Sanguine Dust: Table of Contents
Just a quick pre-session note, at some point in the past 3 chapters, I had enough experience to buy the second ability of my Gunslinger asset.
Gunslinger
When you Enter the Fray by facing off against your opponent (heart) or by preparing to act without tipping them off (shadow), add +1 and take +1 momentum on a hit. On a Strong Hit with a Match, you may immediately make a shot (without making a Move) and mark progress twice.
When you Gain Ground or React Under Fire by moving into cover, add +1. On a Strong Hit, this cover gives you leverage, add +1 when you make a move to attack or defend at range. if you then score a miss, the cover is lost or compromised.
This chapter is full of danger, intrigue and interesting failures! Enjoy.
Shen and Crash packed up, bringing the rest of the Immir with them in a small storage container.
“I’m surprised nobody came after us,” Crash said, climbing into the back seat and strapping in.
Shen flicked switches and punched buttons, starting to lift off, the hurricane still in the distance. “Maybe they just thought we’d die down here.”
The Nomad Drifter pulled up and away from the ocean planet, boosters firing, hurtling towards the dot in the distance that was Tranquility.
“What’s the plan?” Crash asked. “We didn’t exactly leave on good terms.”
“Hide our signal, contact the smugglers and dock with them again. I’d prefer not to catch Tern’s attention if we can help it.”
Face Danger
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act…with deception, stealth or trickery, roll shadow.
1d6 + 2(shadow) = 8 vs (9,9)
Miss with a Match - You fail, or a momentary success is undermined by a dire turn of events.
Notes: With the match, I decide the consequences are pretty severe, considering I’m approaching an openly hostile settlement led by a psychotic warmonger.
The Drifter broke atmosphere, entering space, the space station looming large in front of them. Alarms started blaring over the speakers as they approached.
Shen’s fingers flew over the controls.
Alerts came up on the viewscreen.
They were locked onto.
“Do you know what hiding means?” Crash yelled over the sirens.
“Hold on!” Shen yelled.
Missiles slammed into the Nomad, exploding and rocking the ship to the point it felt like it would break apart.
Withstand Damage
When your vehicle faces a damaging situation or environment, suffer -1, -2, or -3 integrity based on severity. If your integrity is 0, Lose Momentum equal to any remaining damage. Then, if your integrity is 0 or you choose to resist, roll +integrity.
-3 Integrity for Major damage. Resist: 1d6 + 1(integrity) = 2 vs (5,2)
Miss - It’s worse than you thought, suffer an additional -1 integrity or -2 momentum.
Notes: I choose to Lose Momentum (-2). Current integrity = +1, Current momentum = +4
Shen opened up communication with Tranquility. “Cease fire! Cease fire! We have the cure, cease fire!”
Compel
When you try to persuade someone…If you charm, pacify, encourage or barter, roll heart.
1d6 + 1(heart) = 5 vs (10,2)
Weak Hit - They’ll do what you want but it comes with a demand or complication. Take +1 momentum.
Notes: You’ll notice I used one of my worst attributes, heart, to roll with for this move. I’ll talk about this more in the end of session notes. Current momentum = 5.
The response was terse. “You will allow us onboard to scan you and review your data. If you’re lying, we will kill you.”
“Very well,” Shen said, cutting power to the engines.
The comms cut out.
“Drifter, give me a systems scan.” A chirp and readouts showed up on the viewscreen, showing Shen the state of the Nomad Drifter.
It had suffered major hull and structural damage but was functioning and stable for the time being.
A ship undocked from Tranquility and approached, a military gunship, one that could knock the Drifter into oblivion without much trouble, especially as damaged as it already was.
“This is bad,” Crash said, shaking his head.
Shen focused on typing on the console, fingers flying.
“What are you doing?” Crash asked.
“I’ve got a feeling,” Shen said. “Just stop talking and let me focus.” He made copies of the report on the cure, transferring the files to a physical drive. He got out of his seat as the military ship hailed them and started to attach to the airlock. He shoved the physical drives into hidden storage compartments beneath the floor panels.
