Saturday, March 17, 2018

Quill Zaibatsu #1

I've been reading a lot of good things about the pay what you want letter writing game Quill, and, still trying to Solo a Module, I figured I'd try Zaibatsu for a bit more cyberpunk gaming. Not sure if I converted it well, but I can see why people enjoy playing it. There's five missions left in Zaibatsu for me to poke at.

.: Decker :.

A hacker. They have access to portable computers with several cards for bypassing security and hiding from ICE. With a mind for programming, they have a good command of written language but merely average ability to compose their thoughts. Due to their underground reputation, Deckers suffer from poor credibility.

\\Composition: Average
\\Repertoire: Good
\\Credibility: Poor
++ Search and Replace: A Decker may roll Repertoire in place of another attribute up to three times per message.

.: Briefing :.
You are composing a message to your boss, Yamada. Haruna Biolabs received a threat earlier that day for 5,000,000¥ in exchange for the person’s silence regarding the release of a nerve agent in Osaka. The only evidence is a grainy still image from a camera across the street.

.: Available Attachments :.
bribe / blackmail
blow up / enhance
writer / journalist
threaten / interrogate
information / data card
bodies / carcasses
flat / apartment
explosive / grenade
killer / assassin
getaway / escape

.: Outcomes :.

//Less than 6 points: the message is delivered but the mission was unsuccessful. Worse, Haruna Biolabs pays the money as the data cards found their way to Makita. You are dead, either by an assassin’s hand or your own.

//6-9 points: the data card was recovered, but there's a new player acting behind the scenes. Yamada rewards you for your services. You may choose a level 1 asset next mission.

//10 or more points: the data card was recovered, and the assassin was sent by Makita. Yamada is pleased with this extra bit of information and rewards you well. You may choose a level 2 asset or two level 1 asset next mission.

.: Hoshi’s Message :.

Fushou-dono,

The team was able to enhance the image you provided. The man was Buntowara, a reporter who discovered the secret behind the Osaka attack. It seems his goal was to extort money from Haruna Biolabs. Fortunately, the image showed him getting into a taxi from the Kamikaze Cab Company.

--+ +1 point from using enhance. +--

We visited the Kamikaze Cab Company. While the drivers were eating and not forthcoming with any information, Tsuyoi-san managed to coercively interrogate the dispatcher. The dispatcher was giving us Buntowara’s information just as the suspect burst from his cab and ran into a meat packing plant.

--+ +1 point for using interrogate. +0 from the flourish, using Search and Replace. +1 for composition. +--

Inside the meat plant, we encountered Buntowara. He thought he could hide behind frozen carcasses, but Shisen-kun, with her augmented vision, was able to spot him. Tsuyoi-san tackled him to the ground and retrieved some of the stolen data. The rest was located at his residence.

--+ +1 point for using carcasses. +0 from the flourish, using Search and Replace. +--

At this point, we went to Buntowara’s home. Unfortunately, we were caught by surprise when another man, Toritaka, threw a grenade as we entered, however it was only meant to stun. Toritaka opened fire, shooting through the smoke, and happened to hit Buntowara. Tsuyoi-san quickly took care of the elderly man.

--+ +1 point for using grenade. +--

That's when the hidden assassin arrived on scene. We had just recovered the remaining data from Buntowara’s place when the assassin leapt down on Tsuyoi-san. There was a brief struggle, but the three of us overpowered him. The assassin escaped, but we will have the data and Buntowara delivered to you soon.

Hoshi

--+ +2 for using assassin with flourish after Search and Replace. +--

.: Final score, 7 :.

Fate D&D: The Knight of Newts

Sajiyya Ahl al-Shakir
High Concept: Alasiyan Dervish of Al-Kalim
Trouble: Experience The Eternal Truth for Myself
Phase 1: “Sajiyya and the Pilgrimage to Ylaruam”
Aspect: A Nomad’s Determination
Aspect:
Aspect:

+1 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma

Stunt: Because I am a Battle Priest, I have access to the healing and prayer schools of magic and begin play with bless and cure light wounds

Stunt: Because I am an Accomplished Spellcaster, I begin play with cure moderate wounds, holy water and remove curse

Stunt: Because I have A Dancer’s Grace, I can attack with Dexterity when using scimitars.

