Sanguine Dust: Table of Contents
Pre-chapter notes
I made the decision to not put any pre- or post-chapter notes in the previous chapter. It was the end of a lengthy and important journey and I didn’t want to add a bunch of commentary to it. I had planned for the final confrontation since I had earned that Revenant ability. I liked the idea of, after everything, ending it with a surprisingly anti-climactic single shot. Boom. It’s over. No epic fight. I wanted it to feel like a gut punch.
Death is no game. Shen was done playing around.
As I continue this newsletter, I am still considering how to best present the story, mechanics and my own notes. How much do you, the reader, want to see behind the scenes? Is it better to know what I’m thinking and why I make the decisions I do? Or is it preferred to simply read the story and mechanics without my thoughts intruding and distracting?
I’m hoping the notes and thoughts are useful, so you can see how a solo-player uses mechanics to tell a story, so I plan to continue presenting notes, but I am curious what preferences, if any, you may have. Of course, it will also depend on the mechanics of the system. My write-ups for Thousand-Year-Old Vampire will be much different from Starforged. Feel free to leave a comment.
Onward with the story.
Sanguine Dust, Chapter 11
The Return
You’ve no doubt seen the power within this planet…
Shen holstered his gun. He looked around the vault, purposefully ignoring the black box, then approached the console. It was time to head back but he could use some supplies. He got into the ancient network, looking for anything useful.
Resupply
When you attempt to bolster your readiness, envision your approach. If you…scavenge or craft, roll wits. (+1 from Scavenger)
1d6 + 2 (wits) + 1 (scavenger) = 8 vs (5,5)
Strong hit with a Match - On a strong hit, choose one:
If you are unprepared, remove the impact and take +1 supply. Otherwise take +2 supply
If you are in need of a specific item or resource that can be reasonably attained, you acquire it. +1 momentum
Notes: I choose the first one. Current supply = +5. With the Match, I get something special from my Scavenger asset
When you Gather Information or Resupply by scavenging a wreck, ruin or abandoned site, add +1 and take +1 momentum on a hit. On a Strong Hit with a Match, you also find something of unique value, significance, or function; envision the nature of this discovery, take +2 momentum and mark 2 ticks on your discoveries legacy track.
Notes: This means I get +3 momentum total. Current momentum = +3. Not knowing what this object might be, I roll on the Descriptor and Focus oracle tables and get “Mechanical” “Plant”.
This took me a bit to figure out. When you’re unsure how to proceed when playing Starforged solo, it’s always a good idea to review the “Truths” you made during character creation. These can spark ideas or make connections to oracle results in interesting ways. I found a truth that seemed particularly relevant to my oracle results:
The biomechanical lifeforms we call the Remnants, engineered by ancient civilizations as weapons in a cataclysmic war, survived the death of their creators.
Shen managed to locate a stash of supplies, which he quickly picked through and packed up what he needed.
Before leaving, however, he found himself back in the vault, looking at the gadgets, devices and machines locked behind the glass.
He found, in the corner, a small hinged door with no lock. He hesitated before opening it, unsure what he might find, after everything else he’d seen.
He pulled it open and found a plant, only it looked strange. He picked it up out of it’s cabinet.
It was about a foot tall, long stem, a few leaves here and there, and a single closed bud at the top. It looked entirely alive and entirely mechanical.
What are you? A Remnant?
Shen had only heard of Remnants, biomechanical lifeforms, but all the rumors had named them as weapons.
This was a plant, looking frail and fragile, in a pot of silver-colored dirt.
He placed it on the floor and sat, cross-legged in front of it, taking a moment.
I decided this was a good to use an Explorer ability that I hadn’t before:
When you come across a wondrous sight or phenomenon, such as an extraordinary planet, majestic creature, or dazzling stellar object, choose one:
Take +1 momentum
Take it all in: Hearten, add +1 and take +1 momentum on a hit
I choose Hearten
Hearten
When you…find a moment of peace, roll heart. (I add +1 from Explorer)
1d6 + 1 (heart) + 1 (Explorer) = 7 vs (6,9) Nice
Weak hit - On a Hit, you find comfort. If you are shaken, clear the impact and take +1 spirit. On a weak hit, this indulgence is fleeting. Envision an interruption, complication or inner conflict. Then Lose Momentum(-1).
