
Battle is joined. It has all been leading to this, but with the stakes this high, and the odds stacked against them, can Mina, Mara and Tatters possibly hope to succeed?
Links
Transcript:
https://docs.google.com/document/d/1nRQovg0IY9sTB2DDFpfRl3AKo_OiLvQU4qiTtroiBVc/edit?usp=sharing
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Ironsworn: Sundered Isles: https://www.drivethrurpg.com/en/product/477033/sundered-isles-expansion-for-ironsworn-starforged
Pocketforge online tool: https://pocketforge.rockpaperstory.com/
Perchance TLA random event oracle: https://perchance.org/tla-randomevent
Perchance TLA ritual generator:https://perchance.org/tla-tatters-ritual-generator
Perchance TLA Mythic 2e GME https://perchance.org/tla-mythic2e
Perchance TLA OCEANIC NPC generator https://perchance.org/tla-oceanic-npc
Perchance TLA OCEANIC NPC behaviour oracle https://perchance.org/tla-oceanic-behaviour
Perchance TLA Hammerhold Explorer https://perchance.org/tla-hammerhold
Legend of the Bones https://legendofthebones.podbean.com/
Mechanics
Scene 0
Begin a Session: spotlight a danger (Rex Volt) +1 momentum to Mina (6)
Gather Information: Mina tries to make sense of what she’s seeing:
Strong hit
On a strong hit, you discover something helpful and specific. The path you must follow or action you must take to make progress is made clear. Envision what you learn. Then, take +2 momentum. (8)
Isolated Defeat: the Voice & Ring are key: heads for the gun turret
Scene 1
Chaos Factor 8
Scene Description: Attack the Voice
Scene Test: The scene is Altered: Remove An Object
The ship is encased in ice, turrets frozen
The Voice of the Machine
Leader of the Machine Cult, possessed by the Ring of Winter
Wants global destruction and endless winter
4C, 1/2 armour
Deadly Ice Magic (Inflicts 2C, Forceful, Vicious, Area)
- Summon freezing winds
- Command fanatical loyalty
- Summon ice creatures
Machine Cult Horde
Fanatical devotants to the Great Machine
Wants an end to the heresy of the flesh
6C (horde), 4C (group), 1C (solo), 0/1 armour, 3/6C
Long, cruel knives
- Spout doctrine
- Blindly follow orders
Mara: Engage (Machine Cult Horde)
- 9: Trade Blows (1C each)
Mara: Engage (Machine Cult Horde)
- 10: Trade Blows (1C on Mara, 2C cult (Group))
Mara: Battle Momentum: 3 Momentum for 1 armour (2/3)
Tatters: Evoke a Spell: Fireball
- 9: Success, but effects much more or much less
- Mythic: more? (50/50): Exceptional Yes (-1C, all combatants)
- Random Event: Move Toward a Thread
- The Convergence Ritual d8 d6 d4
Scene 2
Rex Volt
O2 C4 E3 A1 N1 I1 C2
Has Rex taken Cadmus hostage? (Likely) No
Enter the Fray
If you are caught in a trap or sizing up the situation: Roll +wits
On a weak hit, choose one.
-
- Take +2 momentum
- You are in control
Secure an Advantage
When you assess a situation, make preparations, or attempt to gain leverage, envision your action and roll. If you act…
With expertise, focus, or observation: Roll +wits
Miss, burn momentum, strong hit
On a hit, you succeed. On a strong hit, take both. On a weak hit, choose one.
- Take +2 momentum
- Add +1 on your next move (not a progress move)
Gain Ground+Gearhead (flashbang)
When you are in control and take action in a fight to reinforce your position or move toward an objective, envision your approach and roll. If you are…
Hiding, preparing an ambush, or misdirecting: Roll +shadow
On a hit, you stay in control. On a weak hit, choose one.
- Mark progress
- Take +2 momentum
- Add +1 on your next move (not a progress move)
Strike
When you are in control and when you attack at a distance, roll +edge.
On a strong hit, mark progress twice, you are in control.
Scene 3
Gain Ground+Gearhead (night goggles) lights out
When you are in control and take action in a fight to reinforce your position or move toward an objective, envision your approach and roll. If you are…
Coordinating a plan, studying a situation, or cleverly gaining leverage: Roll +wits
On a strong hit, stay in control and choose two.
Mark progress (3/10)
Take +2 momentum
Add +1 on your next move (not a progress move)
Strike
When you are in control and attack at a distance, roll +edge.
On a miss, the fight turns against you. You are in a bad spot and must Pay the Price.
You are stressed (0/5, -1 Momentum): it doesn’t work. He mocks. Despair.
Endure Stress
When you face mental strain, shock, or despair, suffer -1 spirit for minor stress, -2 for serious stress, or -3 for major stress. If your spirit is 0, Lose Momentum equal to any remaining stress.
Then, if your spirit is 0 or you choose to resist the stress, roll +spirit or +heart, whichever is higher.
On a weak hit, if you are not shaken, you may Lose Momentum (-1) in exchange for +1 spirit. Otherwise, press on.
Scrambles out of reach as Rex closes in, fumbles for controls (feedback)
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 and roll. If you are…
Changing the plan, finding a way out, or cleverly bypassing an obstacle: Roll +wits
On a weak hit, you avoid the worst of the danger or overcome the obstacle, but not without a cost. Make a suffer move (-1). You stay in a bad spot.
Caught by Rex’s knife.
Endure Harm (1)
Pilot chair between us. Shoot again
Clash
When you are in a bad spot and exchange fire at a distance, roll +edge.
Miss, burn momentum, weak hit.
On a weak hit, mark progress, but you are dealt a counterblow or setback. You stay in a bad spot and must Pay the Price.
Wing him, but he stabs back
Endure Harm (2) Miss
-1 health (⅕)
React Under Fire + Gearhead (electric cable): Strong Hit
On a strong hit, you succeed and are in control. Take +1 momentum.
Gain Ground: trick Rex into getting shocked: strong hit
Take +2 momentum
Add +1 on your next move (not a progress move)
Strike: weak hit
On a weak hit, mark progress twice, but you expose yourself to danger. You are in a bad spot.
Shoot Rex, but he breaks free, pinning me to the window
Clash + Gearhead (drop ship): weak hit
On a weak hit, mark progress, but you are dealt a counterblow or setback. You stay in a bad spot and must Pay the Price.
React under fire: Harmed
Endure Harm: miss, match (double 10’s!) Search Idea
On a miss, it’s worse than you thought. Suffer an additional -1 health or Lose Momentum (-2). If your health is 0, you must also mark wounded or permanently harmed, or roll on the table below.
Wounded (broken arm)
Rex is trying to strangle
React under fire + Gearhead (get through to Barbican): Strong hit (in control)
Take Decisive action: weak hit
On a weak hit, you achieve your objective, but not without cost. Roll on the table below or choose one. If the fight continues, you are in a bad spot.
You face collateral damage: Something is lost, damaged, or broken:
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