Refresh: 3 / 3
Physical Stress [1] [2] [3]
Mental Stress [1] [2] [3] [4]

It's a quiet evening. The moon's reflection trapped in Lake Ganif. The curtains of your open window flutter in the chilly breeze and the odors of fresh water fish and cooking fires fill your room.

Down in the lobby, people of many races sit eating in silence-all but one. Bespectacled and greying, he puzzles over a number of charts, scrolls, tomes, and a primer. An occasional idea causes his head to nod, and he scratches his hair and mumbles patiently. As you walk into the room, he looks over his spectacles and smiles at you. Standing, he grabs chairs and places them around his table, waving for you to join him.

"I'm Pickman and I heard you were here, yes I did. Here, sit at my table and let me talk to you. I have some things to say to you; yes I do. You've heard of the Ruins of Kraal, Castle Kraal, but no one knows what caused its destruction. It's destroyed, you know. I've been hired by the mayor to find out why, but I don't know why and neither do these volumes and memoirs. I would like for you to find out for me, yes, I would."

Sajiyya strolls by the other patrons. Her black hair pulled into a short braid, dark eyes soaking in the strangeness of being in a valley, with a lake no less, instead of the abrasive desert sands. Her tanned feet are covered by sandals, a concession from walking barefoot in this unfamiliar territory. Brown cotton trousers and long white shirt covered by a navy thobe. Atop that, a white aba to keep her warm. Curious that this Pickman came to find her, she takes a seat across from him.

“Castle Kraal?” she asks.

“Yes, yes. The castle in the Black Swamp. A garrison that stood for over a century. It slowly collapsed, maybe due to a corrupt commandant, but it was on its way to recovery when the ogres attacked.”

“And why do you need me?”

“Judging by the scimitar at your hip, you can probably take better care of yourself than me. I can pay,” Pickman replies.

@}---

Sajiyya Compels “Experience the Eternal Truth for Myself” and gains one Fate point.

---{@

Attendance to the Security of Your Fellow Man, an article of faith amongst the faithful of Al-Kalim. She shakes her head, “I will not need payment. If this Castle was to protect the people in this valley, I will go.”

Pickman nods enthusiastically, his mood brightens considerably. “If you will not take payment, at least let me show you the way.”

He places a map on the table and points to a city, Melinir, and traces a route through the passes over the Ganif River, through the Marshwood, then into the Black Swamp.

“Three days, by my calculations. Keep the map and thank you. I don't think I would do well on this journey. Not at all,” he stands and makes to leave, “I'll check back in a fortnight. Good night.”

@}---

While there aren't overland travel rules in Fate, I can use Undertake a Perilous Journey from Dungeon World and roll +WIS against difficulty 2. Sajiyya is a nomad, so I'll allow her to fill the quartermaster and scout roles. Trailblazing is less of a priority for her.

Sajiyya rolls to Overcome an Obstacle using Wisdom against difficulty 2. Result, +1 and Invokes “A Nomad’s Determination” to make it +3 after spending a Fate point.

0-2 shifts is treated like a 7-9, so I'll “Show Signs of an Approaching Threat” seeing as the module was kind enough to supply a wandering monster table.

2 Giant Toads
Amphibious, Standing Leap
+1 Strength and Constitution
Stress [1]

---{@

Swarms of mosquitoes and gnats follow Sajiyya on her trek through the Black Swamp. Spongy ground broken by shallow bogs makes travel difficult. Stands of moss covered willow and cypress trees dip branches into the murky water. Tall grasses and undergrowth obscure much of what lies ahead.

Her feet pull free from the muck, her legs making subtle splashes with each forward step. A deep loud croak erupts from a stand of trees. Sajiyya creeps closer and spies a pair of giant toads, each the size of a person, sitting beneath the shadow of the trees.

@}---

Sajiyya rolls to Overcome an Obstacle using Dexterity against difficulty 2. GM offers Sajiyya a Fate point, Invoking “Shallow Bogs,” which Sajiyya accepts.

---{@

Sajiyya moves through the undergrowth and suddenly finds herself almost hip deep in water. The giant toads, alerted by the sound, grow silent, listening. She slides her scimitar free as one of them hops heavily into the swamp. The other toad, more aggressive than the first, leaps toward Sajiyya’s splash.