Those hidden storage compartments were actually a randomly-rolled trait when I first created the Nomad Drifter. I was happy to get a chance to use them.
Secure an Advantage
When you assess a situation, make preparations or attempt to gain leverage…If you act with deception, stealth or trickery, roll shadow.
1d6 + 2(shadow) = 8 vs (5,5)
Strong Hit with a Match! - On a Strong Hit, take both
Take +2 momentum
Add +1 on your next Move (not a Progress Move)
Notes: Current momentum = +7
Overseer Tern entered the ship flanked by scientists and soldiers, all wearing black armored suits with helmets.
Shen did as was told, handing over the research and letting themselves be scanned.
After a brief discussion with his scientists, Tern turned to them. “It seems you’re telling the truth…this time. You are both no longer infected.”
“We just want people to get better,” Shen said. “You should send out messages to the other settlements and ships in the sector. You should start harvesting Immir down on Lotan, immediately. Send out transports with it so the other settlements can start curing-”
“Enough!” Tern cut him off. “Do not tell me how to lead. You will be allowed to live as long as you leave here, now. You are not welcome on Tranquility after your previous actions.”
Shen hesitated.
We can’t just leave, not after all this. Can’t trust Tern to do what he should…
“My lord, we need supplies, repairs and fuel,” Crash spoke up.
“He’s right,” Shen said. “Give us that, at least.”
Compel
When you try to persuade someone…If you charm, pacify, encourage or barter, roll heart.
1d6 + 1(heart) +1(Secure an Advantage) = 8 vs (8,10)
Miss - They refuse or make a demand which costs you greatly.
“Very well,” Tern said, and gestured to Crash. “Take him.”
Two of his guards moved forward and grabbed Crash’s arms.
“Wait a second,” Shen said, stepping forward.
“You will be allowed to dock, repair and resupply but we will keep your friend in custody. When you are ready to leave, we will return him. You are not to speak to anyone about what you found on Lotan. Your friend is our assurance you will not misbehave while on the settlement. Understood?”
Crash gave Shen an exasperated look as they marched him off the ship. The scientists followed, carrying the case of Immir. Tern and the rest of his guards disembarked.
Shen let them go, knowing there wasn’t anything else he could do. He watched as the military ship disengaged from the Nomad Drifter and headed towards Tranquility. He sighed and closed his eyes.
Out of the frying pan…Crash, I’ll get you out again, I promise.
“Drifter, approach Tranquility and request to dock.”
Docked in a repair bay, Shen took his time assessing and working on the damage to the Drifter. If they needed to leave quickly, it would need to be in good shape.
Repair
When you make repairs to your vehicles, modules, mechanical companions or other devices, envision the situation and roll. If you…make your own repairs, roll wits. On a hit, you gain repair points as appropriate to the situation, per the table. Additionally, you may Sacrifice Resources and exchange -1 supply for 1 extra repair point (up to 3 points).
1d6 + 2(wits) = 8 vs (3,6)
Strong Hit - “In a facility” = 5 points. You can spend repair points to
Clear battered impact (2)
Fix 1 broken module (2)
+1 integrity on a vehicle (1)
+1 health for mechanical companion (1)
Repair any other device (3)
Repair any other device but with complication or malfunction (2)
Notes: I use the points to bring the Nomad Drifter’s Integrity from +1 to +5. I have 1 spare repair point but nothing to do with it.
With the facility’s tools, resources and machines at his disposal, Shen was able to repair the Drifter back to full strength.
It still looked a little battered, a little cobbled-together but then, maybe it always had.
Shen turned to other matters, heading out of the repair bay to gather supplies.
Tranquility guards followed him.
He tried to get some information as he bought and traded. With an Overseer like Tern, there had to be those who disagreed with him, who opposed him.
Gather Information
When you search for clues, ask questions, analyze evidence or do research, roll wits.
