Monday, June 29, 2015

Sample Sanctum: Legacies of the Wending

Now for our third and final installment on the Wending of the Circle of Four. This week we'll look at the "front door", a mysterious ruin still tied to the real world and linked to the Wending, as well as the Legacy the Circle forged.

Dragon Temple

At the edge of civilization, just outside what is known and explored, hides a lingering remnant of the Dragons. The answers it holds contradict themselves. Past and present meet along with a thousand alternate histories, none of which feature man.
GhostDinosaur

Enter the Caverns

For those who find the hidden ruin, the entrance is at once easily access and surprisingly difficult. The rocky terrain gives way to reveal a sinkhole leading into a deep water filled cavern. The initial drop extends 35 yards along a jagged stone wall to the water surface where further debris lurks just below the surface.

Once within the lightless pool, explores must find their way through the submerged tunnels to a secret chamber hundreds of feet away. There, to those who can see it, hides the entrance to the Temple.

Cloaked in once potent magic, it can be pierced with Mage Sight or similar power that beats its potency of 5. Revealed an explorer sees a doorway made of an iridescent bronze metal inscribed with alien runes marginally resembling those of High Speech. The doorway floats several feet from the ground, immovable by any force incapable of destroying it (Durability 10, Structure 17, counters magic with a dice pool of 10). The door keens slightly, like a distant cry.

Fossilized Magic

Passing through the doorway, leaves one into a cavern filled with bones. Bones line the walls, form tables and chairs, cover the floors and ceilings. None resembles anything human. Spines, horns, and claws point to beasts of an ancient age: dinosaurs, great reptiles and stranger creatures. Each composed of pure Tass.

Time magic reveals the Temple to be millions of years old. And built a few days ago. They register as radioactive, tainted with fallout. And dead from sheer old age. Frozen to death. And burned by fire.

Decayed metal structures sit in the center of some chambers, the metal flaking away at the slightest touch. The only other exit point involves activating one of these machines, one shaped like the door they came in. Unfortunately the original long ago crumbled into a pile of rusty flakes. A dim Twilight version lingers but repairs requires an Intelligence + Science roll at -4 penalty.

The spirit realm doesn't exist here but in Twilight flickering specters of reptilian humanoids fill the halls, working on ghostly remains of strange machines. These specters vanish if interacted with, never registering an intruder's presence.

The same can not be said about the bones themselves.

Guardians

Those who wander this temple attract the attention of the bones. These animate skeletons resemble creatures such as velociraptors, giant crocodiles, and pterosaurs.

Attributes: Power 6, Finesse 4, Resistance 5
Speed: 21        Defense: 0 [Armor 2]
Initiative: 1     Size: 7

Traits:
  • Savage: Dice pool 10, 2 Lethal.
  • Pounce: Dice Pool 10 vs. Strength + Stamina or the victim is knocked down and pinned.
  • Antimagic: instantly counter spells with a dice pool of 10.

Legacy: The Circle of Four

circle
The medicine wheel, the sacred hoop, the wheel of the year, the sun cross. These symbols represent the flow of life, the-spirit-that-flows-through-all-things. It is a concept repeated ad nauseum throughout Sleeper history. The Circle did not simply know this. They felt it. They journeyed into the wilderness, and they survived off the land. They fasted, and they exposed themselves to the elements. They tested the limits of their physical ability. Through this understanding they enhanced their natural talents.

They left the comfort of their communal fires to guarantee the safety and prosperity of their tribe. Often they left with only a knife on hunts that could last many months. They were the first frontiersman. Shamans who forged paths into the wilderness and shadow. They were the original trackers. Hunters who located the enemy and tracked game. They were the explorers who made first contact with alien spirits and the foreign tribes of man. They were the most skilled survivalists amongst the Thyrsus.

Settlements grew and man began to struggle against their natural place in the pattern. The Circle's mission changed. They still sought to deliver man from the dangers of the greater world, but it became apparent to the Circle they must also deliver man from themselves. The struggle between man and their place in the world slowly began to erode the natural wonders and wild beauty of the world, and the possibilities that it represented.

The Circle's crusade fell on deaf ears. People became less concerned with community, and they became more focused on themselves. The wild lands disappeared from Europe, and the Circle disappeared with them. The last known iteration of the Circle was in the New World. They formed secret medicine circles in several native societies, but they finally faded with native cultures.

Now their legacy is all but dead, their works lost and many of their artifacts either destroyed or erased from time. A series of linked Wendings remain as do a few strange relics and creations. Their true legacy however is the workings of the soul, a Legacy that lives on to this day thanks to one who undid their final works.

Parent Path: Thyrsus

Attainments:

1st Attainment: Eyes of the Scout

Requirements: Prime 2 (Primary), Spirit 2, Trained Observer 3

In their solitude, members of the Circle gained the ability to refine their mage sight into a keener sense. By studying an individual, their mage sight reveals the deeper meaning behind their personal resonance. What is their emotional state? Have they eaten today? How long has it been since they last had sex? With enough time, all things can be uncovered. Resonance is not static. Every individual's resonance evolves over time, but every person's resonance does have a unique quality. A pattern woven by the long history of their experience. How much time is required for what information is up to the Storyteller. The dice pool is Wits + Investigation + Prime.

Optional: Requirements: Matter 2

The members of the Circle can track their prey by the tracks they leave behind. Even in the hardest of substances, a being's trail is left imprinted in resonance. Finding pressure releases in soft mud to reveal information about your prey is an art. Finding the same information in the edges and gullies of a hand print, foot print or scent perceivable only because of magically heightened sense can be a surreal sensory experience. To the scout, every surface a person touches leaves evidence of their passing and of their identities. The scouts ability to perceive the flow relies on their connection to the supernal. The tail is fresh for a number of hours equal to a mage's Gnosis. Every hour after, they incur a -1 penalty to a maximum of -5. The dice pool for tracking Wits + Survival + Prime.

2nd Attainment: The Chameleon's Soul

Requirements: Prime 3, Spirit 3

A scout's resonance is extremely difficult to perceive. Their resonance begins to blend in with that of the world around them. The scout gains a benefit similar to the Occultation Merit, except it makes his resonance blend in with the natural world. His aura seems off to those analyzing it, and his spells seem almost natural to the world. He gains the benefits of the Occultation Merit equal to 1/2 his Gnosis rounded down. In addition, he can temporarily disguise his resonance to appear as someone else's who he has analyzed previously. This requires a Wits + Survival + Prime roll.

Optional: Requirements: Life 3, Matter 2

The scout can use his sense of the world's pattern to blend into his surroundings. By altering the very nature of his own pattern, his body and clothes become transparent. He is little more than a glimmer in the corner of the eye, or a passing shadow. This ability is not true invisibility, but it does make it very difficult to keep track of the scout. Close up it is easier to tell something is around, but from even a few yards away the scout can completely fade into the background. When activated, the scout's Gnosis is subtracted from all rolls to perceive the scout. Activating this ability requires a Wits + Stealth + Life roll.

3rd Attainment: ?

The highest attainment remains unknown as no one alive currently has this level of mastery.

Friday, June 26, 2015

The Climbers Recap: The Lord Humongous Homage

creepersbanner
And so we continue the recaps of the Climbers. When we last left our protagonists they had slain another of White's lieutenants, liberated the Autodoc, saved Boo, and had only the mountainous Cougar to deal with. Who is besieging the Music Bowl at this very moment.

As in my earlier actual play reports, small green text indicates out of character talk, mechanics and other game aspects outside of the fiction.

Our main characters are:
  • Gator (the Gunlugger) is an assassin and part-time bodyguard who wears customized scrounged armor made from Kevlar and ceramic inserts. Camouflaged for the jungle, his face was ruined in a fight with an alligator. His eyes are always sizing things up and his brutal life has left his body a hard sheet of muscle. He runs a a gang of mercenaries and is recovering from being blown up. 
  • Jarhead (the Savvyhead) is a thin African-American man with a short goatee, long dreads, and clothes covered in pockets and gear. Travelling around in an old news van, he repairs items for a living. He is investigating a device that can bend space and time. He has also obtained employees in the form of a young woman Allison and her brother Waters as well as a little girl named Memo. 
  • November Orleans (the Skinner) is descended from a family which left New Orleans before it sank. She is a beautiful woman of mixed heritage with dark eyes and skin, a sweet face and lush body. She dresses herself in a mix of scavenged clothing that somehow works together and wears a necklace made from rows of antique coins which jingle and shine as she moves. Her main profession is as a dancer, especially belly dancing, but she has a sideline business in cooking and animal training. Oh and now she works for the "gods". 
  • Violet Jefferson (the Touchstone) is descended by survivalists and her clothing and gear reflects her origins. Plain looking but fit, she carries a pocket copy of the Federalist papers and founding documents of the United States of America, an idea she hopes to revive. Her followers are demanding her help to liberate Miami from a tyrant. 
Before we start I give a new move to November (since she accepted the mantle of Messenger):

Servant of the Gods: when you ask the gods for advice roll +weird. On a hit they will demand a sacrifice and give you advice. If you act on that advice gain +1 ongoing. On a 10+ mark experience if you commit the sacrifice. On a 7-9, act under fire if you don't commit the sacrifice. On a miss, the gods give cryptic advice. Act under fire if you don't follow it.

Start of Session

We begin with highlighting:
  • Gator highlights Sharp (from November) and Hard. 
  • Jarhead gets Hot (also by November) and Weird. 
Jarhead asks if November needs to see his stats.

"No she can see them," I tell him as she looks over my shoulder at my cheat sheet.

"I’m all seeing. I’m the Messenger," she adds.

  • November highlights Cool (by Jarhead) and Weird. 
  • Violet gets Cool (by November who knows everyone well) and Hard. 
Violet rolls a 10 for her Fortunes roll so her followers are happy. Boo even managed to scavenge something while in the Autodoc: 2-barter worth of medical supplies.

The Lord Humongous Homage

The sun rises over a happy celebration in front of the Autodoc. Garber and Boo hug while the nurses enjoy the fresh air.

“Thank goodness you are okay," Garber says. "I was worried.”

Elsewhere Gator chats with the nurse running things at the moment. The other nurses distract the older woman, causing her to pause with every new entreaty.

"We still don't know where Barnum is," Madame says, picking absently at the denim patches on her hospital scrubs. "Krin, make sure that the plumbing is still working. We don't know how much of that was controlled by the AI."

She turns back to Gator. "You were saying?"

“I asked, how are things rolling along here?“ Gator repeats.

"They are a little bit calmer," she says haltingly.

"That’s good. I’m in the need of some services.“

The white-haired woman looks him over. "You do look pretty bad."

Gator scratches at his burns. "Kinda part of the job. Trying to get you all operating again."

Madame looks his wounds, probing the burns and unwrapping some of his bandages. "It is healing. Slowly. The best thing I could advise is taking some time to rest. We can help with that but it is still going to take time."

"Not sure how much time I got," Gator says, rubbing his chin. He spots Violet looking over the Autodoc's defenses, or lack thereof. He wanders over.

“I think we need to go to the Music Bowl and get the staff back here," Violet tells her allies. "For one thing it will reduce the strain on the food supply.” She turns to November. “Do you want to come too?”

The dancer hefts one of Winona's strange baskets. “I definitely think we should. We can use Winona’s advanced warning devices here in case someone attacks. If we can figure out how to tap into it.”

Violet nods and directs Boo and his son to load up Joshua. The wounded man mumbles, “I’m sorry, so sorry. What happened to Scarlett?”

Violet leans over him. “I’m sorry we weren’t able to save her.”

Joshua closes his eyes. "So sorry. Where's Scarlett?"

"So you're heading out?" Gator asks coming up behind her.

"That’s the plan," Violet says.

The scarred warrior turns to November. "Be careful with that thing."

"It's not active," she assures him as she places it in the truck. "I’m thinking we might be able to use it if Jarhead can activate it."

"OK, but we usually burn that shit." He asks Violet, "when we are going to make our move against White?"

"Our priority is to get the nurses back to the Autodoc first," she tells him.

"Wasn’t Jarhead doing that?"

"He didn’t say anything to me about it," November says. "He isn’t the most strategic."

"He’s busy with his own projects," Violet says. "If we want this place fully functional, we need to get the staff back. That’s our first order of business. Then we’ll see about White. One thing at a time."

"That one thing solves all the other things," Gator says.

"But we are not ready to go up against him yet," November says.

"You’ve got some time," Violet tells him, looking at the badly injured warrior. "Why don’t you take it easy and keep an eye around here for now."

We jump back to Jarhead, the night before, atop the Music Bowl looking at Cougar’s siege.