@}---

Sajiyya rolls to Defend using Dexterity against difficulty 0. Result, +6 and adds the Outmaneuvered Boost to the Giant Toads.

---{@

The Dervish sends droplets of water into the air as she jumps to the side and avoids the clumsy attack. Sajiyya spins, tough in the shallow bog, and slices at the toad beside her.

@}---

Sajiyya rolls to Attack using Dexterity against difficulty -3. Result, +6 with the “Outmaneuvered” Boost and inflicts nine Stress on the Giant Toads.

---{@

Better than she had hoped, the spin cuts a clean wound across the toad’s abdomen, a gaping hole opens as it falls into the bog. The sidestep brought her closer to the second toad. A quick flourish and the scimitar slices across its eye followed by a reverse upward swing that tears open its throat.

The swamp grows mostly silent, save for the constant buzz of insects. A short distance ahead, the courtyard of Castle Kraal beckons.

Two moss covered walls form a perimeter with a door to the south. The floor, once polished stone, is covered by water and mud. Sajiyya’s footsteps make sopping sounds as she walks across them.

Looking through the mud and moss, Sajiyya finds a couple of art pieces worth a small amount of money: a flag holder made of silver and a mast head inscribed with “In memory of Kraal. Your labor inspires for all time.”

Sajiyya sees little reason to pillage the flag holder. The mast head, however, Pickman may find useful. She takes that from the mud and puts it in her satchel.

Pulling her hand back from the mud, her hand carries a couple of leeches along with it.

She winces at the disgusting things, prying them free and checks her sandaled feet and legs. More leeches cover her calves, which she also pulls free. Sajiyya sighs, not having much defense against the nasty, annoying creatures.

Opening the door to the south, Sajiyya finds a corridor leading east to west, it's walls covered in moss with lanterns affixed to rusted hooks. Another hallway continues south with a second southern passage further east where the hallway grows slippery with slime and mud. A skeleton lies in a corner just beyond the door.

Sajiyya inspects the skeleton, looking for possible causes of death, like scoring on the bony remains.

All flesh long since sloughed off, the nature of its death remains a mystery. A decayed scabbard hangs from the belt still wrapped around its waist, and a preserved bag opposite the scabbard.

Perhaps the bag has clues. She picks the bag from the skeleton and checks what it contains.

Nothing. Strangely, it's bigger on the inside.

Curious. Sajiyya keeps the bag, especially since she may come across more artifacts for Pickman. She walks to the nearest corridor heading south, glancing as far as she can in the dim light.

The first room to the right is an empty weapons store. Rubble and muck with nothing of value. The next room is a dining hall covered in cobwebs. A large table surrounded by high backed chairs for in the center, a pool of water circling one of the table legs. Several large bird carcasses are ensnared in the web, bodies burst apart by something eating its way out.

Cautious, Sajiyya steps lightly to look at the table and chairs.

@}---

Sajiyya passively opposes a perception check with Wisdom, +3. Spider’s result, +1.

Water Spider
Toxic Venom
+1 Dexterity

---{@

The table has tarnished silver table settings, ornate and decorated. She notices movement from the webs, a singular giant spider crawling down towards her then jumping at her face.

@}---

Sajiyya rolls to Defend using Dexterity against difficulty 1. Result, +2.

---{@

Sajiyya weaves to the side, startled, and watches the giant spider land on the table. She pulls her weapon free, slashing down at the spider and rotting wood.

@}---

Sajiyya rolls to Attack using Dexterity against difficulty 3. Result, -1. Sajiyya Invokes “A Nomad’s Determination” and rerolls using a Fate point. New result, +5 and inflicts two Stress on the spider.

---{@

The spider’s soft body splits with a messy fluid sound, green ichor spraying against the table cloth. Sajiyya shivers, arachnids were not her favorite thing. Wary of future attacks, she takes the engraved silver and puts it into the bag of holding for Pickman.

Nothing left to discover, Sajiyya returns the way she had come as the end of the hallway gives way to water that dramatically drops beneath her feet. The second southern passage shows a door to her right, whispering voices coming from behind it.

She listens at the door, not understanding what the voices are saying, and gently opens the door.