1d6 + 2(wits) = 3 vs (3,4)
Miss*
*I decide to Burn Momentum. This changes my action score to my current Momentum (7) which I compare against the challenge dice I already rolled.
Action score = 7 vs (3,4)
Strong Hit - You discover something helpful and specific. The path you must follow or action you must take is made clear. Take +2 momentum.
Notes: My momentum resets to +2 but I gain +2 from the Strong Hit. Current momentum = +4.
There was a growing rebellion against the Overseer, spoken in hushed whispers with alert eyes. Unfortunately, Tern had used the concern over the sickness to throw anyone affiliated with the rebellion into quarantine.
Shen found there is a leader named Althus. He knew if he was going to meet with Althus, he needed to lose the guards following him. He attempted to observe them as he walked through the settlement, looking for an opportunity.
Secure an Advantage
When you assess a situation, make preparations or attempt to gain leverage…If you act with expertise, focus or observation, roll wits
1d6 + 2(wits) = 5 vs (8,6)
Miss - You fail or your assumptions betray you. Pay The Price
Pay the Price
I decide to Lose Momentum(-1). Current momentum = +3
The guards following him were sharp-eyed and sharp-witted. They kept close, and with the streets mostly empty, didn’t have a hard time tracking him.
Shen couldn’t find an opportunity and realized he was just wasting time. He turned a corner and just started running.
Face Danger
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act…with speed, mobility or agility, roll edge.
1d6 + 3(edge) = 6 vs (3,9)
Weak hit - Succeed but at a troublesome cost. Make a Suffer(-1) move.
Notes: I Lose Momentum(-1). Current momentum = +2
He ducked down alleys, climbed over fences and sprinted through the streets, taking as many twists and turns as he could.
After finally losing them, it took him hours to make his way to the warehouse where Althus was supposed to be hiding out.
Shen grew more and more impatient, hurrying along. The longer he was off the grid, the more Tern would be upset.
Crash might not have much time.
The warehouse was rusty, windows boarded up, big lock and chain around the door. Pushing on the door forced them apart enough to make a gap just large enough to slip through.
Shen found himself in a large open room, dimly lit, a group of men and women huddled around a desk with a computer and multiple screens set up.
A couple guys looked over, their eyes widening, pulling out pistols and hustling over, raising them.
Shen held up his hands. “I’m a friend,” he said.
The two kept their guns trained on him as the rest of the group walked over.
Shen knew by description that Althus was in front, unkempt, long ragged hair and grungy clothes. He had a scar across his chin and fiery eyes.
“Who are you?” He snapped.
Shen figured there was no reason to lie here. “I came from Reverie to help a friend, Kwan Hammond, callsign Crash. He’s a hunter who was down on Lotan and snatched up with the others and thrown into quarantine. I got him out and we went down to Lotan, looking for a cure.” Shen gestured to his coat pocket.
The guys with guns looked at Althus, who nodded.
Shen carefully reached into his coat and drew out the flash drive. “We found one. Unfortunately, Tern found us, took our data, and is holding Kwan until I leave. His men have been watching me but I lost them. I assume he didn’t want me spreading the truth.”
Althus scratched his chin, looking Shen up and down. “We heard about the break out. What is this truth you speak of? This cure?”
“It’s all on here,” Shen said, offering the drive.
Secure an Advantage
When you attempt to gain leverage…with resolve, command or sociability, roll heart
1d6 + 1(heart) = 5 vs (4,7)
Weak Hit - Choose +2 momentum or +1 on next move
Notes: I decided using the drive was a good way to Secure an Advantage. I take +1 on my next move.
One of the men with guns stepped forward and grabbed the drive. He handed it to a woman with a buzz cut and tattoos on her face. She brought it to the computer.
“Careful,” One of the rebels spoke up, this one with dreadlocks. “Could be a trick.”
“I’m not an idiot,” the woman responded, plugging the drive in, her fingers flashing over the keys. “Shit,” she said. “Althus, you need to see this.”
He walked over and leaned over her shoulder, reviewing the data.
“We can help each other,” Shen said. “We can cure the disease, take Tern down, all of it.”
