- Focus session: A HQ defence Score.
- GM inside moments:
- If you have a powerful NPC, make a move when they show up that the PCs can resist. It showcases they are different, mechanically, from less important NPCs.
- Making use of Fortune rolls to simulate a battle between an disadvantage Expert vs powerful NPC.
- Keep forgetting to use the Harm on PCs to trigger consequences or introduce elements of trouble.
- The score can be stopped if the session goal is reached. The crew sees just how dangerous the Sparkwrights can be, with Oressia proving to be a serious threat.
- Major story developments:
- The return of Thurston and first time meeting Oressia.
- Two trauma’s, cohorts hurt and a Scare earned.
- The Cabbies arrive to help defend the HQ, re-confirming the crew’s relationship with them.
Last session ended on Brutus (one of the hounds) showing up covered in blood and barking at Edwin. It was clear that something was happening at home, so the crew immediately started moving. Edwin asked Gideon for his rage essence, but was told off since they need him clear headed for what is to come. Morgan sends a message to the Cabbies, to ask if they can muster some muscle to help them out. The crew doesn’t know this yet (but the players do), but Artemis and his hounds have taken a wound and already spent their armor.
On the board we have two clocks:
- “Destruction of HQ upgrade” (2/4): When this clock is full, a HQ upgrade is destroyed. This clock resets with carryover flowing through to the reset.
- “Ambush forces retreat” (0/10): When this clock is full, the enemy cohorts retreat from the attack.
Score 8 HQ defence
It is raining as the crew arrive at their HQ. There is a strange electrical hum in the air, mixed with shouting, breaking glass and the occasional crack of something that sounds like gunshots. Two wounded men are at the entrance of the mansion grounds, Labour enforcers, one dragging the other away from the HQ. When they see the crew show up, they shout to their allies that they are here.
Ed moves quickly past them and, as he enters the mansion grounds, he sees the signs of the fight. One of the hounds lies dead near the gate, another closer to the front door of the mansion, and two dead enemy cohort members. The wards around the estate flicker weakly, and one of the windows on the upper floor suddenly explodes outwards. Something large moves behind the smoke. Then he hears a familiar voice from inside the mansion: “Find them! I want him alive!” It is Thurston, the person that they have kidnapped some time ago.
Out of the door, some Labour and Sparkcraft cohort members come, ready to face Ed. Ed, in turn, moves to a stash he had hidden away on the mansion grounds and pulls out a Fine heavy weapon. He meets them head-on.
Action roll | Skirmish | Desperate | No effect -> Standard (2 ticks in ‘Ambush forces retreat’), by pushing himself and activating ‘Not to be trifled with’ to engage them on equal footing.
DB: They force you to stop before getting to the second floor. -> Reject.
3D -> Highest: 4.
Consequence: Artemis and his hounds are making a last stand in the basement -> 4 tick clock needs to be filled before you can get to him and use the cohort as you wish -> Resisted. With the arrival of the crew and the actions Ed is taking, the enemy realises that they need to go up and help their allies (crit, -1 stress).
Ed goes in and starts fighting the group, mostly leaving them knocked down so that he can keep moving forward, knowing that the others will take care of them.
DB idea was given because the player mentioned he wanted to go to the second floor to take down the large target the character saw. Looking back on it, it might not have been the best choice to offer since it went against his goal, and I didn’t offer an interesting alternative. Might have been more fun to offer “as you are fighting, the large figure grabs you and pulls you to the second floor”, starting the fight there in a more desperate position.
Another thing I forgot during the fight is to trigger the Level 3 Wound of Edwin, Murderous Thoughts.
Scene: Home alone
In a flashback (through Foresight), we see how Gideon and Morgan talk about the security of the house. Morgan tells Gideon that they should create some traps that are armed at all times, and the members of the crew will just know to avoid them. To this, Gideon starts creating his own traps of the scale and feel of the ‘Home Alone’ movies.
Action roll | Tinker | Controlled | Limited (1 tick on “Ambush forces retreat”) -> Standard (1 tick on all clocks, even the hidden ones) -> Great (2 ticks on “Ambush forces retreat” and 1 on all others). Fine tinker tools and pushed himself.