The door opens into a small chamber, smaller with the bulk of four scaled human sized entities dressed in leather, feathers hang from primitive weapons and necklaces. One of them lifts it's hands, arms away from its weapons, and hisses a few syllables. The other three appear wary but also don't reach for their weapons.

Sajiyya tilts her head quizzically, “Hello?” she asks.

The presumed leader shakes its head and waves its hands then raises one hand, finger plaintively held upward. It waits then begins uttering a reptilian incantation.

“Quiet. Please. The newt is coming. Come in,” it says.

“The newt?”

“We were trapped. They want to find our home. Promise power. Leadership. We hide here. Hope to escape. Maybe… we help together?”

“Together.” Sajiyya weighs her options and nods. “Certainly.”

The lizardmen show what little they could salvage. The room is well kept with five beds, dressers with drawers pulled away. Only a handful of short swords, bows and a few arrows remain.

@}---

3 Lizardmen Warriors
Amphibious
+1 Strength and Constitution
Stress [1]

Lizardman Shaman
Amphibious, Shaman of the Black Marsh
+2 Wisdom, +1 Constitution
Stress [1]

I have changed location 8 and the location of the final item. According to the room’s description, there would be no way of seeing two of the rooms because they're submerged. With no incentive to go diving, I don't see why a reasonable character would.

---{@

Walking down the hall from the residence, the water quickly rises calf high. Further in, Sajiyya stumbles as the floor becomes stairs. The main assembly is underwater. The tops of a pair of columns rise like small islands at the back of the chamber. The eastern pedestal marred by deep gouges in the stone where something heavy had been drawn across the surface.

Sajiyya swims the distance between the stairs and the eastern pillar to investigate. She traces her hand across the deep scratches and follows them down into the water.

A heavy chest lies on its side at the base of the pillar, a lock keeping it shut. The water makes it impossible to open, and whatever is inside makes it hard to do more than drag it across the assembly floor.

When Sajiyya comes up for air, a trio of ripples stream towards the dervish. Scaly backs lined with bony ridges swim toward her.

Sajiyya scrabbles to the tip of the pillar, calling to the lizard folk for help. “There's a chest down here. Heavy.”

The four amphibians nod, keeping an eye on the three crocodiles when they enter the water. Short blades slide from their scabbard as the two groups approach the pillar.

@}---

3 Crocodiles
Amphibious, Strong Jaws
+2 Strength, +1 Constitution
Stress [1] [2]

Lizardman Warriors roll to Attack using Strength against difficulty 1. Result, +2 and inflicts one Stress.

Crocodiles roll to Attack using Strength against difficulty 2. Result, +1.

---{@

The lizardmen swim at the crocodiles, a small defensive line to allow their shaman to reach Sajiyya. The two groups clash in the water; a sword stabs upward and skewers one of the crocodile's jaw shut.

Sajiyya dives back underwater with the shaman. The two priests avoiding the deadly battle that takes place a short distance from them. The warriors are better suited for aquatic combat than the dervish.

@}---

Lizardman Warriors roll to Attack using Strength against difficulty 2. Result, +1.

Crocodiles roll to Attack using Strength against difficulty 4. Result, 2.

---{@

The lizardmen and crocodiles continue to thrash in the water, neither side getting the upper hand. Sajiyya and the shaman pull on the heavy chest, dragging it halfway up the pillar.

@}---

Lizardman Warriors roll to Attack using Strength against difficulty 3. Result, 3.

Crocodiles roll to Attack using Strength against difficulty 0. Result, 4.

Playing a tie as success with a cost, I give the crocodiles a death throe. Literally.

---{@

The warriors manage to stab into the remaining crocodiles, swords falling and thrusting into their scaly backs. Not without loss, as strong jaws snap and crush reptilian throats. The carnage spreads, clouds of blood mixing with the murky water. Until, finally, the wrestling stops. Scaled bodies float on the surface, crocodile and lizard folk alike.

Sajiyya and the shaman make it to the top of the pillar and witness the gory end of the battle. Nothing moves. Stoic, the shaman mutters words in its language, their meaning plain to a member of any faith.

“I hope their lives was worth this,” it says.

With effort, the two pry open the lock and open the chest. Inside, a polished orb seated in tarnished brass with a waterlogged note that reads, “Place this orb where it can not be found. It will do the rest. -N’worbmit”

“It seems to be a clue as to what happened here,” says Sajiyya. “Any idea who N’worbmit is?”