Make a Connection
When you search out a new relationship or give focus to an existing relationship, roll heart
1d6 + 1(heart) + 1(SAA) = 3 vs (6,7)
Miss - You don’t make a connection and the situation worsens. Pay the Price
Notes: For Pay the Price, I choose to make the most obvious negative outcome happen. Rebels are not known to be very trusting of strangers…
“Althus,” one of his men said, leaning close. “We can’t trust him. He comes out of nowhere and drops this in our lap? He breaks out of quarantine with one other person who isn’t here to back his story up? It’s too easy.”
Althus turned away from the computer, nodding. “Tolus, Reys, take him.”
A brawny man and even brawnier woman stepped forward, grabbing Shen by the arms.
“Everything I said is true! Look, look at what we found on Lotan!”
“We can’t trust you,” Althus said. “Tern is…very clever. We have been tricked before and lost…many.”
“I am not working for Tern,” Shen said, trying to think quickly, struggling but unable to pull away from his captors. “Wait, you know Vesta? I saw her when I first came to Tranquility. She helped me find Kwan. Talk to her! She can tell you I’m an outsider, that I’m not working for Tern!”
Compel
When you try to persuade someone, envision your approach. If you…charm, pacify, encourage or barter, roll heart
1d6 + 1(heart) = 6 vs (4,5)
Strong Hit - They’ll do what you want or agree to your conditions. Take +1 momentum. Current momentum = +3
Notes: Phew! A last-ditch Compel with one of my worst stats actually worked out!
“Wait,” Althus said. “Let him go.”
Tolus and Reys let Shen go, albeit with a little shove, pushing him towards Althus.
“You wouldn’t know that name if you were working for Tern,” Althus muttered. “James,” he called out and one of his men perked up, a fairly young kid, probably in his late teens. “Go see Vesta and check his story.”
The kid took off.
Althus gestured for Shen to join him in looking at the computer screens. “If what you say is true, then we owe you a tremendous debt and I apologize for how we treated you.”
Shen shrugged, walking over. “It’s understandable.”
“If you want to save your friend, again, there’s only one way.” Althus put his hands on Shen’s shoulders, looking deeply into his eyes. “We have to take Tern down. For good.”
Shen nodded. “I’m with you.” He pulled up his left sleeve, exposing his iron arm ring. “On the iron of old, I vow to overthrow the tyrant, Tern and free Tranquility from his reign.”
Swear an Iron Vow
When you swear upon iron to complete a quest, write your vow (“Overthrow Tern”) and give it a rank (“Troublesome”). Then, roll heart. If you make this move with a connection, add +1.
1d6 + 1(heart) = 4 vs (3,3)
Strong Hit with a match - You are emboldened and it is clear what you must do. Take +2 momentum. Current momentum = +5
Notes: You might wonder why I gave this vow a rank of troublesome, since overthrowing the overseer would probably be a difficult thing, right? Well, to be honest, I didn’t want to spend too much time and effort on this storyline. When you rank a vow, expedition, or objective, you are determining how many rolls or how much time you are spending on completing it, it doesn’t always reflect the difficulty of a task, but instead the amount of time you want to spend on the quest. Also, since I had the cure, and the rebellion on my side, I thought I could complete it quickly and move on. The dice and fate, however, had other plans, as you will soon see…
“Thank you, Ironsworn,” Althus said, squeezing Shen’s shoulder. “To have one of you on our side…it means alot.”
“I have a plan,” Shen said. “And I want to move quickly. Who knows what Tern is doing to Kwan now that I’ve gone missing. I will reveal myself to the guards currently searching and they’ll take me to him.” Shen cracked his knuckles. “Then I kill him.”
Althus’ eyes widened. “That’s aggressive. Tern is…quite capable.” He seemed to take a moment.
Low risk, high reward, he’ll go for it.
“What do you need from us?” Althus asked.
Shen found a chair and sat down, stretching his wounded leg carefully. “A little rest and recovery.”