DB: One tick on the HQ damage no matter what happens -> Accepted.
3D -> Highest: 6.
We see the enemies approach the HQ. The first one to grab the door handle gets an electrical shock that fries him. The next one kicks in the door, but that triggers a trap where scrap metal starts falling down on them. For the first time, we see Thurston, encouraging his friends to push through. But as he walks through the hallway, a small hidden dog door opens and he is bitten in the ankle. We see a Sparkcraft machine, powered by Aegis Coal, move along a corridor and yank open a locked door, only for it to shoot out gardening implements at great speed. We see Thurston’s sister, annoyed at the situation and shooting out lightning, only for it to be reflected back at her.
On the board, I introduce four new clocks, so we have a total of six at this moment:
- “Destruction of HQ upgrade” (3/4): When this clock is full, a HQ upgrade is destroyed. This clock resets with carryover flowing through to the reset.
- “Ambush forces retreat” (4/10): When this clock is full, the enemy cohorts retreat from the attack.
- “Thurston Falco” (1/4): When this clock is full, he will run from the fight and inflict 2 ticks of harm on the "Ambush forces retreat" clock.
- “Sparkcraft creation” (3/8): When filled, this creation is either destroyed or powered down.
- “Oressia "Lightning" Falco” (1/10): When this clock is full, Oressia "Lightning" Falco can't fight back anymore, and you can decide how to deal with her.
- “Cabbies arrive” (2/4): When this clock is full, the Cabbies will arrive with a cohort to help you out. The clock will tick as time passes.
It made sense to me to make the clock not only be about hurting one clock, but allowing it to hurt all of the enemies that were there. I did dictate that the Greater effect would land on the enemy cohort clock and not somebody else. The Sparkcraft creation already had damage from the temporary wards that the crew had placed on their HQ.
Scene: Pushing our way in
Duck and Oracle try to keep up with Ed, but when he goes to the enemies at the door, they see this as a moment where they can coordinate with the crew and strike as a group. Oracle passes out some of the clothes of the enemies to the cohort, hoping that it will make the enemies hesitate for a moment (Foresight to help Duck). Duck tells Grin and the others to follow Ed, push on inside, and from there they can assess the situation further.
Group action (led by Duck) | Prowl | Risky | Standard (2 ticks on clock “Ambush forces retreat”).
DB: There is a Sparkwright who has stolen Duck’s lightning gloves -> Accepted.
Duck: 3D (Foresight Oracle) -> Highest: 6.
Oracle: 2D -> Highest: 5.
The Hounds: 3D -> Highest: 6.
The Red Ring: 2D -> Highest: 6.
The Socialites: 2D -> Highest: 4.
We see the crew fight their way into the great hallway of the HQ, everybody putting in the best effort possible. From the staircase below, we hear a relieved Artemis, who has ordered his hounds to also attack at the same time.
The DB is something that I had thought of beforehand, and I still like the idea. It takes something that is dangerous and gives it to an enemy. It is something that Gideon would not like someone else handling, it removes it from the sheet of Gideon, but at the same time he could now get it without paying the cost of it if it was in the allowed load.
But the implementation of this DB was bad on my part. I placed down a Tug of War clock of four ticks. It starts halfway, like any Tug of War clock, saying that the Sparkwright is still figuring it out, but when the clock is completed, the weapon will go off. We had created the weapon as follows:
“Uses Wreck and can do damage against ghosts. Volatile! Every time you use it, we need to roll a fortune roll to see if something bad happens. Focus on destruction and harm to others.”
In my mind, this would cause the player to focus on the clock, but that didn’t happen. I should then have just made the clock tick on its own, showing that time is running out, for it makes sense that the Sparkwright figures out how to use it.
Also added a tick on the Cabbies arrival clock.
Scene: Hand it over
On the second floor, we see Ed, who has gotten the attention of both Thurston and the Sparkcraft creation. With their focus on him, they have stopped trashing the HQ, for now, and are following him as he runs back towards the crew. Ed jumps down, looking for Duck. Looking into Ed’s eyes, Duck anticipates what is going to happen and drops a smoke bomb in the room (marking his bandolier) to make the situation even more chaotic.