The shaman nods. “Newt priest. Dead.”

“Dead. Then I think I have the answers Pickman seeks. I will take these back to him.”

Sajiyya packs the items into the bag of holding and turns to leave. “I am Sajiyya Ahl al-Shakir. I may be in the valley for some time.”

“Zaelpa. Zaelpa-Cu."

Wednesday, March 14, 2018

Interrupt! Solo a Module Month: Session 0

After reading a post on Google+ about “Solo a Module Month,” I figured I'd gain some additional Fate XP by playing Fate Core with the Fate Freeport Companion, making a Fate Core D&D. I'll use a classic setting I've always wanted to play in, Thunder Rift, and play through a Thunder Rift adventure path between sessions of The Core.

I had thought about randomly creating a character using It's Not My Fault I'm Fantastic, but a character idea stuck itself in my head. Unofficially, Thunder Rift exists between Karameikos and Ylaruam. Since Petra (I haven't forgotten about her) is from Karameikos, this character should be from The Emirates of Ylaruam. Ylaruam includes a character class unique to that setting: The Dervish. While it's an NPC class, it's my game, so…

As far as keeping the mystery of a pre-written dungeon, I'll use Miso in several areas with option A played as written and option B modified by Story Cubes, six regular and three from Fantasia. After a room’s description, I'll come up with an order of operations the character uses then move on to the GM section to see what consequences may have occurred along the way.

Sajiyya Ahl al-Shakir
High Concept: Alasiyan Dervish of Al-Kalim
Trouble: Experience The Eternal Truth for Myself
Phase 1: “Sajiyya and the Pilgrimage to Ylaruam”
Aspect: A Nomad’s Determination
Aspect:
Aspect:

+1 Strength
+2 Dexterity
+2 Constitution
+0 Intelligence
+3 Wisdom
+1 Charisma

Stunt: Because I am a Battle Priest, I have access to the healing and prayer schools of magic and begin play with bless and cure light wounds

Stunt: Because I am an Accomplished Spellcaster, I begin play with cure moderate wounds, holy water and remove curse

Stunt: Because I have A Dancer’s Grace, I can attack with Dexterity when using scimitars.

Refresh: 3 / 3
Physical Stress [1] [2] [3]
Mental Stress [1] [2] [3] [4]

Monday, March 12, 2018

The Core: Scenes 6-10: Vince 2.0.0

System.open(“Nostromo”, “Augmented Icarus”)

<//--

“Hey, how was your day?”

“Fine. Tested a new flight system, travelled faster than light and got stuck in some imaginary world.”

That sounds about right. I've been waking up in different worlds for who knows how long, and each time it feels like I'm being hammered deeper down the rabbit hole. And now I'm here, wherever “here” is.

I like to think I'm quick on my feet, so I made sure no one knew who I was. Not that it matters. If this is just a hallucination, then I'm really just lying to myself. If not…

At least I know my pistol is still around. By around, I mean I can bring it to me from some unknown place and send it back again. And I've somehow managed to get some credit, bits are what they're called here. I don't know the exchange rate, but one bit buys a guy a bottle of water.

At least I won't die thirsty.

--//>

Vincent Landry
Mantle: Probability Engine
High Concept: Entangled Test Pilot
Trouble: Stranger in a Strange Land
Aspect: Napana, Manifestation of Reflections
Aspect:
Aspect:
Refresh: 2
Scale: Supernatural

+0 Flair
+1 Focus
+3 Force
+1 Guile
+2 Haste
+2 Intellect

Stunts:

Quick Route to Power costs two Stunts and was also created with the Venture City SRD to represent Napana’s abilities.

Quick Route to Power: As I learned a Quick Route to Power, once per scene, I can use Napana to create a clone of myself. If I succeed with style, we may attack multiple targets in the same zone or inflict a Confused (fleeting) condition. We can take duplicate actions, splitting shifts between the two of us, but the clone can not succeed with style. With extreme effort, I can create another duplicate for help. However, I have Short Range Control, limited to being in the same zone and risk attracting attention from The System. I mark one box of Empowered when used.