Sojourn
When you spend time recovering in a community, roll heart
1d6 + 1(heart) = 4 vs (3,4)
Weak Hit - On a strong hit, this is a safe refuge, you may choose two recover moves. Instead of rolling, assume a strong hit on both. You may take a recover move more than once. On a weak hit, as above but time is short or resources are strained. You may make one move as above.
“Jackie, take a look,” Althus said, gesturing to Shen’s leg. “She’s good but our resources are limited.”
“And we don’t have much time,” Shen said. “I get it.”
Heal
When you receive medical care…if you receive treatment from someone, roll iron
Automatic strong hit - The care is helpful, if you are wounded, clear the impact and take +2 health. Otherwise, take +3 health.
Notes: I take +3 health. Current health = +5
Jackie helped Shen to the back of the warehouse, which held temporary walls to separate different rooms. One room was a jury-rigged clinic with cots and cobbled-together medical equipment.
She had him lay down in a spare cot and unwrapped the wound. She patched the leg up, gave him some meds for the pain and antibiotics to help with the infection. “I’d say rest up for a few days but I know you probably won’t,” she said. “Should be painful but good after a week or so.”
Shen grabbed a couple hours of sleep before saying goodbye to Althus and slipping out of the warehouse.
He stood in the Overseer’s office/laboratory, much as he had the first time, a guard on either side holding his arms. They’d escorted him here after finding him.
Tern stood in front of the wall of screens, many of them showing streetcams of Tranquility, spying on citizens.
A creak came from the opposite wall, where Kwan sat, wrists chained to the wall. His face was bloody and bruised.
Shen’s hands tightened into fists.
“Tell me, Kuzmin, Sikir, where did you find him?”
Kuzmin, on Shen’s left, spoke up. “Just in the market, buying food.”
Sikir nodded. “He didn’t run when he saw us. Came quietly.”
Tern looked at Shen. “You ran from my men before. Why?”
“I don’t like being followed,” Shen said. Though the guards held his arms, they hadn’t disarmed him, which was foolish. He felt he could break the hold and grab his guns when the moment came. Tern was overconfident.
“That wasn’t part of our deal,” Tern said.
“You never said I’d be spied on,” Shen replied.
“Enough of this,” Tern snapped, striding forward. “Where did you go? Who did you speak to?”
Shen ripped his arms free and drew his pistols.
Enter the Fray
When you initiate combat…envision your objective (“Defeat the overseer”) and give it a rank (“Formidable”). Then, roll to see if you are in control.
Asset: Gunslinger - If you wield a pistol...When you Enter the Fray by facing off against your foe(heart) or by preparing to act without tipping them off(shadow), add +1 and take +1 momentum on a hit. On a Strong Hit with a Match, you may immediately take a shot (without making a move) and Mark Progress Twice.
1d6 + 2(shadow) +1(gunslinger) = 5 vs (6,10)
Miss - The fight begins with you in a bad spot
Unfortunately, it did not go as planned.
Shen thought he could dive and roll free, but found himself engaged in a melee, the guards much more capable than he’d given them credit for. He used his pistols as bludgeons, hitting them and forcing them back. He tried to dive for cover.
React Under Fire
When you are in a bad spot and take action in a fight to avoid danger or overcome an obstacle, envision your approach. If you are…in pursuit, fleeing, dodging, getting back into position or taking cover, roll edge.
Asset: Gunslinger - When you Gain Ground or React Under Fire by moving into cover, add +1. On a Strong Hit, this cover gives you leverage, add +1 when you make a move to attack or defend at range. if you then score a miss, the cover is lost or compromised.
1d6 + 3(edge) + 1(Gunslinger) = 8 vs (4,4)
Strong hit with a match - You succeed and are in control. Take +1 momentum. Current momentum = +6
Notes: That’s better! I still have yet to make any progress on my formidable combat track, however. With the match, I decide to give myself a positive twist.
Shen got away from the guards, scrambling in the direction of Kwan, getting to a lab table and tipping it over, sending beakers and devices to the ground with a crash.
