supposed to be a fictional character in this universe so thats. intriguing. so looking forward to figuring this shit out omg
anyways thats that. so hyped for this im gonna be so annoying and its gonna be everyone elses problem!! sorry ive waited 13 years for a sequel im allowed to be a little insane
4 notes · View notes
gametech-horizon · 1 year
Link
0 notes