Notes: I clear shaken and take +1 spirit. Current spirit = +1. Since I gain +1 momentum from Explorer and Lose Momentum(-1), these cancel each other out.
A moment of peace came to Shen as he closed his eyes but it didn't last. He felt something calling, pulling to him and he opened his eyes to see the black box behind the glass case.
He could feel it.
He took the plant and stood. Leaving the vault, he used the computer console to close the vault door and then smashed the computer to pieces. Hopefully nobody would find this place again, but if they did, they would be unable to enter the vault.
The vault had become Tern’s tomb.
It was time to head back to the ship.
Set a Course
When you follow a known route...across hazardous terrain, roll supply.
1d6 + 5 (supply) = 11 vs (5,8)
Strong hit - You reach your destination and the situation there favors you. Take +1 momentum
Notes: Current momentum = +4
The journey back was uneventful. The city felt even emptier than before.
Nothing moved. No more visions.
He knew the way through the tunnels and out in the desert, the illusions were gone. He traipsed back across the desert.
Arriving, he saw Vesper sitting under a tan pop-up tent.
Shen handed over Tern's keycard. "It's your ship, now."
Vesper stood and took it, looking it over. "You were gone awhile. I figured you were dead."
Shen shrugged. "I've faced death before."
Vesper gave a look. "You could've killed me. I was your enemy."
"You were being paid to do a job. What sense did it make to kill you?" Shen shook Vesper's hand. "I think we will see each other again."
Vesper shrugged. "Perhaps, Coyote, perhaps."
"One request I do have," Shen said as Vesper turned away.
Vesper stopped, looking over his shoulder.
"Don't tell anyone about this planet. There's things in that desert that are best left undisturbed."
Vesper waited a moment, looking into Shen's eyes. Then he nodded. "Understood." He headed onto Tern's ship.
Shen watched as the airlock shut, wondering if he should’ve killed the mercenary. Tied up the loose end. Leave nobody alive who knew about the planet, except for him.
Dark thoughts on this dark planet. He discarded them and moved on.
He entered the Nomad Drifter, letting out a big sigh as he did so.
It was nice to be home. It felt like it'd been forever. He dropped into the captain's chair in a heap.
He thought back to how it'd all started, the transmission from Kwan.
The Vow to rescue him.
The Vow to find the cure.
The Vow to overthrow Tern and finally...
The vow to kill him.
His leg ached and he had burns all over his body. He shivered, thinking of the horrors he'd seen and finally, Tern's corpse, lying in the vault of that pyramid. He shook his head.
He needed rest.
He set the autopilot to make the jumps back to Tranquility and leaned back to rest as best he could without getting out of the chair.
Set a Course
When you follow a known route…through perilous space, roll supply
1d6 + 5 = 7 vs (5,10)
Weak hit - you arrive but face a cost or complication. Make a Suffer(-2) or face a complication.
Notes: I decide to Lose Momentum(-2). Current momentum = +2
It took longer than he'd hoped and he found himself itching to get back. He slept often and had strange dreams. He found himself sleepwalking throughout the ship and feeling sudden urges, strong emotions. He told himself it was the experiences on the doomed planet, lingering effects, that was all. What he didn’t do, was go in the cargo hold.
He was pleased when Tranquility emerged on the viewscreen after the final jump. He smiled, looking upon the familiar sight. He set the Drifter to approach and let out a long sigh.
In the cargo hold of the Nomad Drifter, the metal egg remained still and silent. From a distance, it appeared the same smooth surface but if you looked close enough, you could see a small crack.
A thump came from within and the crack grew...
Post-chapter notes
During my initial playing, it took me awhile but I finally figured out what the metal egg was, which I’ve dropped hints to in the last few chapters. I was able to connect it to a certain asset that I wanted and then it all became very clear. Just goes to show that sometimes, you can just take oracle results and jot them down, without knowing exactly what they mean. When I first had this metal shell, I had no idea what it was. Later, through play, your mind will make connections without you even realizing it. Humans are storytellers and our brains are wired to make connections. It’s what makes solo-gaming fun and surprising. We don’t know the answers ahead of time. Just like in other tabletop role-playing games, we play to find out what happens.
Thanks for reading.
Next Chapter → Chapter 12: The Symbiote
I love reading about his thought process. It's like a glimpse into the author's mind.