Kuzmin and Sikir looked to follow but the door to the office opened and a guard from the hall entered, pulling off his helmet.
It was one of Althus’ men, Tolus! He grappled with Sikir and Kuzmin, keeping them busy.
Shen took the moment of freedom to fire at Tern.
Strike
When you are in control and assault a foe, envision your approach. If you…attack from a distance, roll edge. (I also get +1 from my Gunslinger asset ability when I fire from cover)
1d6 + 3(edge) +1 = 8 vs (6,2)
Strong hit - Mark progress twice. You dominate your foe and stay in control.
Notes: With a formidable rank, 1 progress = 1 progress box. Current progress on “Defeat Overseer” = 2/10.
Tern retreated behind his desk under a hail of bullets, one catching him in his shoulder.
Shen rushed to the door to close and lock it ensure no other back up arrived.
Gain Ground
When you are in control and take action in a fight to reinforce your position or move towards your objective, envision your approach. If you are…in pursuit, fleeing or maneuvering, roll edge.
1d6 + 3 = 4 vs (3,9)
Weak hit - On a hit, you stay in control. On a weak hit, choose one:
Mark progress
+2 momentum
Add +1 on your next move (not a progress move)
Notes: I choose to mark progress. Current progress = 3/10. After this, I (the player) make a mistake and think I’m no longer in control, so the next move I make is Clash instead of Strike. Mistakes happen! I didn’t notice this until long after the fact so let’s just roll with it.
Shen slammed the butt of his pistol on the door controls, which slammed it shut and locked it, temporarily at least.
Seeing Tolus locked in battle, Shen tried to help, firing at the Kuzmin.
Clash
When you are in a bad spot and fight back against a foe, envision your approach. If you…exchange fire at a distance, roll edge.
1d6 + 3(edge) = 4 vs (7,2)
Weak hit - Mark progress twice but you are dealt a counterblow or setback. You stay in a bad spot and Pay the Price
Notes: That’s two 1’s in a row, using my best attribute! I decide it makes sense to Endure Harm for my Pay the Price. Current progress = 5/10.
Endure Harm
When you face physical injury, fatigue or illness, suffer -1,-2 or -3 depending on severity….
Notes: I decide this is serious harm, (-2). Current health = +3. I also choose not to resist.
Kuzmin cried out as Shen shot him in the side, falling to the ground, leaving Tolus to handle just Sikir.
Tern popped up from behind the desk, his own pistol in hand, firing at Shen.
Shen threw himself behind cover, catching a round in his left arm. He managed to crawl to Kwan and tried to free him.
React Under Fire
When you are in a bad spot and take action in a fight to avoid danger or overcome an obstacle, envision your approach. If you are…blocking or diverting with force, roll iron.
1d6 + 1(iron) = 7 vs (6,1)
Strong hit - You succeed and are in control. Take +1 momentum. Current momentum = +7.
Notes: I had hard time choosing which attribute to use in this situation but sometimes you just have to go with your gut if nothing in particular stands out.
He managed to get Kwan free, handed him one of his pistols and the two pinned the Overseer behind his desk.
“Surrender!” Shen called out. “It’s over, Tern!”
Strike
When you are in control and assault a foe, envision your approach. If you…attack from a distance, roll edge
1d6 + 3(edge) = 8 vs (5,9)
Weak hit - Mark progress twice but you expose yourself to danger. You are in a bad spot.
Notes: Progress = 7/10
Tern popped up to fire, only to have his gun shot out of his hand before he fell back with a cry.
“Watch out!” Tolus cried out from the ground, Sikir having finally got the best of him.
Sikir pulled up his rifle and sprayed bullets.
Shen and Kwan dove for cover.
React Under Fire
When you are in a bad spot and take action in a fight to avoid danger or overcome an obstacle, envision your approach. If you are…in pursuit, fleeing, dodging, getting back into position or taking cover, roll edge
1d6 + 3(edge) = 4 vs (2,9)
Strong hit - You succeed but face a troublesome cost. Make a Suffer(-1) move. You stay in a bad spot.