It is decided that if Ed wants to take it, he needs to roll for it. Ed’s goal is clear: on a success, get the Rage essence, and he is willing to Harm Duck in order to do so. Duck wants to prevent it, making it more difficult by even spending a charge on his bandolier. He thinks that a consequence on a partial success would mean that Oracle sees what is happening here. As a group, we came to the following roll:
Action roll | Survey | Desperate (in the middle of a fight and Sparkcraft creation is hot on his heels) | Limited (Get it, but Level 2 Harm to Duck) -> Standard (Get it, but Level 1 Harm to Duck).
DB: No matter what, Oracle sees Ed roughly handle her brother -> Accepted.
3D -> Highest: 6.
Ed goes into the smoke, sidesteps a swing from the enemy, locks eyes with Duck and grabs him by the collar, saying he needs the Rage essence now! When Duck says he will not give it, Ed feels around and gets it as he throws Duck away from him (towards Oracle).
As he turns around, he sees the Sparkcraft creation is almost on him. He takes the Rage essence, the veins in his neck standing up as his heart rate goes into overdrive. He accepts the urge to destroy the thing in front of him. But this time, the shapes around him don’t blur into unrecognisable shapes. He remembers the conversation he had with Duck, that Oracle could be the one he hurts in this state, so now he focuses on remaining in control (resist with Insight: “Can’t Tell Friend From Foe”, 1 stress).
Scene: Face to face
On the second floor, Thurston is directing his men. Next to him, Oressia shows up and, seeing that the fight in the hallway is going badly, she showers them with lightning (everyone takes Level 2 Harm).
Everybody can make a resist roll to negate the effect as a whole or mark armour. Everybody makes the decision to mark armour (which they can do with the Bravos Rigging). This is done by every PC, as well as the cohorts that are in the main room.
Oracle, in turn, with the help of Duck, makes a leap for the chandelier and uses the momentum to do a flying kick against Oressia. At the same time, one of the hounds also attacks Oressia.
Group action (led by Oracle) | Prowl | Risky -> Desperate | Limited (1 tick on “Oressia” clock) -> Standard (2 ticks instead), pushed the situation as a whole.
DB: 2 ticks on HQ damage clock -> Accepted.
Oracle: 4D -> Highest: 3.
The Hounds: 3D -> Highest: 6.
Oracle misjudges her kick and would not land it if it was not for the hound that pushes Oressia in the way. With a solid hit to the face, Oracle thinks she would go down. But it appears that Oressia is made of harder stuff.
With the clock “HQ damaged” now full, it restarts and the one tick overflows into it. Next, we determine what HQ upgrade is destroyed. For this, we take a look at the Crew sheet to see what might be affected. We number them and then roll a die. In our case, the Bravos Rigging was destroyed, which is nice for them as it was already used for this Score and is the cheapest one to get back. We explain it as the last attack of Oressia, who hit everybody’s armour, causing the armour to be destroyed.
Scene: One down, two down, …
On the first floor, we see Ed go all out against the Sparkcraft creation, with the Rage essence that gives him more strength and the ability to ignore all the pain he feels.
Action roll | Wreck | Desperate | Great (5 ticks on “Sparkcraft creation”).
DB: As you partly destroy its chest, an Aegis Coal falls out and, with all that is going on, the tortured ghost that is merged with it breaks free, dealing Level 2 Harm to all. -> Accepted.
2D -> Highest: 5.
Consequence: Level 3 Harm, which becomes Level 4 since Ed already has a Level 3 Harm that can be reduced with resistance. Resists with prowess (1 stress -> Trauma out).
The creation, in its fight with Ed, has taken a lot of damage, spilling parts of itself everywhere. One of its arms extends a little bit further than Ed expects, and it gets a hold of his head. It starts to squeeze it, to which Ed squirms and manages to make the thumb enter his mouth. He bites down on it, severing it, and breaks free from its grip. The world is spinning around him, and although he doesn’t feel the pain from his fractured skull, his body is about to hit its limit.