Stress [1] [1] [1] [1] [1] [1]
In Peril [4]
Doomed [6]
Indebted [ ] [ ] [ ] [ ] [ ]
Empowered [ ] [ ] [ ] [ ] [ ]
Charged [ ]
Grounded [ ]

The street level of The Core is a chaotic merge of affluence and destitute. The night sky is clouded, keeping the dark alleys in impenetrable shadow. The buildings downtown look like black plastic with blue or orange neon corners marking their boundaries. Vehicles drive by on wet asphalt, and people walk briskly on their way home or late night errands.

Vince walks by one alleyway and hears a muffled wet sound followed by a coarse, low voice. Another, higher pitched, voice responds and is met with another muffled impact.

I check my watch out of habit, mostly as a distraction while I consider what I'm going to do next. Anonymity is the safest course of action, but…

I step into the alley and crouch down when I'm far enough in to not seem suspicious. I want to see what I'm getting myself into.

<//--

System Enforcer, Legalized Thug
+2 when Fighting and Interrogating
-2 when Blending In
Stress [1] [1] [1] [1] [1] [1]

Vince rolls Create an Advantage using Guile against Difficulty +0. Result, +2 and adds Came From Nowhere to the Enforcer with one free Invoke.

--//>

“We got a message that an unauthorized program is running around The Core, and you pieces of shit don't know anything?” he asks, adding another kick for good measure.

His appearance is the polar opposite of the victim lying on the ground: upscale, a suit that barely fits his muscled frame and silver hair. The guy on the ground facing Vince has dirty ripped clothing, matted brown hair and no shoes.

<//--

Vince Creates an Advantage using Force against Difficulty +0. Result, +3 and adds Pushed to the Ground to the Enforcer with two free Invokes.

--//>

I don't like bullies. Especially ones that sound smug while they're doing it. I step from the shadows and shove him hard from behind, Napana materializing in my hand. He falls back against the brick wall and slides along a garbage container on the way down.

“Problem?” I ask, the Thunderbird aimed at his face.

<//--

Vince rolls an Attack using Flair and Invokes “Came From Nowhere” and “Pushed to the Ground” against Difficulty +0. Result, +6 and inflicts 6 Stress on the Enforcer.

--//>

“N-no,” the thug stammers. “We were just looking for…”

His eyes take in the Thunderbird, black duster with silver trim and Vince’s not so pointed ears.

“You?”

“Found me. Good job. Who wants me?”

“The System Manager wants to meet with you. See where you came from. Talk.”

“So you thought beating on homeless guys would help. Leave.”

The thug gets up in a mad scrabble and takes off out of the alley. Vince turns and finds the beaten man looking at him intently, half awed and half frightened.

Anonymity. Guess that didn't last as long as I had hoped. Napana dissipates into a wireframe model and collapses back to nothing.

“Why was he bothering you to find me?” I ask.

He’s hesitant. Understandable after just being kicked a few times and helped by a pistol wielding stranger. “I know people in the VIU,” he says, “He thought I might have heard something.”

“The what?”

“The Virtual Interface Underground.”

He looks into Vince’s eyes, disbelief written on his face. “You really don't know, do you?”

“Yeah, let's make fun of the new kid. Alright, the VIU. Any way they can help? Keep me underground?”

The hesitation grows solid; he changes from a simple, bullied homeless man to calculating and distant. Several moments pass as he appraises Vince.

“Go Downtown, the Progress Bar. Tell the bartender Les wants to go shopping.”

Les gets up and walks past Vince, “Be careful. The System will be watching.”

The Progress Bar. Cute.

Vince flags down a cab and takes a ride Downtown. From the freeway, The Core exists in greyscale bordered by cyan and pumpkin. The buildings are the same black plastic blocks with glowing strips of light on their corners. Passing vehicles mirror their surroundings; their drivers with skin like ivory or darkening shades of grey. Everyone with pointed ears.

The vehicle stops in front of a moderately busy bar. Smoky windows offer a shadowed glimpse at the patrons inside. A large display that spans across the front of the building shows a grey box with a cyan bar stretching 70% across the sign. Music drifts faintly through the thick windows.

System.theme(“Noir Deco”, “Future to Fantasy”)

Stepping out of the light rain, Vince enters a bar filled with people, smoke and music. The bartender cheerfully produces a variety of drinks for a waiting customer. A bald elf, mid grey skin, a leather vest with matching pants.