Endure Harm
When you face physical injury, fatigue or illness, suffer -1…
-1 health
Current health = +3
Notes: I choose not to resist
Shen felt a bullet graze his shoulder as he rolled to the side.
Kwan and Shen scrambled on either side of Sikir, forcing the guard to look back and forth, firing short bursts.
Clash
When you are in a bad spot and fight back against a foe, envision your approach. If you…exchange fire at a distance, roll edge.
1d6 + 3(edge) = 4 vs (3,2)
Strong hit - Mark progress twice. You dominate your foe and are in control.
Notes: Current progress = 9/10
With Sikir focused on Kwan, Shen managed to pop up and get a good shot off. The guard took two hits to the back and collapsed to the ground.
Tolus had managed to get up, rifle in hand.
All three turned to Tern’s desk, guns trained on it. They slowly approached.
“It’s over, Tern. Give up and you might live,” Shen called out.
Take Decisive Action
When you seize an objective in a fight (“Defeat Tern”), roll the challenge dice and compare to your Progress.
Progress = 9 vs (9,9)
Miss with a match - On a miss, you are defeated or your objective is lost. Pay the Price
Notes: HOLY SHIT!!!!! This blew me away. 9 out of 10 progress and I get a miss??? And it’s a match??? I was sure I would at least get a weak hit and complete the objective but alas, this is why we roll the dice! You never know what could happen. Unsure of what to do, I decide to roll on the Pay the Price table. I get “You face the consequences of an earlier decision". Not sure how to make that work, I then roll on the Story Complications oracle table and get “Enemy reveals true nature or agenda.” I found that interesting…To get more, I roll on the Action + Theme oracle tables and get “Release World.” Alright, time to make something truly wild happen.
“Enough of this!” Tern screamed, standing up, hands outstretched towards them. His eyes had a hint of insanity to them. He spoke, almost at a whisper. “You underestimate me, entirely.”
Fire erupted out of his hands in a cone, blasting into Shen, Kwan and Tolus, not only burning them, but hitting them with a force that hurled them through the air and into the wall.
Shen found himself in immense pain, ears ringing.
The fire alarms went off, water cascading down as smoke billowed around the room.
Go, go, go, get the fuck out of here.
Shen grabbed Kwan, pulling him up, not thinking, just moving as if automatically.
Smoke rose from Tolus as he lay, unmoving.
“Have to…go,” Shen said, coughing, moving to the door with Kwan gasping behind him.
Tern still stood behind his desk, steam rising off from his body wherever drops of water hit him. “I’ll kill you all!” He screamed.
Shen fiddled with the busted door controls.
Face Danger
When you attempt something risky or react to an imminent threat, envision your action and roll. If you act…with speed, mobility or agility, roll edge.
1d6 + 3(edge) = 7 vs (7,2)
Weak hit - You succeed but at a troublesome cost. Make a Suffer(-1) move.
Notes: Lose Momentum(-1). Current momentum = +6
Shen got the door open and pushed Kwan through, before following and hitting the button to close it behind him.
Alarms rung throughout the hallway.
“Troops will be coming any second,” Shen said, beginning to think more clearly. He was reminded of the station he grew up on, running as it collapsed around him.
Don’t think about what just happened or even what’s happening now, just what needs to be done. Keep moving.
“We need to fight our way out and fast.”
Kwan nodded, not speaking, spitting black spit on the ground.
Battle
When you fight a battle and it happens in a blur, envision your objective (“Escape the Overseer’s headquarters”) and roll. If you primarily…fight at range, or using your speed and the environment to your advantage, use edge.
1d6 + 3(edge) = 4 vs (8,10)
Miss - You are defeated or your objective is lost to you. Pay the Price.
Notes: I decide to go hard this time. I went into the lion’s den expecting an easy fight. I deserve this.