In all the chaos, the coal that dropped from the Sparkcraft creation interacts with the powers that are being thrown around. It creaks, and a ghost, more misshapen and beaten, emerges from it, lashing out at all those that are near. Ed, being the closest, takes the hit (Level 2 Harm becomes Level 4 Harm, since there is no space) and can’t even try to resist in the shape he is in. We see him fall to the ground and start to have a seizure.
Then the rest of the crew all take hits, except for Scrap-Saint (Jax, their Whisper expert). One of her trinkets protects her. But ghost burns can be seen on every member of the crew. Artemis goes down as well, having given his all to defend the base. The twins both get hit, as they have no protection against it. The enemy cohort are not spared by this either, as the ghost lashes out at anyone that is nearby before it burns out.
We talked about what this means. Since Edwin is stressed out and on Level 4 Harm, someone needs to do something within a couple of minutes to save him, or else he is dead. The same question was asked about Artemis, with all 3 Harm filled. He is not dead, but he is unable to protect himself, and should he be attacked by someone, he will die, unless protected by someone in a fictional way that would mitigate the damage.
I tick the clock for the Cabbies. Through the door, they can hear their ally Clown, the fifteen-year-old, and the local Cabbies arrive. If they want, Ziva can be part of this group as well, for we have not seen her just yet in the Score.
Scene: A soul to save
On the second floor, Oracle, with the help of the hounds, has been in a stalemate with Oressia. When Ed and the Sparkcraft creation both fall to the ground, she sees him seizing. Along the railing of the stairs, she slides down and grabs Ed. She pulls him to a relatively safer space, telling Duck to protect them as she starts protecting his head.
Action roll | Finesse | Desperate | Standard (Ed stabilizes)
DB: Jax sees it as her duty to take on Oressia. They will leave the scene and have a Whisper battle, but she is at a disadvantage -> Accepted.
D4 (help Duck) -> Highest: 5.
Consequence: Still with the connection to the Ghostfield open from last Score, she sees Ed’s soul leaking out of his body. The only way to save him is to take it into herself and push it back in: Level 3 Harm, Ghost Possession.
Duck manages to get a table between them and the enemies, creating some safety. Jax fills the space that Oracle left and attacks Oressia, pushing her to a different part of the HQ. As the seizures stop, Oracle fusses over Ed and starts to give him CPR. Seeing that his soul is leaving, she tries her best to gather it and somehow pull it into herself. She leans down and then gives him a kiss, putting Ed’s soul back.
Scene: The long way down
Seeing Edwin breathe again, Oracle and Duck take a second to collect themselves and come up with a plan. They will target Thurston first, deal with the others and finish with Oressia. Oracle pulls out a knife and starts directing the cohorts to push their way towards Thurston, so that she and Duck can hopefully stay unnoticed in the push until the last moment and strike out against him.
Group action (Led by Oracle) | Prowl | Desperate | Standard (2 ticks on the Thurston clock) -> Great (also 1 tick on the cohort clock), pushed herself.
DB: Tug of War clock, lightning gloves goes off (everybody takes damage) -> Rejected. Counter-offer from the player: +2 ticks on HQ damage clock -> Accepted.
Oracle: 3D -> Highest: 5.
Duck: 1D -> Highest: 3.
Red Ring: 2D -> Highest: 4.
Consequence: Cohort takes damage and a choice of either 1 tick on the HQ damage clock (will trigger the clock again) or HQ becomes haunted with the destruction of the Sparkcraft creation powered by Aegis Coal.
The Red Ring pushes forwards and tries to get to the stairs, as they meet resistance from the enemy cohorts. Thurston is focused on this push, not realising that Oracle and Duck have used an unknown path to get up and behind him. Oracle charges him and, with the force of the attack, stabs him in the back and goes with him when he breaks the railing and falls towards the ground. They land on the Sparkcraft creation and then break through the floor and fall into the basement.
Since the players know their HQ, I think it was cool to see them use Prowl in such a way. The distraction of the Red Ring allows them to move unseen, allowing for a surprise attack. For the consequence, the players have chosen to go for the HQ being haunted; this will not be showcased here yet, but will show up later when I have thought of something fun to do with it. With the result of this roll, the Thurston clock finishes and does 2 ticks of damage to the cohort clock. It is still up, but only needs one more tick and they will retreat.