I walk up to the bar after a quick glance down the counter. Hopefully, ordering a bourbon doesn't sound out of place.

<//--

Rand, Friendly Neighborhood Bartender
+2 when Mixing Drinks and Knowing Things
-2 when In Front of the Counter
Stress [1] [1] [1] [1] [1] [1]
In Peril [4]

Vince rolls to Create an Advantage using Intellect against Difficulty +0. Result, +2 and adds Knows the Passcode to Rand with one free Invoke.

--//>

When the bartender hands me my drink, I make eye contact and mention Les wants to go shopping.

The bartender stops turning away to help another client and focuses his attention on Vince. “Sorry, have we met?”

<//--

Vince rolls to Create an Advantage using Intellect against Difficulty +1. Result, +1 and adds the Demonstrated Good Will Boost to Rand.

--//>

“No,” I reply with a shrug. “We might know someone in common. Homeless. Jumped by a thug.”

“Is he alright?” the bartender asks, narrowing his eyes with slight suspicion.

<//--

Vince rolls to Overcome using Intellect against Difficulty -1 and Invokes “Knows the Passcode” and “Demonstrated Good Will.” Result, +7 and inflicts 6 Stress and adds the Friendly Terms Boost to Rand.

--//>

“He walked away, if that's what you're asking.”

The bartender nods, satisfied. “I'm Rand,” extending a hand.

I shake hands and introduce myself, “Adam.” No use using my first name. Besides, the biblical influence seems fitting.

“Adam. If Les wants to shop, then he goes shopping. The door by the restrooms. Exit, go left, second door.”

I offer a friendly smile I don't quite feel but head toward that direction. “Thanks.”

Leaving the music and clientele behind, Vince steps out into the alley behind the Progress Bar. He turns left, heading to an unmarked second door. The door opens to a stairwell that leads beneath the street.

When he steps through the threshold, cyan code slides around him, a curtain of glowing characters. The stairs fade, becoming transparent, and a bustling market takes its place. Stalls with all kinds of merchandise form a structured grid.

“Where am I?”

A voice from above emanates to the people below.

“Welcome to The Market. If we don't have it, someone will find it.”

The scene stops as the sky lights with blue white clouds. A trio of figures fall from the energetic portals, landing near Vince. An amplified voice proclaims, “This is an illegal operation. The System demands all transactions halt immediately.”

Great. First, random thugs; now, I'm part of some raid.

<//--

Rookie System Agents
Aspect: We Do As We're Told
+2 when Intimidating or Shooting
-2 for Individuality and Blending In
Stress [1] [1] [1] [1] [1] [1]

Vince rolls to Create an Advantage using Intellect against Difficulty +0. Result, +2 and adds Distracted to the Agents with one free Invoke.

--//>

I pull Napana from nowhere and press against a nearby stall. They haven't seen me yet, but I think I'm not what they're after.

The three step down one of the channels formed between the stalls, pushing people ahead of them. Someone in the crowd shoots toward the three System Agents, forcing them to take cover at an intersection.

<//--

Vince rolls to Create an Advantage using Intellect against Difficulty -1. Result, +2 and adds Under Fire to the Agents with two free Invokes.

--//>

I smile, this one genuine. If they're taking fire and pushing forward, they haven't noticed me. I glance at the Thunderbird and calculate how I'm going to attack three armed Agents. At least they're distracted.

The Agents return fire, bullets piercing indiscriminately through a few customers. The gun fire within the crowd stops as people scream and break into a panicked run.

Now or never.

<//--

Vince rolls to Attack using Force against Difficulty -1 and Invokes “Distracted” and “Under Fire.” Result, +9 and inflicts 10 Stress on the Agents.

--//>

I step from cover and target an Agent in front of me. A pair of 10mm bullets erupt from Napana, hitting him between the shoulder blades and back of the head. The second Agent turns and Napana hits him twice in the chest. The last Agent sees me, eyes growing wide in fear as another pair of 10mm rounds fly from the Thunderbird and rips a hole in his chest and face.

It feels like Napana exhales a held breath. Calm. The task done.

Anonymity. Would’ve been the safest course of action.

System.close(“Colossal Trailer Music”, “Withering Bones”)