Jarhead curses as he hobbles back down to the foundry. Outside Cougar’s voice bellows for them to surrender.

The dread locked tinkerer runs into Wisher on a lower level. “Hey there’s a whole army out there!”

“Ah Jarhead good,” Wisher says as Jarhead braces himself on a rusty girder. “I was looking for you. The council want you to do something for them.”

“They want me to fix something now?!”

“No they want you to make something,” the lithe man explains.

“Now!” He replies gesturing wildly.

“Yes, let’s go down to the foundry, the materials should already be delivered.”

“Materials?” the tinkerer says with anticipation. “Oh good! Let’s go.”

A few moments later they find Allison and Waters in the foundry looking at big crate. Several members of the Music Bowl mill about, moving rusty doors and sheets of metal into the workshop. A large truck rumbles outside.

“So you want me to?” Jarhead asks Wisher.

“We need you to put that,” he says pointing to the crate and metal, “into that,” pointing to the truck.

Jarhead strokes his goatee. “Maybe if I crack this open,” says grabbing a crowbar and popping open the crate.

As he rubs his sore shoulder, he takes in the contents. A pair of flags, American and Confederate, cover piles of machine guns, bullets, grenades, and grenade launchers. “So you want me to mount this onto the truck?”

Wisher nods. “All of our best fighters went out to Taters.”

Jarhead sighs. “who is going to be driving that truck?”

“We have got to figure that out still,” the cultist says. “It’s not important if the truck is not ready.”

Violet asks if A.T. is around.

“Not at the Music Bowl.”

Jarhead then asks, “how long will it take to mount this?”

”Depends on your manpower. A couple of weeks with workers you have now.”


“You want this when?” Jarhead says looking the work needed just to mount the weapons.

“As soon as possible.”

“For that out there?” he says point his thumb behind him.

“It’s the best we’ve got. Just get it done as quick as you can.”

“I’m going to need help with the mounting.”

“You’ve got them,” Wisher says gesturing to the other disciples. “Let me know if you need more.”

The tinkerer perks up. “That will do.”

We jump to Gator.

As the yellow SUV drives off, Madame approaches Gator. “Are you planning on staying?”

He nods. “We are going to stick around. We don’t want White retaking you.”

The old woman relaxes her shoulders. “That’s good. I feel a little bit better.”

Gator sighs. “I could use a little bit of rest too.”

“We could hasten your recovery,” she offers, “though it would put you out of the action for a bit.”

He looks off into the ruins. “That may be helpful. Let me give some instructions to my men.”

She nods and he heads off to find Morgana. He finds the plain mercenary chewing some jerky atop an old bakery.

“Hey boss,” she calls down.

“How’s it going?”

“Pretty good,” she says climbing down. “Looks like we’ve got the Autodoc back. We can use our medical bonus again.”

“Yes, looks like we’ll get another after this job.”

She nods approvingly and drops the last couple feet to the ground.

“We keep these people, they keep us happy,” he continues. “Which reminds me, I’m probably going to go under for a few days, to try to get me back to a hundred percent. So I’m talking to you beforehand. Maintain defences, keep a lookout. That sort of thing.“

“We’ll keep an eye out,” she says with a strange slowness.

Gator reads a person. He gets a 12, marks experience and advances. He chooses to advance all of his basic moves and I let him use that benefit immediately.

“Wake me up if the shit gets real,” he says his eyes gauging her. “Is there anything I need to know before I go under?”

“Um no,” she says shuffling her feet. “Well there’s just one thing but it shouldn’t be a problem.”

“And what’s that?”

“We did a little job while you were under last time,” she explains looking down. “I think I mentioned it. It all went perfect, nobody got hurt, we got paid. All nice and good. But since we are a bit further north and I think they might come by...you might want to know who the target was.”

“OK,” he grunts.

“The council at the Music Bowl wanted us to grab a weapon shipment from the Militia. They got word they were bringing it in on the train. It was lightly guarded. It was easy pickings but they know the supplies went missing and...they might know we were involved.”

Violet groans. ‘This is going to be lovely.”

“How would they know that?” he asks.

“It’s Road’s fault,” she offers quickly. “I told him to make sure there were no witnesses and the damn fool chickened out and left one of them lying there, only mostly dead.”

“That’s Road’s second screw up,” he mutters.

“Yeah. The guy probably died of blood loss before they found him. But we’ve been trying to keep our heads down in case they found something.”

“That’s a good idea.”

“So we can keep an eye out but if they come by we may need to fade into the background,” she explains her eyes rising to meet his. “They don’t have a beef with the Autodoc so we should be fine.”

Gator nods. “Keep a few people stationed here unless you want to take up space in the other wing. Nobody goes there yet anyway.”

“Didn’t some people go missing in there?” she says. “You know, there’s a church with a nice intact steeple about three blocks that way.”

He shrugs. “Hold up there then. I’ll tell the nurses to get me up if something goes down.”

“Alright.”

“You did a job and that’s okay, just remember who we are doing jobs for and who we are doing jobs against.”

Gator turns to go and stops. Sensing her uneasiness, he decides to test her limits. “You have my back for anything right? Is there anything that would test your loyalty?”

“I was upfront this is all an economic venture,” she says.

“I get that. But if shit gets real?”

“If I run out on you...think about what that does to my reputation,” she says, running a hand through her dirty brown hair. “I guess if the price was right and we weren’t in a firefight I guess I might consider it.”

“What wouldn’t you do for a job?”

“I don’t kill kids,” she says flatly.

“I’m good with that.” He smiles gruesomely. “Alright I’ll be under for a little bit then.”

On to the others.

Boo’s SUV bounces along the ruined streets of Miami. A loud rumble echoes from the ruins, growing closer by the minute. Boo pulls the truck to stop as the others peer out.

November reads a charged sitch and misses.

Violet recognizes that the vehicle rounding the corner isn’t a tank but from its treads and armored bulk she can tell it is some Golden Age military weapon. The monstrous thing grinds down the road trailed by a platoon of Militia. A Confederate flags flutters from the top, where a man in fatigues calls out to them.

November pulls her gun as Boo’s hand slides to the holster by the driver’s seat.

A.T.’s voice booms over a loudspeaker. “Stop your vehicle, we need to talk.”

“I got this Vi,” November says, stepping out of the truck with her shotgun over her shoulder.

The colossus stops about sixty feet away. The gray-haired A.T. emerges from the rear flanked by the looming Mox.

He stops a few feet away. “November, it’s good to see you again.“

“Hey A.T.,” she replies. “Mox.”

As Violet steps out of the SUV, the commander says, “I need to talk to Violet.”

“What’s up?” the survivalist asks walking over.

A.T. gestures behind him. “As you can see most of our supplies finally came in. It seems about time to start liberating parts of this city. I was wondering what you heard about the Big Ship?”

“Well White only has three minions he can really trust. Rue Wakeman, Winona, and Cougar. We killed Rue after the Autodoc incident and I just took out Winona. So we only have one left, his thug and war leader.”

“So I guess you are planning to send an assassin in after this Cougar fellow is taken care of?” he asks.

“That’s the plan,” she says. “Once we’ve taken out the head, we can start working on establishing democracy.”

“That sounds pretty good,” he grins. “I don’t fancy my chances against the Big Ship.” His smile shrinks away. “That still leaves me with one little problem.”

“What is it?”

“You know a bunch of mercs running around here? I think they call themselves the Free Company?” he says eyeing her intently.

“What about them?” she replies calmly.

“It seems that when my supplies came last week, they up and jumped my men. They killed five of them and ran off with the gear.” He leans forward. “I don’t suppose you’ve seen them around?”

“Doesn’t seem like they would stay around after pulling some shit like that,” November says slipping next to him.

“Perhaps.”

“You have proof it was them?” Violet asks, keeping her eyes focused on his.

“I have the word of a man who was there,” he says. “A man I trust, or trusted before he bled out.”

Then we pause for dinner. As I get things ready, Violet and November discuss their options. November offers to use her hold on A.T. to control him.

”The thing about the Free Company is they don’t do something if they aren’t paid to do it. They follow my code,” Gator reminds them.

”What’s your code?” Violet asks.

”Pay him to do something and he’ll do it, even if you change your mind,” November explains.

”Honor the deal,” Gator amends.

”So they were probably paid to do this,” Violet concludes.

”Or by doing this they paid themselves,” November speculates in character.

I return.

I ask her to acting under fire to lie by omission for the next bit. After some discussion about this (people never seem to recognize evading the question is something people can pick up on), we temporize by rolling read a person. She gets a hard hit. “How likely is he to go on a roaring rampage?” she wonders.


Violet sighs and explains, “once we got the nurses at the Music Bowl, we can look into this. One thing at a time. What do you intend to do?”

Question 1.

“They are criminals,” he says roughly. “They need to be punished. It is a time of war. What they did was treason.”

“We’ve got a lot on our hands right now,” she says. “How about we hold off on this until we get the nurses back?”

How could I get AT to hold off on this? is her next question.

If you’ve got some other problem that is more pressing that needs his help.


November slips beside Violet. “You could ask him to help with these citizens,” she whispers. “He is supposed to be protecting them. I think if I asked he would devote his resources to it. And our mission will take us back to the Autodoc.”

I leave to get the rest of dinner.

”How could I get him not to kill any of them?” Violet asks.

November points out she can just manipulating him. It is a broken refrain. November offering help and Violet looking for another route. In the end she relents.


Violet grits her teeth and nods.

November touches A.T.’s arm. “A.T., I totally understand how concerning this is, but we are the middle of a crucial mission ourselves for the safety of the republic. There are a whole bunch of medical staff that were moved to the Music Bowl. We really need to get them back to the Autodoc. We need to get that place up and running so we’ve got that support before we move on White.”

And uses up a hold.

“That’s a good point,” he says, rubbing his chin.

“You and your boys could really help keep them safe.”

“It is a large group.” He nods and turns. “Alright men, we have more important things to deal with.”

As the Militia mobilizes, Violet resolves to find what is going on. I have questions for Gator and his friends.

Back to the Music Bowl.

The occasional gunshot breaks through the din of the foundry. Jarhead's team pays no attention and focuses on mounting armored plates and weapons.

“You really think this would work?" Allison asks.

Jarhead shrugs. "I don’t know but it is kind of fun to find out. All we really need to do keep working long enough and everybody else will be back eventually anyway. That reminds me! The radio!"

Allison follows the dusky tinkerer to the van. “Yeah maybe we should give them a call. If they come back they’ll just run right into them.”

"Here hold this," he says handing her the part he was working on. He tunes the radio and says, "Jarhead here. Anyone out there? Anyone listening?"

"This is White," November says in false baritone, "ha ha ha."

"White doesn’t announce himself like that," I comment.

"This is totally White, you don’t know that. Shut up."


As they bounce along in Boo's SUV, the radio crackles and Jarhead's voice comes through faintly.

"Is it supposed to do that?" November asks. She talks to the radio box. "Hello?"

Garber switches on the transmitter and speaks into the microphone. “Hello?”

”Is this Garber?” Jarhead replies.

"Yes we are heading back," the young man says.

"Glad to hear that. How close are you?"

The tall youth glances ahead. "We are about five minutes out."

"Stop!" Jarhead shouts. "Stop, stop."

Boo slams the brakes and the gang lurches forward.

Violet grabs the microphone. "Okay we are stopped. Why?"

"We are kind of under siege by Cougar," he babbles. "I’m building a tank. He’s demanding our surrender. He’s got a couple of guys with him. No more than 50."

"Okay hang on," she says before stepping out and flagging down A.T.

The armored personnel carrier grinds to a stop. "What’s the problem?" A.T. calls out.

"It sounds like the Music Bowl is surrounded," November says. "Good thing you guys are here."

A.T. climbs down the side of the vehicle. "Cougar's out in the open?"

"Seems like it," Violet says. "This might be a good time to get him."

Violet and A.T. pile into the SUV and she grabs the microphone. "Do you know Cougar's position?"

"Get eyes on him," A.T. barks.

"They are driving in cars," Jarhead replies. "I can probably tell which car he’s in."

"Tell us how they are spread out," November adds.

"Give me some time," Jarhead says. Back at the foundry, he puts down the microphone and finds an idle cultist named Brin. "I need you to find out which car the voice is booming from."

"Don’t we need to work on this?" the man replies.

"This is more pressing now. Go do it," he commands.

"But the council told me to do this," the junior cultist says looking up.

"Didn’t they tell you to listen to me?" Jarhead says. "And what am I telling you to do?"

Jarhead rolls Manipulate a person, he get 9 and marks experience.

Brin nods. “Okay but if I get in trouble I’m telling them you told me to do it.”