Pay the Price
Endure Harm(-2)
When you face physical injury, fatigue or illness, suffer -2 for serious harm….(-2 health, current health = +0) If your health is 0 or you choose to resist, roll iron or health, whichever is higher.
1d6 + 1(iron) = 6 vs (5,2)
Strong hit - Choose one:
Shake it off (+1 health)
Embrace the pain (+1 momentum)
Notes: Because the harm takes my health to +0, it’s not a choice whether I resist or not. Luckily I get a strong hit. I decide it’s better to have +1 health than another momentum. Current health = +1.
They fought a running shoot-out, moving from cover to cover, corner to corner, firing behind and in front at the numerous guards who chased or showed up to head them off.
It seemed okay, the front doors close by, when Shen took a bullet to the back.
He stumbled and fell, pain shooting through his body. He could hear Kwan yelling and firing but it sounded like it was far away, muffled, as everything went black.
End of Session Notes
So many misses in this chapter! The funny thing is this is also the most exciting chapter so far! The miss with a match was a rough roll to start off with. The ship gets blasted right off the bat, Crash gets taken hostage, I nearly fail to get help from the rebel leader. In the end, I completely fail to defeat the Overseer. This was not how I thought this session would go at all, which is exactly why I solo-play! This was exciting and surprising and fun!
You might wonder, when attempting to Compel Tranquility to stop shooting, why not bluff or lie so I could use my shadow attribute, which is +2, giving me a better chance of success? The answer is it didn’t feel right in the moment. It didn’t feel like Shen would try to lie or swindle in this life-or-death moment, he would make a frantic plea to whoever is listening. So I went with the attribute that felt right, even if it wasn’t the most advantageous for the situation.
This leads to an interesting point with regards to solo-role playing. Now, couldn’t I metagame and make it super easy for myself? Absolutely. I could twist every story beat in order to only use moves with my best attribute. “Shen lies to his best friend” just so I can roll with +2 instead of +1? But that would feel so…wrong. I could only hit myself with momentum(-1) for every negative consequence but that wouldn’t make for a very interesting story, would it? It also wouldn’t be any fun to play. Now, it also wouldn’t be very fun to put myself into difficult situations, rolling my worst attribute, and hitting my health(-3) every time, would it? It would be boring and deadly, ending the story very quickly which is actually what happened in my first Ironsworn game.
You might wonder exactly how I decide what negative consequence to make happen and honestly, it’s just what I feel. If I don’t want to drag the story down and it’s a small-scale move, I just hit momentum and keep it moving. That might feel like a very small consequence but remember, momentum provides a very good utility in changing a miss to a weak or strong hit, so keeping it low isn’t very helpful. If there’s an immediate idea that makes sense and could be interesting, I go with that, like taking harm in a gunfight. If I notice I’m hitting momentum too much, I’ll make a point to hit something else. I just kind of go with the flow. Now, some solo Starforged/Ironsworn players will use the Pay the Price table every time, letting randomness determine the negative consequence, which I feel is very valid. It’s basically letting the table be the GM deciding how to hurt you, rather than you the player deciding. It’s a great method, especially if you’re just starting out and you’re worried about being too easy or too hard on yourself. Overall, deciding the consequence is an art rather than a science, and you just get a feel for it the more you play.
Regarding the wild scene with Tern, I thought about the random threads I’d rolled, “Enemy reveals true nature or agenda”, “Release World” and I went back to the Truths I’d come up with in Session zero. (Going back to your truths is a great way for quest hooks, story ideas, and other things when you get stuck.) In particular, my truth for Magic stuck out to me. “Magic: Supernatural powers are wielded by those rare people we call Paragons.” There is also a Starforged Asset called Pyromancer which gives you fire powers. I decided Tern would reveal his true nature as a pyromancer paragon, taking control of the battle and forcing the characters to flee.
Thanks for reading, feel free to share and/or comment about anything you’d like. Tune in next time to find out what happens!
Next Chapter → Chapter 5: Facing Death
Regarding the Pay the Price move, I always choose the most obvious negative outcome. Helps me keep things moving.