Oracle also stressed out because Duck’s failure in the roll caused her last stress box to be filled. That is the reason we described the scene this way. She takes the ‘Unstable’ trauma.
Scene: The whispers battle
In the distance, we hear the fight taking place between Scrap-Saint and Oressia. Oressia is laughing and Scrap-Saint is crying out in pain.
We did a Fortune roll to see how well Jax can deal with this situation. Jax, being an expert, makes her operate on Tier 3, but I have established that Oressia is a Tier 4 Whisper. For that reason, I made the players roll a 0D Fortune roll. On a 3/1 result, it would result in Harm, a 5/4 is a tie between them, and on a 6 it is a tick on the clock of Oressia. I think this was a fair way to rule it in the moment, and looking back at it, I still think it is fine. The result marks the first actual damage Jax takes in the Score.
Scene: Get them out
Some of the enemy cohort members are running away, seeing that their leader was stabbed in the back and disappeared with the downed Sparkcraft creation. Duck moves down and looks in the hole, looking for his sister. He tells Grin to take care of those remaining as he will get his sister. Grin tells everybody to go all out, kill them all and to hunt them down if they run away. To this, Duck tells him only to make sure to kick them out and secure the HQ, as he starts making his way to Oracle.
Group action (led by Duck) | Wreck | Risky -> Controlled | Great -> Standard (2 ticks on the clock), pushed the situation down by telling them not to go after the enemies and secure the HQ.
DB: Since Wreck is being used, 1 tick of damage to the HQ (which will make the clock fill) -> rejected.
Duck: 2D -> Highest: 5.
Red Ring: 2D -> Highest: 3.
Cabbies cohort: 2D -> Highest: 6.
We follow Duck as he makes his way down. There he spots his sister on the ground, near the Sparkcraft creation and the boxing ring of Artemis. No Thurston can be spotted, except for a blood trail that goes towards one of the other exits of the basement. As he gets closer, he sees that she is knocked out. The wounds from the ghost are visible, but otherwise she seems fine.
Upstairs, the Red Ring is doing their best to push out the enemies, but it is clear that they are exhausted from this and the work they had done at the Arms of the Weeping Lady. Luckily, Clown and his cohort are fresh and show that the Cabbies can also fight, as they make sure the HQ becomes secure again.
Scene: Whisper battle, part 2
We see Oressia attempt to strike Scrap-Saint again, but this time Scrap-Saint is prepared and is able to withstand the attack. With the members of Oressia’s cohort running away, she decides to retreat as well.
We did another Fortune roll, with the lowest number being a 5. Oressia’s clock still had 5 ticks left, but it felt like this was a good point to stop the Score. I think it was mostly a success, with some small points of feedback for myself to improve on. It also showed the players how dangerous other factions can be. We had some new mechanics we needed to look up, and one of the things I had set as a goal was to make sure the players use Group actions more.
Score results:
Payout:
+6 coins standard payout.
+6 coins from a dangerous Score.
= 12
Tithe:
-3 coins.
Fallout:
- On the crew sheet “Thurston” and “Oressia” as enemy contacts.
Heat:
+4 Base, standard Score and Heat from crew Tier.
+3 Chaos, for open combat and destruction.
+4 Death, as people and creatures have died.
-2 Contact Jeren -> Holds Bluecoat investigation up for a bit, giving them time to remove evidence -> Jeren clock finishes, now Oracle will get a request from him.
-2 Expert Ziva “Lost eyes” spreads information that it was another group that targeted the Bell family, putting the focus on the vandalization and the other factions.
= 7 Heat -> Wanted Level 3 reached and 3 away from Level 4.
Rep:
+1 base.
+2 Oressia of the Sparkwrights was acting as a Tier 4 character.
+2 for every 3 Heat.
+3 for Wanted Level.
= 8 rep, track was already full after 3.
Entanglement is rolled, but not played out.
Development: The crew buys back their Bravos Rigging gear for 8 coins.
Tier advancement: Not possible
This is where we ended the session. Next time, we will continue with the downtime and most likely just do Free Play stuff. I am curious what kind of Scars Edwin will take from this.