"Whatever, just do it," Jarhead says as Brin runs up the stairs to the surface.

We jump to Gator.

Gator watches his gang move to a safe distance. Wire lingers, watching the area from atop a ruined donut shop. The mercenary leader turns to Madame.

“So are you ready to use our services?” she asks.

“Yes,” Gator says.

She smiles and guides him inside. He asks her, “if shit goes down, are you able to get me back up?”

“We can revive you quickly,” she says, pointing to a seat, “but you might be a little off for a few hours.”

“As long as I can be up and moving.” As she nods, he adds, “let’s do it.”

Another nurse jabs his arm with a needle. He feels his eyes growing heavy, his limbs become distant. The pain recedes. He doesn’t reach oblivion though.

Instead Gator’s mind picks through recollections of better times.

A widely spaced picket fence defines where the holding begins and the wilds ends. Within the bounded area the potato and turnip farmers are protected by Jackson and his men. In return they owe a portion of their harvest and their lifelong loyalty.

“Lording over you like a feudal...lord,” I say. “I probably could have come up with a better line.”

”What were you called back then?” I ask.

We decide on Adam after some discussion.


The man who would someday be Gator toils under the hot sun. A posse of men on well fed horses rides up.

Jackson’s horse trots up to him. “Be needing the next tithe of sugar beets in a few days,” the hard holder says. “You are going to be ready with that Adam?”

“Probably,” the young man says wiping his brow. “It’s tough with this blight.”

Jackson looks along the horizon. “Keep hearing about this blight. You make sure you’ve got your tithe in line. Be thankful we don’t got a church. Then you’d have to tithe twice.”

Adam nods. “Yeah we don’t want a church.”

“Good man,” Jackson says sparing him a glance. “I’ll be back in a couple of days.”

“But,” Gator interrupts. “We may make it this time. but next time? It’s hard.”

“You just keep working as you can. Keep that wife and kid working hard too.”

He sighs. “I will. Just keep us safe.”

Jackson spurs his horse. “Alright boys, time to talk to the next one.”

As they ride off, the world melts and time slips fluidly to evening. A red sun slides along the horizon as Adam’s family finishes off a beet flavored homeopathic soup.

Gabbi cries, “Mommy I’m so hungry.”

The worn woman tries to comfort the young girl. “It’s okay dear, we’ll put a little bit more of the beet in the soup tomorrow.”

Gabbi turns to Adam. “Daddy, you can tell me a story so I can go to sleep and not think about how hungry I am?”

Adam leads his daughter to bed and says, “Once a upon a time there was a little girl who had all of the food she could eat. There was food on all of the shelves. She was happy."

“Did they have bread?” she asks with wide eyes.

"Yes and things to put on the bread. Before the spots came around." He continues his story and soon his daughter slips into sleep, a line of drool extending from the corner of her mouth.

As he returns to the main room, his wife, Rose, asks, “what are we going to do? The blight has wiped out almost all of our sugar beets.”

"We’ll do the best we can," the tired man says. "I’ll talk to Jackson. We can’t farm if we can’t live. We may have to think about something new."

Rose clutches a ripped shirt. “You know what happened to Gabs and her kids when they couldn't grow enough. Jackson sold them off.”

"We’ll figure something out. Something's got to grow in this godforsaken soil.”

Back to present day.

Brin bursts into the foundry after several minutes. “I went up and looked," he pants. "The voice is still coming from that little bug car. It is parked just across the big road.”

At this point I show them a map for the Music Bowl. A.T. and the others are coming down from the north along the big road, a former highway. Cougar is parked across the big road from the arena. The ground around the Music Bowl is free of structures but contains lots of broken concrete for cover.

Jarhead radios that to the others.

Violet looks up from the device to A.T. “What say we go do a little bit of sniping?”

"Okay," the Militia leader says. "The only problem is we lack the high ground. There’s plenty of places to fire from but everything is pretty level."

We quickly establish A.T. has 30 guys with him.

"What if we take out their tires and then lay down suppression fire?" November suggests.

"Great except they'd be shooting at us while we do that."

Time to use +insight.

Violet turns to Boo. “What are the more strategic locations outside of the Music Bowl?”

The stout man rubs his jaw. "About 30 years ago they leveled most of the area around the arena to make it more fortified. But there’s the sewers. They are mostly collapsed in the city but out here they are still pretty intact. I don’t know if they are passable but that could be a way into the Music Bowl.”

Violet looks off the south where the rim of the arena rises above the ruins. “There are some pretty good sniping positions in there.”

“You could climb up to top and hit anything,” Boo says.

“Why are they not doing that now?” November asks, listening to the sporadic gunfire.

“I don’t know,” the older man says.

Violet quickly gathers the Militia’s best sharpshooters and outlines her plan. “We will sneak inside while the rest of the Militia moves into position. Then when we began firing from above-”

“We will come in and smash them,” A.T. says smacking his first into his hand.

“I’ll hang back to deal with Joshua,” Boo says. “Garber you go with Violet.”

“I’ll go with the main force,” November says.

As the men arm themselves, November steps away to make a quick prayer to the gods as she cleans her many daggers.

November uses her custom move, rolls Weird and fails. She marks experience however.

As she works she feels a growing thirst. She can smell the sweat and the promise of blood in the hot air. A voice whispers in her mind, “Let the warriors meet upon the road.”

Boo meanwhile radios back to Jarhead. “Violet is going to get some men into the Music Bowl, they are going to come up through the sewers.”

“We’ve got sewers?” the tinkerer replies. “I guess that makes sense.”

Jarhead finds Wisher. “Expect company of the helpful kind coming up from the sewers.”

The surprised priest replies, “Okay I’ll let the guards know.”

As Jarhead returns to work on the truck, he spots Memo. “Memo go up top and let me know when the shit goes down,” he says handing her a partial set of binoculars.

Then the inventor reaches out with his mind, seeking how he can best help with the coming danger. The swirling activity around him seems to slow. His mind flashes to the numerous entrances and exits to the Music Bowl. Here, there is one way in and out. Here he can help rebuild after the damage is done. He relaxes a bit and gets to work on the medical equipment.

Jarhead opens his brain and gets a 9. He marks experience.

I ask first, “if Jarhead could extract something physically from Psychic Maelstrom, would he?”

”That’s a very broad question. Yeah I think I would. Like pull something like Hope.”

Violet rolls acting under fire to avoid being seen as she enters the sewers. With her +1 from Insight she succeeds with a 7 and marks experience.


Violet’s team quickly finds a sewer entrance, a collapsed street that opens into a tunnel leading towards the arena. After long minutes of pushing through sludge and removing obstacles, they find themselves beneath a darkened grate.

Violet shines her flashlight up through the grate. A concrete ceiling hangs above, crossed by a faint crack. A noise like distant banging reverberates from far away.

Violet reads a sitch and gets a 8.

”What should I be on the lookout for?”


She pulls herself higher and shines the light closer to the floor above. It pans over a log covered in mushrooms. They are beneath the mushroom farm. The one infected with spores.

“Get your masks on,” she tells the others.

Protected they pop open the grate and pull themselves into the dirt lined chamber. Their lights illuminate several burst spore pods, their contents covering the walls and floors.

”Has no one tried to clean this up?” she asks.

”They’ve been busy.”


Orienting herself, she leads the others to the nearest exit. She knocks on the chained and locked doorway.

“What was that?” a muffled voice cries.

“There shouldn’t be anybody down there,” another voice says.

“Didn’t they say somebody-”

“Hey!” Violet shouts.

“Who is that?” the first voice asks.

“We’re here to help stop the siege.”

“Oh it is them!” the second says. “Let’s get it unlocked.”

“Wait!” the first says. “You are not covered in spores?”

“Something to wash them off wouldn’t hurt,” Violet says.

“Give us a few minutes.”

The riflemen wait in the infested darkness as the guards get ready. Finally they open the doors, revealing two white-robed figures wrestling a long hose while a third pumps madly.

The fourth one shouts orders through a mask. “Stand over there! One at a time!”

I have Violet roll acting under fire (+1 for following her followers’ plan) to avoid contamination. She gets a 12 and marks experience. She has act under fire advanced so everyone is not only decontaminated but she loses her lingering -1 due to her last exposure to the climbers.

The washing goes quickly and the team rapidly clean their guns before heading up to the arena rim.

Elsewhere November tries to read a sitch trying to make use of her perfect instincts. She gets a 6.

We jump back to Gator.


Gator moans in his sleep, his dreams taking a darker turn. Elsewhere the psychic maelstrom rumbles with violence and blood.

”Who was it who shattered your perfect life of misery?” I ask.

”I don’t know. I’m still trying to find out. It happened while I was sleeping.”


Adam wakes to the night he lost everything. He face aches from the beatings. He smells the smoke of the burning fields and the hears the screams of the wounded and dying. The young man stumbles through the gap that was one of his walls.

“Rose!” he cries.

Amid the scattered blazes he hears his wife call back, “Adam!!”

Adam stumbles in that direction as gunfire erupts at the next farmstead over. His wife’s cries grow more distant.

“Gabbi!” he shouts. The acrid smoke of his charred crops bring tears to his bruised eyes.

Gator rolls to read a charged sitch and gets a 7. He marks experience. Who is control here?

Adam scans the blackness, catching glimpses of Jackson and his men as their horses wheel and charge among the invaders. Where his hardholder goes, the raiders break. Right now Jackson moves to defend Adam's rich neighbor to the south.

”If only you had more beets...”

“Over here!!” Adam cries hoarsely.

Jackson’s man, Grekker rides over, pulling his horse to halt beside him. “What is it?”

“They grabbed my wife and my daughter,” Adam says rapidly. “My farm, everything is on fire. You’ve got to help me.”

Grekkor rubs a bloody brow. “I’ve got to help a lot of people. You got more to go on? It’s dark.” Jackson blows his horn. “I’ve got to go.”

“Jackson said he’d keep us safe,” Adam cries.

“Jackson says a lot of things.” Grekkor spurs his horse and disappears into the night.

“No!!”

Adam cuts off his anguished sob as a child’s shriek cuts across the field. He runs through the sparse foliage. A flash and loud bang reach him before he gets halfway. He blinks and rushes for where the shotgun blast came from.

A minute later he bursts through a tangle of vines. A small body lies on the ground. The child’s head took a direct shot, splattering it across the muddy earth.

“No!! Gabbi!!” he screams. He collapses to his knees, grabbing the broken face and skull, gruesomely trying to put the pieces back together as a cold rain falls from above.

”Definitely coming back to this,” I say. “Whoever did this needs to die horribly.”

And we go back to the battle.


Violet surveys the battlefield from her vantage point atop the Music Bowl. A dozen vehicles race around the structure while powerful voice booms from a VW Beetle covered in spikes.

“I demand your surrender,” Cougar intones. “You can’t possibly hold out.”

Violet takes careful aim at the passenger side window. She fires.

I debate even having her roll and decide against it. Blame the earlier misses. Time to use my hard moves.

The windshield stars as blood splatters the inside. As the voice stops, a woman in aluminum armor gets out from the back seat and returns fire. The driver revs the engines.

As the other snipers begin to fire, Violet targets the engine.

Violet rolls seize by force and gets a 9. She marks experience and chooses to take definite hold and dismay her enemy.

The volley of bullets potmark the car which grids a halt after only a few feet. Cougar’s men mount a poorly aimed counter attack. A couple of bullets strike near the sniper’s makeshift crenelations.

Violet and her men deal 2-harm +1 for a gang -1 for the car’s armor. The car stops (definite hold) while those inside take minor damage (1-harm). The return fire is weak: 2-harm -1 for a gang +1 for the part of Cougar’s gang engaged -2 for the Music Bowl’s defenses and their armor.

As cries of pain issue from the bug, the rest of the force masses to intercept A.T.’s men. The Militia’s armored truck tips the balance of numbers however. One car peels off to rescue the occupants of the bug.

Violet chooses to read a sitch. She fails and turns her energy to shooting the approaching car.

November hangs back, letting A.T.’s forces lead the way. With the truck in the lead, a dozen men make their way on foot. Cougar’s men race forward on motorcycles and in rusty cars, firing wildly.

Time for those hard moves.

Then the armored truck rolls over a landmine.

The explosion throws several Militia fighters into the air and sends November sprawling. The truck crashes down, having been thrust a few feet into the air. The dancer glances around as people silently scream around her. She claws her way up as a powerful ringing resounds in her head.

Violet watches the brilliant blast toss the truck like a toy car. A.T.’s forces are thrown in disarray.

A noise cuts through November’s deadened senses. A rapid ch-thunking as the truck’s heavy machine gun fires. Cougar’s troops cheers change to screams as the tracer lit fire slices through them. A motorcycle is blown in half. Two men become broken splatters.

November looks up. In the smoke and haze, Mox stands illuminated by the tracer fire, his hands firmly gripping the machine gun controls. A.T.’s men rally and return fire.

A voice rises above the gunfire and the ringing. “She’s the one he wants, get her,” Cougar booms.

Arms grab hold of November, dragging her from the battle.

November chooses to seize by force and gets an 11. She chooses to take definite hold, deal terrible harm and suffer little harm. She deals 2-harm with her knives +1 for merciless and +1 for terrible -1 for a small gang. She takes 2-harm -1 for little -2 for armor +1 for a small gang.

The dancer pulls her blades, sinking them into the armpits of the two dragging her. She slices up and out, leaving one bleeding to death and the other minus an arm. Four more charge her. She dancers between them, stabbing and slicing. Moments later she stands alone among the dead.

A towering figure looms before her in the smoke. Cougar’s long cloak billows in the hot air, while the titan’s mask gleams with twisted metal and bone.

Violet opens her brain on Cougar, hoping to use it to get a better shot. She gets a 12. Since she uses hard she marks experience.

I first ask her, “do you see yourself more as a defender of civilization or an architect?”

”An architect. Even though I will defend what I build, I’m not a soldier first.”


Violet scans the smoke and fire torn battle field. Her sharp eyes pick out Mox as he grits his teeth and fires the 50 caliber again and again. She scans the soldiers as they fire back and forth. A.T.’s white hair appears nowhere. Towards the back, she spies November lit by the flames with her knives out. Corpses surround her. A shape looms in the smoke beyond.

This is going to be a really hard shot.

The group digresses into how Violet is a kill stealer. As this is often my role when I play, I stay out of it.


Violet shouts to the riflemen to focus on those of White’s forces approaching the Music Bowl or who are trying to intercept A.T.’s forces.

Back on the ground, November approaches Cougar, unbuckling her armor as she goes. As the gunfire mows down those fixated on her disrobing beauty, she reaches the giant. Gently she tugs loose Cougar’s long coat. She unfasten the leather breastplate, revealing Cougar's barely feminine form. Bit by bit the giant’s armor drops to the ground, while Violet watches through the crosshairs.

The smoke curls around Cougar’s scarred torso, her breasts heaving as she watches November’s nimble fingers. “So beautiful,” she says.

November decides to roll Hypnotic after arguing she is effectively alone and has plenty of time. She gets a 10.

“Thank you,” November tells her. “Tell your men to drop all of their weapons.”

Cougar’s expressionless mask rises to survey the battlefield. “Surrender! Lay down your weapons!”

”Awe man...okay,” Violet says as the rest of the group laughs.

Back to Gator.


Gator’s breathing slows. In his dreams the night gives way to a rainy morning.

Adam kneels in the mud, his hands caked in blood and gore. Grekker rides up, his horse snorting as it trods upon the rusty earth. The warrior cradles a bleeding arm.

“Adam. Adam there’s nothing you can do for her,” he says quietly.

“I have to fix her,” Adam says, numb fingers moving one red bone into place . “I’m suppose to keep her safe.”

“Look we all suffered in this raid.”

“I fucking lost everything,” the farmer says his face bent to the earth.

“Still got your beets,” Grekkor offers weakly. “Look there’s nothing you can do about it. They rode off to the east. Damn bikers.”

Adam gets up and walks back to his house. Rain drips down as he crosses the field. In a clearing he finds something waiting for him. A pool surrounds a dead raider, face down in the mud. Adam pulls a knife from his frozen hand, blind to the sword tattoo on his shoulder.

We’ve seen that tattoo before...

Distantly, he hears Jackson talking to his neighbor. “Well at least we were able to save the crops. They won’t be coming back here again. Not after the licking we gave them.”

Quietly Adam stumbles to his hut. He waits. He stares at the knife. The rains gradually stop and the sun peeks through the clouds. Slowly it descends. Jackson comes by just as it sets.

“This place is a mess,” the hardholder says.

“You promised,” Adam whispers.

Jackson’s eyes focus on the fields. “They did a real bang up job here. Going to have to replant the whole thing.”

“They took my family, everybody,” he says louder.

“Yeah, you are not going to have enough labor to do that,” Jackson says stroking his chin.

As Jackson contemplates what to do, Adam rises to his feet. He steps forward and sinks the knife into him.

Jackson gags and stares at him in disbelief.

“You promised!” Adam says. “You broke your deal.”

Adam thrusts the blade in down to the hilt.

“You’re just. A serf,” Jackson chokes before collapsing into the mud.

Adam walks east.

Back to the real world.

As evening falls, the Music Bowl tends to the wounded and enjoys their victory. November stands apart. Suddenly she feels the hairs on the back of her neck stand up.

Wary of the gods, she retreats to a quieter place.

“We require a sacrifice,” the voices demand.

“I gave you six,” she whispers.

“Yes but their blood was diluted by the fighting,” a voice whines. “We need you to perform a ritual. To bleed the victim purposely for the gods.”

“That sounds like murder.”

“Call it what you will,” a bitter whisper replies. “You do this for us and we will give you what you want.”

I am greatly trimming down on November’s snarkiness here.

“No.”

“This one will be a threat to you if you let her live. The Giant.”

November tenses her body. "She may yet die by my own hand but not now.”

“We will remember that,” the voices whisper angrily.

End of Session

Finally we reach raising Hx:
  • Jarhead gives +1Hx to Violet since he only really interacted with her.
  • November gives +1Hx to Violet.
  • Gator gives -1Hx to November as his backstory differs substantially from what she expected.
  • Violet gives +1Hx to November since she trusts her more. But just wait until next session...

Wednesday, June 24, 2015

50 Shades of Vampire: The Soulless

Recently I began a Night's Black Agents game using the introductory adventure. We started the game with little time to discuss what we would play so I was unsure what sort of vampire they wanted. In the end between the choices of ancient horrors, weird science and/or Dracula, they chose the weird science angle. By that point I had already worked up two different conspiracies so that I could fill in any gaps that came up.

This week I'll present the conspiracy that we didn't use:

The Soulless

This conspiracy owes equal inspiration to Vampire: the Requiem (in terms of names and general inspiration) and Penny Dreadful (for the visuals).

Beneath the sands of Egypt a horror stirs. A master of the dark arts, an explorer of the soul, a heretic and defiler. This ancient creature may once have been a mortal punished for abominable crimes by being buried alive. The sorcerer's hunger for knowledge overcame death itself and devoured what remained of the man it once was.

Now only the Theban exists. An undead sorcerer from predynastic Egypt, he or she seeks to final lore of necromancy, mastery of the soul. Defeated in ancient times and sealed within a crypt, the Theban awakened in the 19th century after the intrusion of tomb robbers serving Britain's mania for all things Egypt. They destroyed deadly traps and protective wards alike in their haste to find another mummy to sell or jewel to pawn. Instead they found a fate worse than death.

The Theban studied forbidden rituals and spells pertaining the five parts of the soul, including how to remove (and devour) different parts to reduce what was once human into a soulless husk. It gleefully practiced these arts on its liberators. Into some, those with the strength of will, the monster inserted a shard of its soul as a replacement. These undead monsters possessed intelligence, forever chained to the Theban's will, and a measure of their master's occult power.

Then the Theban sent them out into the world to hunt for the final secret. They infiltrated academic circles and the halls of power, hidden by their emptiness and corrupting from within.

Overview

In his search for occult lore, the Theban placed agents across the world but its paranoia means that only a few exist in any major country. This thin web relies on mortal agents and weaker monsters such as ghosts and werewolves.

The conspiracy contains several variations of vampire. Most common as the Husks, empty shells of people who are barely intelligent. They possess the ability to hide themselves from people's minds and their soulless nature makes them invisible to electronic surveillance. They can feed on blood but it only serves as a vessel for the soul which they hungrily devour to fill the void within them. They can sense the presence of souls and smell it in the breath of those around them. The conspiracy uses them as shock troops, hunting hounds, and brutal assassins.

Above them are the Mehket, undead sorcerers with many the same powers and a keen hungry intelligence. Their flesh is inscribed with magical hieroglyphics that binds their master's soul shard to them. This shard gives them a measure of magical power and shackles their will to his. Some however may have learned to slip this binding. In addition to sorcery, the Mehket have learned to pull the souls of their victims from their breath.

At the top sits the Theban whose true nature may be something else entirely.

Any Mehket can create Husks within a brief amount of time but only the Theban (who remains in Egypt) can create new Mehket. They organize and sometimes gather in gatherings of 11 or 7.

If a cure exists, only the Theban or its occult library might contain it.

Nodes:
  • The Theban [Level 6]: ancient undead Egyptian sorcerer who can communicate with the dead, raise soulless minions, command the elements and who know what else. Currently meditating on the mysteries of necromancy in its tomb along the upper Nile.
  • The Egyptian Deep State [Level 4]: the military industrial complex that ultimately controls Egypt. Its generals have been subverted by agents of the Theban. They provide protection and resources to the conspiracy.
  • MI6 Mole [Level 3]: a potent Mehket who has infiltrated Britain's intelligence service and turns its resources to its master's hidden goals.
  • Curator at the MET [Level 3]: a mortal who knows more than most and who keeps an eye out for relics with a particular significance.
  • The Liver Eater [Level 3]: a rebellious Mehket who has discovered how to "ground out" the Theban's control...by ingesting live human livers.
  • Project Babel [Level 4]: a secret genetics research program begun decades before the Human Genome Project. It seeks secrets to humanity’s origin as well as a possible link to God. The Theban suspects this techno/mystical group can provide it the secrets it desires. Thus has sent many minions to subvert and control it.
soulless
Notable Locations:
  • Egypt: from the poor packed parts of Cairo to secret chemical warfare labs to sand filled tombs, numerous backdrops suggest themselves.
  • MET: labyrinthine Egyptian exhibits, preferably at night, facing off against security guards, vampires and the odd reanimated corpse.

Templates

Husk

These barely human creatures have had portions of their souls removed. In appearance they range from dead eyed mortals to dried up shells to blue tinged preserved corpses.

General Abilities: Aberrance 11, Hand to Hand 7, Health 7

Hit Threshold: 4 (higher if invisible)
Alertness Modifier: +2
Stealth Modifier: +2

Damage Modifier: -1 (fist), +0 (fangs)
Armor: -1 (tough skin), all weapons do half damage after armor, firearms do only 1 point and shotguns only do 2.

Free Powers: See Souls, Smell Breath, Drain Stability, Psychic Invisibility (not in combat), Invisible to Mirrors and Electronics, Spider Climb
Other Powers: Mimicry (voice), Vampiric Speed, Vampiric Strength

Banes: Sunlight (Hurt), Fire, Beheading, Stake to the Heart
Compulsions: Serve their creator
Dread: sunlight
Requirements: Blood and souls

Mehket

These intelligent agents of the Theban can appear mortal with a touch of magic, even adopt the forms of others. Behind the magic, these desiccated corpses sometimes wear the skins of living humans, kept fresh and supple with necromancy.

General Abilities: Aberrance 20, Hand to Hand 11, Health 11, Weapons 11

Hit Threshold: 5 (higher if invisible)
Alertness Modifier: +3
Stealth Modifier: +3

Damage Modifier: -1 (fist), +0 (fangs)
Armor: -1 (tough skin), all weapons do half damage after armor, firearms do only 1 point and shotguns only do 2.
Free Powers: See Souls, Smell Breath, Drain Stability (from breath), Infection, Psychic Invisibility (not in combat), Invisible to Mirrors and Electronics,Vampiric Speed, Spider Climb
Other Powers: Magic, Mimicry (voice and form), Necromancy, Summon Insects, Vampiric Strength
Banes: Sunlight (Hurt), Fire, Beheading, Stake to the Heart
Compulsions: Serve their creator
Dread: sunlight
Requirements: Blood and souls

Monday, June 22, 2015

Sample Sanctum: Inhabitants of the Wending

The Wending though abandoned contains multitudes. These residents include not only spirits and magical artifacts but also flesh and blood people. And beings who possess power to match the mightiest of mages. Meet the inhabitants of the Wending.

Shards of the Archmages

Archmagi have few that they can truly trust. Many turn to creating agents from fragments of their own souls. The Circle of Four were no different. Needing to be in many places at once they created avatars to aid in their work. Now that they have Ascended, these fragments try to keep the Wending stable and true.

The Wise Man

The orphaned subsoul of the original leader of the Circle of Four, the Wise Man accepts no other name. Unlike many of his former comrades, he has come to see some of the acts of the Circle as misguided or at least more trouble than they were worth.

This weary old servant would have long ago sought the long sleep except for a sense of duty to the tribe of humans within the Wending. A duty now threatened by an act by his creator.

Specifically the Circle once found a fallen god of flame and the void cast down upon the earth. They chose to bind it and seal it away. To aid in this they created two guardians whose duty it was to topple any civilization or organization before it reached a level where it might be able to undo their work. In essence they created two monsters whose job it was to destroy the civilizations of man.

And now one has come home.

This leaves him in a bind. Though still strong enough to destroy the creature, the act would cause the destruction of the Wending and its inhabitants. But he does nothing, the evil spirit will corrupt and murder his wards.

Description: A gray-haired man resembling a weary and clean-shaven Native American, the Wise Man dresses simply in natural materials.

Attributes: Mental 8, Physical 13, Social 10
Virtue: Charity, the Wise Man gives to others easily.
Vice: Pride, as the mightiest of the Circle's remaining creations (besides the stolen Stele), he has much to be proud about.
Gnosis: 5, but possessing infinite Mana
Arcana: Fate 3, Life 5, Matter 4, Mind 3, Prime 5, Space 4, Spirit 5, Time 3

Notable Traits:

  • Though old, the Wise Man's physical attributes function at superhuman levels. He heals 1 lethal or bashing per round and moves so fast as to grant him Armor 3 (which stacks with the magic below)
  • He possesses a measure of the Circle's Legacy. This imposes a -5 penalty to perception rolls to detect him, Occultation 5, and the ability to read Auras from people's tracks.
  • Further magical enhancements give him Armor 5 and the ability to deal Lethal damage with his bare hands.

Yucatan

The Old Woman

Another orphaned subsoul, this one stays within the Yucatan Wending. Unlike the Wise Man, she feels no duty to humanity.  Bitter and hateful from millenia of life, she claims other mages (and by extension Humanity) have soiled the gift of the dragons.

She opposes any and all intruders on general principle. She however refuses to kill interlopers directly instead destroying their tools and magical implements, misleading and separating them, and then letting nature do its bloody work.

Description: This ancient looking woman lets her long white hair flow freely and dresses in little more than a leather shawl.

Attributes: Mental 12, Physical 8, Social 8
Virtue: Fortitude, the Old Woman relishes her enduring nature.
Vice: Envy, the Old Woman is undying but not unaging. She hates those who still enjoy youth.
Gnosis: 5, but with infinite mana
Arcana: Death 5, Matter 5, Mind 4, Prime 5, Space 4, Spirit 5, Time 4

Notable Traits:

  • The Old Woman can't die. No force below that of an Archmage will end her existence. Further bullets and blades deal only bashing damage to her.
  • She possesses a measure of the Circle's Legacy. This imposes a -5 penalty to perception rolls to detect her, Occultation 5, and the ability to read Auras from people's tracks.
  • Further magical enhancements grant her Armor 5 plus she can speed up her own personal time granting an additional 4 Armor.

The Menagerie

The Circle created or gathered many servitor creatures, allies, and experiments within the Wending. When they passed beyond, these creatures and people were left behind. Many perished. Others escaped. A few still linger.

forest

The Deer Woman

Descended from cryptids created by the Circle, the Deer Woman is now the last of her kind. The rest fell prey to decaying Wendings, other inhabitants, and recently an evil spirit that has corrupted the human tribe within the Wending.

Her people lived in perfect coexistence with nature and the unseen worlds. Though she sees herself as but a simple being, she possesses strange powers that render her immune to many of the dangers of the Wending.

Description: The Deer Woman resembles a pale human woman with antlers emerging from her forehead, just below her wild brown hair. Unbothered by cold or the heat of the sun, she wears only a hide loin cloth and several necklaces of animal bones. A pouch of oddments hangs within the strings of leather and bone. Her blue eyes seem to look through people into their inner nature.

Attributes: Mental 6, Physical 6, Social 6
Virtue: Hope, despite everything the Deer Woman hopes for a better tomorrow.
Vice: Fear. Skittish around strangers, she has no reason to be trusting.
Power Stat: 3

Notable Traits:

  • The Deer Woman can change into a deer, boosting her physical attributes by 2.
  • At all times she regenerates 1 bashing/turn and a 1 Lethal every 15 minutes.
  • She can see and pass into Shadow or Twilight at any time effortlessly. It is possible this extends to the Hedge and other hidden realms but since these realms exist beyond the Wending, one alive knows.
  • She possesses the power to heal the wounded and ailments of others. Though it takes some time (1 hour per disease or dot of damage), she can heal anything.
  • She can speak the spirit tongue as well as communicate with any animal.

Horned Serpents

These anaconda sized serpents sport massive ram horns atop their heads. Natice the Yucatan Wending they sometimes wander to other realms. Part flesh and part spirit, they hunt anything within their reach, especially man.

Attributes: Power 4, Finesse 4, Resistance 4
Speed: 15           Defense: 4 [Armor 3]
Initiative: 8        Size: 6

Traits:

  • Gore: 8 dice pool for 2 Lethal plus successes. Successful attacks also cause the victim to be knocked down unless they make a Strength + Stamina roll at a -4 penalty.
  • Bite: 8 dice pool for 1 Lethal plus successes. After biting an opponent they try to grapple them.
  • Grapple: 8 dice pool. Overpower maneuvers cause an additional 2 Bashing damage.
  • Antimagic, resist all spells with 5 dice (in addition to any other rolls).

The Tribe

Finally we have a community of mundane humans within the Wending. Descended from the Circle's Sleeper followers, these tribal people dwell in a small village along the banks of a large river. They support themselves with a mixture of fishing, hunting and gathering.

Numbering only a few hundred, their culture is dying along with the Wending. Even if their world doesn't collapse, time and declining population will soon end them.

As a threat they can raise some 60 fighting men within a couple of hours, armed with spears and perhaps a few bows. Their average dice pool is 6 dice.

A few potentially important members of the tribe:

  • Chief "Rock Beneath the Lake": this older well fed man worries about the changes in his world, both in terms of the recent decline of game and with the new religion taking root in the tribe. However he is weak and easily swayed.
  • "Tall Tree in the Storm": The Chief's son distrusts interlopers and acts aggressively to any threat to the tribe or his family. While not a bad sort he is a close friend of the local troublemaker “Deer in the Thick Brush”.
  • "Follower of the Clouds" acts as the tribe's shaman and has come under the thrall of an evil spirit. It preaches that the tribe has been oppressed, kept in the dark about the truth of their world and left to languish in a primitive state. It urges her to forsake these false gods and lead the tribe to the 'light' (in other words to the dictates of a murderous spirit).
  • “Floating Log”: this easy-going man fishes along the river and is likely the first person visitors will encounter. He is close friends with “Finder of Catfish”, one of the tribe elders. he has also been marked by death by the evil spirit.
  • “Spring Flower”: the attractive daughter of“Knower of Root”, the Herb Woman, she is betrothed to "Tall Tree in the Storm" but lusted for by his friend“Deer in the Thick Brush”.
  • “Knower of Root”: knowledgeable about herbs and mother to "Spring Flower", she contests the spiritual leadership of "Follower of the Clouds", urged by the same evil spirit that leads the tribe's shaman astray.
  • “Summer Thorn”: the rebellious granddaughter of the town elder, she loves "Tall Tree in the Storm" and works to break up his betrothal.
  • “Finder of Catfish”: is the eldest person in the tribe and distrusts"Follower of the Clouds". Unlike many, he is open to the word of outsiders, knowing more of the secrets of this world than most. He is good friends with "Floating Log" but disliked by “Deer in the Thick Brush”.
  • “Deer in the Thick Brush” is the tribes troublemaker and fool. Recently elevated to the role of guardian to"Follower of the Clouds", he is also friends with"Tall Tree in the Storm". He dislikes being made a fool of and wrongly blames “Finder of Catfish” for some of his early failings.

Monday, June 15, 2015

Sample Sanctum: The Wending

One final sanctum for this series. Unlike the others this belongs neither to a modern wizard nor one from the recent past. Nor does it exist within some metropolis. This relic of high magic lingers at the edge of our reality, a remnant of a circle of archmages who would have seen the current age as an abomination. The guardians they left behind might yet bring an end to our urban lifestyle.

The Wending of the Circle of Four

circle
A Wending (for those who have not read Mage: the Awakening's Imperial Mysteries) is the former Golden Road, or spiritual path, of an Archmage. Essentially a modified part of their soul left behind when they Ascended or otherwise left this world, they are unstable but often littered with powerful relics of their former owner.

Four potent mages founded the Circle of Four before the dawn of known history. Whether they descended from Atlantean survivors or some of other "enlightened" civilization remains unknown. What is known is that they sought to return to the natural world, rejecting of the hubris that ended the prior age of magic. They founded a Legacy based on this idea, hoping to guide humanity into a bountiful age of neotribalism. Cities and taming nature were anathema to them. They sought balance and a communion with the world.

Together these mighty willworkers linked their Golden Roads, creating a miniature universe to test their ideas and conduct their great works. After centuries of effort, most Ascended to the Supernal, leaving Artifacts, creatures and lesser mages to continue their work. Over the millenia, their followers in the Fallen World, our world, were killed, died, or simply gave up on their mission. They were forgotten by all but a few.

But their works remain.

The Former (Arch)Masters

None speak the true names of the Four. The few who know see no point in telling. Instead they are referred to by the region they identified with.
  • West: both a shaman and leader of men, this mage believed in leading all humanity to its birthright: mastery of magic and the Supernal. Skilled in the Arcana of Prime and Spirit, he came from the deserts of the west.
  • East: the most radical, this scout and hunter sought to return all humans to primal nature bereft of civilizing ways. Originating from the forests of inter-glacial Europe, his skill in the Arcanum of Life was unmatched by the others.
  • North: this tough survivalist felt to better oneself meant facing the fiercest elements. His mountain home provided plenty of such challenges and gave him a unique insight on the subject of the elements and the Arcanum of Matter in particular.
  • South: the sole female member of the Circle, this necromancer followed the legends of the dragons with an unmatched intensity. In her later years she connected the Wending to a strange ruin tied to those lost creatures.

What Remains

Each of the Four recreated regions of pure nature on their Golden Roads. The together regions once covered hundreds of square miles but time has caused much of the terrain to disappear. What remains is unstable.

Even now, millenia after the last of their disciples in the outside world perished, the Wending remains littered with their relics. Abandoned subsouls, splinters of the original archmages, keep watch over strange spirits, unique shapeshifters, and a tribe of mundane humans. Within the very center of their world, an ancient stele holds the secret of their lost Legacy and perhaps Ascension itself.

South: the Yucatan Wending

Yucatan
One of the few stable regions within the greater Wending, this realm now stands isolated from the modern world. Its thick flora and numerous fauna remain untouched by man, watched only by a secretive old woman. Beneath the forest floor, hidden caverns hold vast amounts of fresh water that keeps this land lush and healthy. Beneath the waters lie the bones of many creatures including man.

Access to this jungle clad realm can only be accomplished from another Wending or the Temple of the Dragons. Stepping into a certain crevasse chock full of small animal bones takes one to the grave of Dragons. A rough path leads from it and eventually splits. One route climbs a steep hill that gives way to rock and chill winds. Those that persist find themselves in what remains of the Mountain fragment. Another route takes one out of the jungle into the plains. A storm soon enshrouds travelers and leaves them in the Badlands fragment. A final path leads to a still pool. Diving into it takes travelers to the Primeval Europe Wending.

Shadow: A vibrant realm without any trace of man or his artifacts. The Gauntlet is nonexistent and any who knows the way can step from one world to another.

Twilight: No ghosts of man linger in this realm but Twilight remains "lively". The trees and animals of this jungle possess something that might be called a soul. Their ghosts linger in Twilight interacting with the many spirits who crossover effortlessly.

Traits:
  • Living animals and plants possess souls here, capable of leaving ghosts and being used in the normal (if often horrible) ways.
  • Natural well spaced pools of water serve as Hallows, infused with Death focused Mana. These pools also allow access to Twilight to anyone spending a Willpower.

West: the Badlands Fragment

Now accessible only from the South Wending, this desert land once covered miles of maze-like canyons. Now the sandy waste covers a few acres obscured by a constantly blowing dust storm. Those who push past that limit find distance fades away. Each step one takes covers less and less space until walking forward leaves one moving in place.

Shadow: Nothing remains of the spiritual landscape except a weak Gauntlet (Strength 0).

Twilight: Spirits and ghosts can linger here, if any remained.

Traits: Space magic reveals the degradation of this fragment. Any powerful magic or supernatural powers will cause the fragment to decay completely. Active Mage Sight using Space, Death, or Prime detects this process immediately and grants anyone caught in the realm when it collapses an extra turn of action.

Three turns after a 4th dot power is used, the realm disintegrates. It can take 1 to 3 turns for a normal human to reach the exit depending on how far they moved into it. Failure to escape drops one into the Abyss and possibly unmakes the character. Run quickly.

North: the Mountain Fragment

This realm now consists of a single peak shrouded in storm clouds accessible from the South Wending. Thick glacial ice covers the peak. combined with the high winds, intruders slowly freeze to death. The slippery surface threatens to hurl them off the mountain as well. Since there is no ground, falling means death. Only a single being lives here: a gigantic bird that attempts to murder all who come here.

Shadow: There is no gauntlet here, so the few spirits that remain can move effortlessly between shadow and reality.

Twilight: Doesn't exist.

Traits:
  • High Winds: a Strength + Athletics roll must be made when moving or one loses a turn attempting to hold on.
  • Intense Cold: a -2 penalty to all physical rolls (and those requiring concentration) if not protected from elements.

Thunder Bird

A rainbow-colored bird with a 40 foot wing span.

Attributes: Power 4, Finesse 5, Resistance 3
Speed: 29           Defense: 5 [Armor 2]
Initiative: 8       Size: 6
Corpus: 10

Traits:
  • Claw: pool of 9 dice, 1 Lethal or grapple.
  • Bite: pool of 9 dice (1 Lethal)
  • Lightning: pool of 10 dice bashing.
  • Antimagic: resist all spells with 5 dice.

East: the Primeval Europe Wending

forest
Cloaked in perpetual twilight, this wending was carved from a primeval Germanic forest. Mortals are stripped of their human tools and transformed into animals. They must remain this way until they escape. Only the most potent masters of the Arcanum of Life have a hope over coming this (They must beat the Potency 10 spell in an instant action). Mute and thumbless, they possess only the advantages of whatever beast to which their soul identifies with.

Worse there are wolves.

Only two entrances remain to this Wending: a pool of water leading to Yucatan Wending or by crossing a raging river several miles away to reach the Chicago Wending.

Shadow: There is no gauntlet here and discerning the difference between spirits and mundane inhabitants requires magic.

Twilight: Doesn't exist.

Traits:
  • All intruders are instantly transformed into beasts due to a staggeringly powerful spell (20 successes are needed to resist it). The one exception are the deer people who linger in these woods. But they are vanishingly rare.

Center: Primeval Chicago Wending

A realm of cold woods and swamps, this Wending resembles the environment of Chicago prior to the last glacial period. Abundant game helps support a small tribe of normal humans who live in coexistence with the spirits of the wilderness.

Once the heart of the network of Wendings, it now stands isolated and decaying. An Archmage recently visited it, defeated its guardians and stole the artifact that kept it in balance. Now unstable any serious magical conflict will set into motion the slow destruction of the Wending. This will not be fast nor pleasant. Over the course of days it and all who live within it will be slowly ripped to pieces (including a couple of hundred stone age tribesfolk). Worse a dangerous spirit has secreted itself into the tribe as their god. It has already directed them to murder other spirits and the last of the deer people. Soon it will lead them into an apocalyptic suicide pact.

With the closing of its gate to the Fallen world, this Wending can only be reached via the European Wending.

Shadow: There is no gauntlet here and spirits can move between realms without effort.

Twilight: Doesn't exist.

Traits:
  • Powerful magic (including any 5th dot power) will set into motion the slow decay of the realm, noticeable to anyone with Prime Mage Sight.

Friday, June 12, 2015

The Climbers Recap: Taking the Autodoc

creepersbanner
As my game languishes in spring wedding hiatus, I continue to work on the recaps. This week we begin Session 11: Taking the Autodoc.

As in my earlier actual play reports, small green text indicates out of character talk, mechanics and other game aspects outside of the fiction.

Our main characters are:
  • Gator (the Gunlugger) is an assassin and part-time bodyguard who wears customized scrounged armor made from Kevlar and ceramic inserts. Camouflaged for the jungle, his face was ruined in a fight with an alligator. His eyes are always sizing things up and his brutal life has left his body a hard sheet of muscle. He runs a a gang of mercenaries and is recovering from being blown up.
  • Jarhead (the Savvyhead) is a thin African-American man with a short goatee, long dreads, and clothes covered in pockets and gear. Travelling around in an old news van, he repairs items for a living. He is investigating a device that can bend space and time. He has also obtained employees in the form of a young woman Allison and her brother Waters as well as a little girl named Memo.
  • November Orleans (the Skinner) is descended from a family which left New Orleans before it sank. She is a beautiful woman of mixed heritage with dark eyes and skin, a sweet face and lush body. She dresses herself in a mix of scavenged clothing that somehow works together and wears a necklace made from rows of antique coins which jingle and shine as she moves. Her main profession is as a dancer, especially belly dancing, but she has a sideline business in cooking and animal training.
  • Violet Jefferson (the Touchstone) is descended by survivalists and her clothing and gear reflects her origins. Plain looking but fit, she carries a pocket copy of the Federalist papers and founding documents of the United States of America, an idea she hopes to revive. Her followers are demanding her help putting on a mission to liberate Miami from a tyrant.
In game, it has been two weeks since the Autodoc went into lockdown and people are worried. The food supply at the Music Bowl has been contaminated by White's minions and Gator’s gang has been up to something. But last session Gator emerged from his coma and Jarhead finished most of his projects. November and Violet meanwhile convinced the Council of Elders to liberate the holding Taters and peacefully make a deal with them for food.

"So they will be decent people," November says.

"I think it’s a stretch for them to be considered decent people," I reply.

"For Apocalypse World, they would be decent."


An attack on the foundry left Jarhead a bit bashed up. Others are still wounded from the flight from the Autodoc. The current tally is Violet at 3 o'clock (1-harm), Gator and Jarhead at 6 o'clock (2-harm) and November fully healed.

Start of Session

We begin with highlighting:
  • Violet has Sharp (by November) and Hard highlighted.
"I want to see action this time," I explain.
  • Jarhead gets Weird (by November as well) and Hot highlighted.
  • November's highlighted stats are Hot (by Gator) and Weird.
"I have fiendish plans," I explain.
  • Finally Gator highlights Cool (by November) and Sharp.
This is the November highlights everybody session.

Violet does well on her Fortunes roll with a 10. She gain 2-barter and +insight.

"Definitely good to catch a break," she says.

Taking the Autodoc

Allison and Waters move cinder blocks into place, slowly rebuilding the wall next to the foundry entrance. Jarhead does some last-minute work by the van, constructing a jack for raising a truck, the first step in building a working garage.

"I sure hope the people in the Autodoc are okay," Violet says a short distance away.

Shadow nods, hefting his spear as he throws his satchel across one shoulder. Krin walks up.“Yeah we need to take a look at that," the blood stained technician say. "I hope it's not another East Wing situation.”

”We all hope not,” she says leading the pair down the tunnel. They emerge outside the Music Bowl where Garber waits in Boo's yellow SUV.

"Is November coming?" I ask.

"Has anyone asked me?" she replies.

"I would," Violet says.


They find Gator directing his gang to press on without him. "Head out on foot."

“Alright we’ll cut across and meet you over there,” Morgana says, leading the armed mercenaries into the ruins.

The group loads up the truck, preparing for their expedition. Jarhead hobbles over and throws his gear in the back. As he climbs in, he finds Memo sitting in the back seat.

“Memo, go back to the foundry,” he says sternly.

“But they’ve put a hole in the wall,” she says cringing. ”It’s not safe here.”

“Well maybe you can go make it safe.”

“What if they run another car through the wall?” she says, her dark hair falling in front of her face.

“How do you think you can stop them from running another car through the wall?” he asks. “You are a clever girl, I bet you could rig it that spikes shoot out of the floor and stop the tires.”

“I guess we could do that,” she says, one liquid eye looking up at him.

“Doesn’t that sound like fun?” he asks.

I have him roll manipulate a person. He gets a 9 and marks experience.

“I guess. But what if we have to get out of there?” she counters.

“You’ve got the van. Tell the others I won’t deduct it from their...food I guess.”

”So you are leaving the keys with them?” I ask.

”I’m pretty sure they can hotwire it,” he tells me. “It saves me the trouble of fixing the damage afterwards. Plus if they steal my van they know I’ll come after them. It wouldn’t be good. Also I’m the only one trying to help Waters at all.”


Memo nods haltingly and slips out of the truck.

We jump to mid morning as they approach the Autodoc.

November looks out the window as the yellow SUV rumbles along the sunken streets of Miami. The sun glares from overhead, momentarily eclipsed by aged palm trees or the occasional corpse strewn lamp-post.

As Garber weaves past another wreck, another lamp-post blots out the sun. Something metallic hangs below the desiccated remains. November narrows her eyes. A metal basket, bent in the shape of a sphere, rocks back and forth. Something dark hangs within it.

"Stop," Violet calls, pointing ahead at another basket. Garber brings the truck to a sudden halt. The survivalist gets out and cautiously approaches the nearest one.

Violet read a sitch and gets a 11. She also marks experience. "What should I be on the lookout for?" she asks.

Gator climbs on top of the truck and scans the ruins for anything that moves. Meanwhile Violet gets beneath one of the baskets. The sunlight reflects off a glass jar inside, the rays bent by a yellowish liquid inside it. Squinting she makes out a fungal stalk floating within, wires connecting it to some electronics.

"Are there any wires?!” November calls out.

Violet looks but the basket seems welded shut. “It doesn't look like a trap.”

She calls out what she sees.

“That peaks my curiosity,” Jarhead says, getting out of the truck. He joins Violet and scrutinizes the device.

Jarhead open his brain and gets a 9. He also marks experience and advances. He chooses Life Support which he will narratively get at the Autodoc. (His choice.)

His mind latches onto the Faraday cage around the fungus and peculiar arrangement of wires. The way it hangs there, it would make a good surveillance device.

Jarhead steps back suddenly, looking around for whoever is watching. “Everyone back away from those, we are not going near any of that. I think they might be able to pop them.”

“They?” November asks.

"Whoever put them up. There’s always a they."

"I can think of a few possibilities," Violet says, backing off. “Let’s not go near those.”

Gator calls out to the pair. Jarhead relays their findings. “Sounds like a surveillance system,” the assassin comments.

“But it’s the fungus that gets me, why have it?” the inventor says returning to the SUV. “Maybe it’s a deterrent system.”

“Think about it,” Gator says. “We are dealing with people who use spores. Maybe they are using the fungus to communicate.”

November looks up. “We thought White was using the climbers but maybe this fungus has some sort of powers.”

“Sentient fungus,” Jarhead says with a chill.

“Maybe it’s a transmitter into the psychic maelstrom,” the mercenary says, getting off the truck.

“If it has a mind maybe we can negotiate with it,” the dancer adds. “I think it’s a good thing.”

“If you say so...” Jarhead says getting back in.

I then ask my psychic maelstrom question. “What would make you stick around a lot of people? Like the Music Bowl?”

Jarhead says a working space and safe working conditions. “All of a sudden I’ve got employees and people who want me to do things. It’s a weird feeling. And it’s not boring yet. Once it gets uninteresting I’m done.”

”We just got to keep you doing interesting things,” Violet comments.

I add, “and at the end of it you get him to build a device to do what he does and not complain and that’s it.”

”Jerk,” Jarhead says.

”Sounds good to me,” Violet says with a smile.

“Okay, let’s not poke the fungus,” Krin says. “Let’s get to the Autodoc and deal with the potentially homicidal computer.” He frowns. “That sounded better in my head.”


The gang drives on.

They arrive in front of the Autodoc in the late morning. A low mist surrounds the structure while red lights continue to flash from inside.

We pause for dinner. As I get things prepared, the others discuss house hunting.

Gator decides it is too quiet. He rolls reads a sitch and gets a 5. He marks experience.

Gator steps out. He glances about the still scene, searching for danger. His eyes seize on a pair of metal poles stuck into the ground to either side of the main entrance. As he puzzles over their significance, Violet gasps.

A red dot appears on Gator’s armor. Without thinking she rushes forward throwing him to the ground.

Violet acts under fire and gets a 11.

A shot rings out, striking where Gator was a moment before.

November ducks for cover in the SUV, huddling with Shadow and Garber. Krin jumps behind the SUV, keeping low to the ground.

Jarhead gets out and rolls read a sitch. He gets a 6.

November opens her brain and gets a 7. She marks experience.

I ask her, “About your family that you ‘abandoned’?”

”They knew, they understand,” she corrects me. “We are free gypsy-like people.”

”So who are you closest to?”

”I was closest to my Grandma. She was more of a stabilizing influence.”

”Was she still alive when you left?” I ask.

”Yes.”


November reaches out with her mind. As the gun shot fades, she picks up the odor of swamp water, decay, and something like ozone. Peeking through the truck’s grimy windows, she spots four more of the strange basket arrayed around the hospital. She feels hunted, watched. A sense of yellow eyes, barely human, floats in her mind.

On the other side of the truck Jarhead gets out, hoping to use it for cover. Instead he finds four armed men approaching from ruins. As they raise rifles to him, he shouts and rolls under the SUV.

Jarhead acts under fire to escape. Since he is spooky intense, he rolls weird and get a 7. He marks experience.

Two shots crash into the truck above him followed by a strange popping noise. As he rolls to safety, he feels a pain in his leg and finds a six-inch dart imbedded in it.

“Shit, shit,” he shouts, pulling it from his flesh and sticking it in a bag.

”There could be anything in that dart,” he explains.

Gator rolls to his feet, focused on a shattered window on the second floor. He fires once with his MP5. As a crack and curse come from the gaping hole, he rushes over the wide space in mere moments, clambering up a ruined ambulance and up into the room.

We have a battle.

Gator rolls Indomitable and gets a 12. Violet rolls as well and gets an 8. She also marks experience. Gator chooses to use two of his hold to cross the distance to his foe and kill/disable/ or maim him.


He finds the sniper wrestling with a broken rifle. The lanky warrior drops the broken gun and pulls a knife. Gator snorts at his crude armor of recycled tires and ridiculous combat stance.

Gator goes aggro but rolls a 6.

“Get down on the floor, hands behind your head!” Gator shouts as he trains his MP5 on him.

I'm stumped for a moment for a negative consequence.

As the man glances from the gun to his knife, the PA system turns on. "Contaminant detected," a female voice announces. "In. Section. B. Deploying. Surgeons.”

Back on the hospital side of the SUV, November steps out and begins to slowly and sensually to remove her clothing. She can feel those intense eyes focused on her, frozen by the beauty of her motions.

Another use of arresting skinner. She exempts her friends.

Violet meanwhile twists behind the SUV and pulls her rifle. Spotting the approaching band of men, she takes careful aim.

The four warriors pick their way through a tumble of bricks that was a convenience store. As one reloads his dart gun, the other three train their rifles on the yellow truck. Violet recognizes the lead figure, Fuse.

He reaches for the grenade launcher duct taped to the barrel of his gun. He shouts to the others, "Get him."

I use up my hold from my custom move: when you enter a new settlement. Fuse is from the Big Ship. He hates her preaching about democracy. In fact they all look like they are from Big Ship.

Violet uses her Indomitable hold to maim/disable/disarm him.


Violet fires once. Fuse grunts. He looks down to a growing red stain on his stomach. He stumbles backward, letting the rifle swing loose. He grimaces in pain and slumps against a tilted lamp posts, sliding slowly to the ground.

"He's probably going to die and it's probably going to take a long time."

The other three immediately return fire. Violet swings back behind the SUV. She pops back out a moment later firing back in quick succession.

Violet realizes she gained an advancement and takes +1 Cool.

She then seizes by force, she gets a 11 and marks experience. She chooses to suffer little harm, dismay her foes, and inflict terrible harm.

I am momentarily distracted by November's sheet. Her hot stat has light beams emanating from it. Since she is Radiant.


Garber blasts away with his shotgun and soon the pair leave two attackers in pools of blood with the third fleeing into the ruins.

Violet suffers 2-harm from the rifles +1 since they are a small gang -1 for little harm. She uses her second hold from Indomitable to negate it. She inflicts 2-harm for her rifle +1 for terrible harm -1 since they are a small gang. Since their leader is down and they are scared, they flee.

Jarhead scrambles from under the truck. He point to the man fleeing with a tranquilizer gun. “After that guy! I need him!”

Back at the hospital Gator leaves the man to his fate. He jumps from the window, landing on the ambulance with a crash. As glass splinters out of the one remaining window, he takes in the scene. Three men down and a fourth fleeing. He squints as the runner, recognizing Jarhead. "Typical." He then looks lower at November stripping. As the screams and sounds of electric blade echo from inside, Gator sits down and enjoys the show.

Violet meanwhile clambers a top the SUV and draws a bead on the vanishing figure beyond Jarhead. She fires and he falls forward.

Violet rolls go aggro and gets a 11. She also marks experience.

Jarhead cries out in shock. He jogs over and tries to slow his breathing. He finds the man dead, blood spilling from his head. He quickly grabs the dart gun and the three unused darts.

Rushing back, he asks the dying man on the ground, “I can help you, but what in these?”

Jarhead rolls manipulate a person on Fuse. He gets a 13 and marks experience. Thanks to November’s Radiant move this makes Fuse an ally.

”For as long as he lives,” I comment.

”Hey we are at the Autodoc,” November says.


Fuse coughs up some blood. “Fuck it, they weren’t paying enough anyway.”

“Damn right they weren’t. So what the hell is in this anyway?”

“I don’t know for sure. I know Winona wanted us to shoot anybody we thought was interesting with it. She said it would give her leverage.”

“I know I’m really interesting but damn it,” Jarhead mutters. “Wait! Who?”

Violet pipes in. “She’s one of White’s. She’s a technomystic. She accesses the psychic maelstrom with tech.”

“Oh,” he says with dawning realization. He looks down at the dart and the glittering solution within it.

Jarhead rolls things speak and gets a 11. He also marks experience.

I assure him it will not give him the climbers.

First he asks, “what has been done most recently to this substance?” He follows up with “What is wrong with this and how can I might fix it?“ and ends with “Who made this?”


The device seems to hum on a mental level, flickering with the feel of someone else’s mind. It seems custom-made, not an artifact of the Golden Age. They have a hold on me, he thinks, a way into me, leverage to inflict pain.

I tell him he will either need to wait it out or get dialysis. They are basically implant syringes for brainer tech.

Lastly Jarhead chooses Fuse to be a guardian (for his ally type).


Jarhead looks back at Violet. “What do you know about this guy?” he says pointing at Fuse.

“He’s kind of a jerk,” she says stowing her weapon.

“Is he a jackass or bully? Or he swarmy?”

“Jackass,” she says heading back to the truck.

Jarhead turns to the bleeding man. “I’ll save you if you protect me.”

“Okay,” Fuse grunts. “Hope you get back soon.”

Meanwhile, November finishes her show and reaches out with her mind to whoever is watching her. She feels the inhuman yellow eyes searching her intensely. The presence is near, emanating from the basket things, somewhere within the hospital.

She rolls open her brain and get soft hit.

I ask, “the circus you ran away with, did it have a name?”

”The midnight carnival.”

Then she asks, “since I have that connection now can I reverse Lost and go to them?”

”Not by the rules but I like the idea.”


November reaches out to those eyes. The echoes of the recent gun shots fade away. The sun blazes down on her. The heat surrounds her, burning around her head. A chill rushes up her spines as a whispering of voices surround her.

“We can show you the way,” they say rising to audibility, “if you do us a service. Listen to our offer this evening. That is what we ask.”

November nods and starts to pull her clothes back on. Across the lot, Gator gets up, his lip turned into a slight frown. The screams above him grow distant and stop. The mercenary climbs down and joins the others as they regroup.

Jarhead comments on the sniper, “sucks to be him.”

Gator rounds the SUV and finds the dying man clutching his gut wound. “That sucks,” he tells him coldly.

“Push here,” Jarhead tells him more helpfully.

As Fuse grips his wound, Gator tells the others, “the Autodoc is still trying to kill people.”

“I can hear that,” Violet says. “I think the best thing for us to go shut it down.”

November rounds the vehicle, donning the last of her clothes. “I established a connection to whoever hung those basket things. I think I can lead us to them.”

“You can do that?” Jarhead says looking up. “That’s pretty cool.”

“Yeah thanks.” she says. She blinks as a mental map appears in her mind. “I think they are this way.”

“If you know the way,” Gator says.

Violet interjects.”We should leave someone outside to keep watch.”

“My team should be here soon,” the mercenary says, as he busies himself gathering the gear of the fallen.

Gator says, “we killed people, did they drop weapons and stuff?”

”And gold pieces,” I inform him, “but you don’t know what to do with that stuff.”


Violet nods and scouts the perimeter. She finds the loading bay sealed up and a hole in West Wing. From the spray of brick, it looks like a grenade blew it open from the inside.

A few hours later Gator’s team arrives. The assassin instructs them on their task. “We are going in, keep a perimeter.”

“We’ll keep an eye on it,” Morgana says, her eyes scanning the landscape.

With that November leads the rest of them into the hole in the West Wing. They find a stripped out bunk room and the Militia’s old base of operations. Everything of worth is gone. November continues down the hall and up a staircase. Once they reach the second floor, she takes them down hall and down another set of stairs. It’s then that they hit a sealed security door.

“I think it’s behind here,” she says, pointing ahead.

Gator spots a keypad on the right side of the doorway. “Anybody knows the code?”

Krin steps forward. “I think so.” The technician punches in a set of 4 numbers.

A red light glows.

“It was the code,” he says.

“Can I try?” Jarhead says, pushing him out of the way.

Jarhead rolls things speak on it and gets a 11. He marks experience and asks “what is wrong with this and how might I fix it?”

The technician looks over the panel. 4 digits, 10000 possibilities. That could take forever. He feels around the box, finding the seams. Then he glances up. A security camera swivels to watch them.

The best way would be to move Gator behind you, pop open the panel and hack through. This way the computer can’t see you.

“Hey Gator can you stand right...here?” Jarhead says positioning the large warrior. “Cool. Thanks. Don’t move otherwise we all die.”

Garber mutters, “I wonder if my dad’s okay.”

“I hope so,” Violet says.

Something thumps against the other side of door. Gator pulls his sidearm.

“Okay ready to open it,” Jarhead says, pulling on some wires.

“Go,” Gator says.

Jarhead triggers it and dodges out of way. As the doors slide open, two nurses push through the growing gap.

“We gotta get out,” one shouts. “Pilot, we can get out!”

The pair collapse in front of the group. “We got stuck inside,” they babble. “What took you so long?”

“What’s going on in there?” Gator asks. “Is the machine in charge?”

“I don’t know anymore,” the younger nurse says. “It had us in lockdown to do decontamination. We were all sticking together real close. We didn’t want to get separated. You never know what’s going to happen. Then things got weird. The lights started flickering and others said they saw strangers in the hospital. Then people started disappearing.”

“How many are left?” he asks training his weapon on the hallway beyond.

The gray-haired nurse answers, “we left to look for our friend Rice but most of the survivors are down in the cafeteria. There are ten of us down there.”

”How did you escape?” Jarhead asks.

“We just did!” the younger woman exclaims. “The computer finished decontaminating us after six days and then five days ago the strange stuff started.”

At this point we paused for my birthday cake that my wife made. The other players had to enjoy just the display for G+ cake. Also ponies.
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Jarhead reads a person and get a 9. He asks, “are they telling the truth?”

Gator also reads a person, he gets a 12 and marks experience.

Jarhead relaxes, reading the fear and relief in their eyes. There’s nothing hidden here.

“What do want us to do?” Gator asks them.

Using one his questions as well.

“You need to get the others out,” she says. “They are healthy. You need to get them out before something happens to them.”

“What are you planning to do?”

“We just want to get out of here,” the other nurse answers.
“Can you tell us where to find the computer?” the mercenary says.

“I know where it is,” Krin says from behind him.

Violet steps forward and quickly tells the nurses how to get out. “Gator’s team should look after you.”

November then resumes leading them deeper into the hospital. As they come to a junction, Gator asks, “don’t we want to deal with the cafeteria?”

“We need to shut this place down first,” Violet says.

“It will be easier to get them out once the AI is down,” November adds.

Minutes later they reach a long white hallway deep in the center of the Autodoc.

Krin points down the corridor to the large white steel doors. “Okay this is pretty close to the mainframe. In fact this is almost as close as I’ve ever been. There is a terminal through that door at the far right and that big door at the end is a security door. It’s got a six digit password. I don’t know it. No one knows it. But the mainframe is behind there. Behind yet another door.”

“So I could either manually hijack it or hack it,” Jarhead says stroking his goatee.
November closes her eyes and references her mental map. She opens them and points to the door on the far left. “Where does that door lead?”

“That’s a closet,” Krin says.

She walks down and pulls it open. There is a click as a trigger is pulled.

”What do you do?” I ask after announcing the click.

”Dive to the side,” she says and rolls acting under fire. She gets a hard hit.


She twists out of the way as a shotgun blast tears through the wall behind her.

“How about you don’t open doors from now on?” Gator says peering at the trip wire rigged to an ornate shotgun.

“Is everyone alright?” November asks pulling the gun free of its mounting.

And changing playbooks and picking up her battlebabe weapon: an ornate armor-piercing shotgun.

“No more doors!” Jarhead says.

The others look into the room and find the shelving torn out of the far right corner. A narrow duct leads through the ceiling and back into the area behind the security door.

“How about I check this one out,” Gator says.

He clambers up and looks inside.

He rolls read a sitch and gets a 12. He marks experience.

”What should I be on the lookout for?”

”Whoever been this way,” I tell him,” is interested in getting to mainframe. If she did then she has compromised the computer and can mobilize the internal security against you.”

”What’s the best way in?”

”The duct is trapped and in the tight confines hard to avoid. You could use the rocket launcher to blow up door.”


Gator drops back down. “Here’s what I’m looking at. There’s going to be something in there and we got to watch out for more surgeons. So I think the best way in right now is the rocket launcher.”

“But the Autodoc could be destroyed,” Jarhead says.

November graciously reads a charged sitch and fails.

The PA system turns on. “Intruders detected! Intruders detected! Dispatching. Surgeons.”

“I think we need to break that door now,” Violet says.

Jarhead ducks into the closet with November. The others pile in as Gator strides into the hall. As a whirring echoes down the corridors, he pulls out his rocket launcher, aims and fires.

Gator rolls acting under fire and gets a 7. He marks experience.

The blast blasts a hole in the security portal and knocks the doors off the opposite side of the revealed chamber. As the smoke clears, Gator looks through the charred chamber into a sterile room filled with pristine white towers.

The computer is still active as is Winona.

Violet rolls to read a charged sitch. She mark's experience and gets a 10.

”What should I be on the lookout for?”

”Winona,” I tell her.

”What’s my enemy’s true position?”


Violet and Jarhead dash into the server room. Violet’s sharp eyes pick out a shadow crouched atop one of the towers. She twists around bringing her gun to bear.

At this point I realize things got too complicated and so I draw a map.

November also reads a sitch and gets a hard hit.

”What’s my enemy’s true position?”

”Coming around the right corner.”

”Which enemy is most vulnerable to me?”

”They are equally vulnerable. These are not combat robots and not armored. There are exposed components and you could do a lot of damage by stabbing in right places.”

”What should I be on the lookout for?”

”Don’t let them drag you away.”

Back at the server room Violet shoots Winona and so does Jarhead.

Violet rolls seize by force and gets a 10. She chooses to suffer little harm, take definite hold, and inflict terrible harm.

So she deals 2-harm for her rifle and Jarhead’s pistol +1 for terrible -1 for Winona’s armor +1 for a small gang (i.e. Jarhead). Winona takes 3-harm and dies.


As Winona jumps down, Jarhead and she fires. The freaky eyed woman tumbles back into the tower, her hand reflexively clutching at a vaguely gun shaped device. As her eyes glaze over, a mental scream rips into their minds.

Winona’s pain wave projector deals 1-harm ap -1 for little harm (+1 for Jarhead only due being tagged earlier). Violet is fine, Jarhead not so much.

As their nerve endings light up, Violet grits her teeth and pushes through the pain. Jarhead screams and grabs his head. He falls to his knees as Violet checks Winona’s vitals.

Assured that her threat is finished, the survivalist turns to helping Jarhead.

Gator uses his last read a sitch hold. “Who is the biggest threat?”

The surgeons.


Outside, November takes cover in a doorway and aims down the hall. Gator drops the empty tube, turns and slowly retreats into the control room, firing at the waves of five foot tall metallic columns sliding towards him.

After some discussion, Gator rolls to Seize by force at +4 for reading a sitch and his +3 hard. November chooses to help and gets a soft hit on her roll. With the extra +1 he gets a 16!! He has this move advanced so he chooses to double down on taking definite hold.

The surgeons have armor-1 but we ignore this since both combatants have ap rounds. They are so dead: 3-harm base +1 for bloodthirsty/merciless +1 terrible harm.

The robots return with 3-harm close (medical saws) -1 for little harm -2 for armor. I let one stab November with a needle as her fallout.


The pair fire with their high-powered weapons, cutting down the machines as they race forward. Only at the very end do the multilimbed surgeons manage to get close. The saw blades spray sparks off of Gator’s armor while another manages to stick a needle in November’s arm before its power cell cuts out.

Gator looks over the devastation, turns and blasts the main power cable in the ceiling. The servers go quiet as the AI shuts down.

Jarhead complains but I point out it is a trivial fix.

Gator walks into the darkened server room. Winona stares blindly up at the ceiling, blood pooling around her cooling body.

As everyone calms down, Violet heads for the cafeteria closely followed by Garber.

“While you help the people I’m going to get some medical equipment,” Jarhead calls after her. He presses a bloody rag to the side of his head and wanders off.

“I don’t trust yellow eyes here,” Gator tells the others. “Let’s drag her out and burn her.”

Krin nods and the pair drag the remains outside. November follows them outside but everything begins to look crooked. She reaches for one of the nurses they rescued.

“Could you look me over?” she slurs. “There was something in that syringe.”

“It could be a sedative,” the older woman says peering into the dancer’s eyes. “I can run some tests.”

“I need you to do that now,” she orders.

Nearby Gator digs in Winona’s pockets. He pulls a tube filled with shiny specks in a liquid and syringe for delivering them. He also pries loose the device she used and grabs her kevlar lined coat.

“All that’s left is Cougar,” Violet says leading out Boo and his son. A few nurses also come out, blinking in the afternoon sunshine.

“Jarhead maybe you could look at this gun thing and these vials,” Gater says as the tinkerer wheels out a cart of medical supplies and machinery. “And take this coat for protection.“

“I’ll take care of this,” he says grabbing the vial and holding it up to the light. “So much work to do. This is amazing.”

And now Jarhead has Life Support for his workshop.

Jarhead throws the stuff on the cart and then crouches over Fuse. The pale bandit looks up at his weakly. “We need to stabilize you pronto. Garber can you drive me to the Music Bowl real quick?”

“Sure,” the youth says unevenly.

“Okay, this is what I’m going to do,” Jarhead tells them. “I’m going to take this stuff to analyze and take the med stuff back to the foundry. I’ll deal with Fuse and then I’ll be back to fix the Autodoc.”

Violet nods. “Okay.”

“I guess I can take a look at what we got until then,” Krin says looking up from the kindling for the pyre.

November watches as Jarhead drives off. Her vision blurs and she struggles to stand. Blindly she grabs a nurse. She collapses into her and is gently lowered to the ground. Gator hurries over.

“It seems the hospital sedated her,” the woman tells him. “She’ll be fine in a few hours.”

Violet spends the afternoon surveying the air ducts. The area has been scrubbed clean. As she heads back to the others, she passes a recovery room. Lying in a glass tube is a thin but breathing Joshua.

“No way!” she says pressing a hand up against the window.

Violet rolls to open her brain to see if he is infected. She rolls hard since she knows her enemy and gets an 11. She advances.

I ask, “way, way, way back we established you and Gator fought side by side.”

”Yeah!” Jarhead says.

”You weren’t there,” I tell him. I return to Violet. “Where was that?”

Violet explains she has visiting a couple of cousins in Brunswick, Georgia. They have a distillery. There was some kind of trouble outside the settlement. She was part of the party sent out to fix it. A rival hardholder was invading and her group ended in a tight spot. “But someone from our holding commissioned Gator. He showed up at the nick of time. We fought back to back.

”And sent the Colonel’s forces running,” I add.

”We fought 10 or 20 people on our own,” she adds after Gator corrects an earlier lower estimate.


Her eyes search the weakened man. He breathes easily. No scratches on his skin or feverish movements. Nothing removed except the disease.

“He didn’t even get any brain damage,” I add.

”You sound so disheartened by it,” Jarhead says.

”The virtues of golden age medical skills,” I continue.


“Joshua, you damn lucky son of a bitch,” she mutters.

Later.

November blinks her eyes. A dreary white ceiling beams down at her. As she groggily gets up, she recognizes the white room as one of the recovery chambers at the Autodoc.

Suddenly a chorus of whispers surrounds her. Voices echo the same words imperfectly. “We can help you get what you want November.”

"What’s that?" she mumbles sliding her feet off the bed.

“We can ensure you are never forgotten. That civilization returns.”

"Who are you?" she says standing up.

"We are the gods,” the voices say in synchronicity.

"Following you almost got me a shotgun blast to the face," she says crankily.

“We cannot see everything," they say. "Not yet.”

"So what can you really promise me?" she asks adjusting her clothes. "What can you deliver?"

“You seek knowledge. We possess all that you could want. You want fame. We can ensure all know your name.”

"What do you want?" she asks, her eyes searching the wall reflexively.

"We want you to be our Messenger," they intone.

Jarhead chokes.

"What’s the message?" she asks, settling on the door knob.

“You must lead the people of Willowtree to conduct the sacrifices we need," they whisper.

“Sacrificing doesn’t sound very civilized,” she comments.

"There are many forms of civilization."

“I don’t think our definitions gel too well. What form of sacrifice?"

“The gods require blood,” they say as one.

"Whose blood?"

“We leave that choice to you.”

November frowns slightly. “So you want me to lead them on a massacre. I think people won’t forget my name if I murder a lot of people.”

I'm editing this conversation down because it begins to circle and I’m bad at winning the gods' argument. And my wife (November) is very snarky.

“We want a new order," a voice says. "A new society building on the ruins of what came before," another continues. "One where the worthy are in charge. Those with the proper devotion," a third adds. "We will guide you into building their society. We will provide advice on where to grow crops, how to defeat your enemies, how to rebuild the ruins, restore the wonders of the last age.”

"How will you combat the climbers?" she asks.

"There is no need to worry about the climbers," a voice says.

"You are going to make me immune?"

"Yes if you accept the mantle."

"Are all your people immune?"

"Only those who have taken on the necessary level of responsibility," a chorus responds.

"What about Shadow?" she asks, gathering her gear.

"He has not shown himself to be useful to us."

"If I stop being useful will you withdraw your blessing?"

"Such is the right of the gods," they intone.

"Are you controlling the climbers?"

"We are all one."

"I thought you were going to choose Jarhead as Messenger?"

"So did I," Jarhead says.

"He is not strong enough."

"I do believe someone has been snubbed," Violet says.

"What about White?" she asks with some suspicion.

"White is not to be trusted," two voices speak together.

"Was he the first Messenger?"

"He has attempted contact," they say slowly.

"What makes you think I’m worthy?" she asks.

"We’ve been watching you," a voice says. "Remember that time you got lost in the woods. You called out," another says. "We’ve been watching a long time," a third says, "we’ve been watching everyone for a long time."

November asks me if she accepts does that give them hold over her.

"It gives them access to you."


"What of Violet’s revolution?"

"Democracy, it's been tried," the voice babble. "There are always forces that corrupt it. Men cannot be trusted."

November shares her suspicion that they going to infect everyone with the climbers.

November thinks for a minute before saying, "I will be your Messenger for as long as it serves both our purposes."

She feels a sense of approval as her skin crawls for a moment. Now to learn what they really are up to, she thinks.

New move: immune to the climbers.

Jarhead watches Garber drive off and gets to work. As he approaches the foundry, he notes the fortified door and tire spikes in the hall with a glint of approval.

With Allison's help he gets Fuse stabilized after a few hours.

"That enough for now," he tells her and head to the van to rest.

Before he makes it two steps a barrage of gunfire and shouting is heard from outside.

“Again? Already?!” Jarhead exclaims. He takes the stairs up to the top of the Music Bowl. From the ruined bleachers he sees a dozen vehicles circling the Music Bowl while a loud-speaker blares a high pitch voice.

“Surrender! Throw down your weapons and accept White as your overlord!”

End of session

Time to raise Hx!
  • Jarhead gives +1 Hx to Violet since he helped her out.
  • Violet returns the favor by giving +1 Hx to Jarhead bringing it up to +1.
  • Gator grants +1 Hx to November since they both stayed behind at Autodoc. This resets their Hx so he shares a secret. He reveals that the first person he killed was the hardholder of his home. He was supposed to keep Gator’s family safe.
  • November gives +1 Hx to Gator.
Violet finally picks up her advancement. She discusses changing playbooks to sheildbearer or librarian. Gator is also considering sheildbearer (or driver). For now however she chooses to advance 3 moves: act under fire, read a sitch, and seize by force.