The Choice – Group Vision – Episode 2

Episode 2 - Holding Pattern

Day One

With an overwhelming surge of power golden light spills you back to the bridge of the keep and you all stand blinking in the that radiance for a moment until you are sure that you are not dead. The words of Jaq Gunnarson and Dirk Lionsgold are fresh in your ears: The most important moment of Fate in the history of the world. A thousand other thoughts threaten to overwhelm your minds but you push them aside for the moment, happy to be alive, happy to have heard the words of our friends and happy to realise that you are not alone in all of this insanity. All smiles you each begin to bring yourselves back to your feet and take in your surroundings.

 Everything is made suddenly more comforting by the clarion of the Grey Keep sirens that dredge away the calm the bridge might usually have. They are backed up by the all too familiar sound of cannon fire as the keep begins its standard pattern salvo. The rocking motion that follows it up brings memories of your first days aboard the great ship during the Shadow Wars, at least to most of you and the mutterings of the then Sky Marshal in his long grey coat: “I must repair the ze rocker bases on ze cannons, zis motion is most off putting!”  The question has to be what in the fifty two types of rubbing alcohol are you firing at. If you could get a fix on that perhaps you could get a fix on when you actually were.

The main defence shutters to the bridge were down meaning that what little illumination that there was streamed from the emergency lighting that was usually only reserved for the “tight spot” moments that were a frequency in days gone by, or perhaps days that were about to happen. The controls for the Shutters were mounted at the front of the bridge along with the great golden Orb and directional markers that were secondary Navigation. The bodies of two deck officers lay crumpled and inert just in front of these controls although whatever had lain them low was not apparent. Secondary Navigation still seemed to be functional and the input control area had been fully activated.

From even a basic glance you can see that the Jump countdown was charging through the second minute of four with about one minute fifteen left before the keep jumped. The display that indicated your target coordinates was a sequence of flashing nothing regardless of the countdown however meaning that the ship was jumping blind. The last time that happened Mallory and Tess recalled, exchanging one of those glances, was the day Archie had been born,  the day they jumped into the Void. That had not been a great day all things considered. There might be a way to shut the system down but that was most likely going to be from Dazaks primary control station at the centre of the bridge where his chair may still just about go up and down.

A cursory viewing indicated that the chair itself was alive with power, lightning arcing across it whilst it harboured a continuing smouldering motif. The lightning was playing across the control panels that were directly in front of the chair but they appeared reachable and perhaps there was a chance that they could be interacted with. At the very least the Actuality Scopes were open and idling, showing a scene that was unfamiliar to everyone but Honest John. Somewhere aboard the ship were his Graces private quarters where he kept all of his best and most precious books where even the legendary professor sharkman could not find them. John had found his way there once, accidentally as he remembered, whilst very drunk. The King was mildly annoyed that he had found the room but not unkind. He had shared a whisky with him before sending him on his way.

To everyone’s best knowledge such a view had not been active on the screens before and it must have been what Dazak was looking at just prior to all of this happening? The windows of that room were also sealed so perhaps there was some kind of screening to prevent something more than just shelling? Either way they Etheric screens could be utilised to either look outside or perhaps where the coordinates that would be inputted would be sending them. Anything could be worth a try even the override for the jump controls. Which was another thing, thought the fleet stalwarts, it was very rare the Keep would jump away in a battle with the civilian fleet in tow. Just what the hell was going on?

With that thought racing through your minds you are about to leap into action when you hear a plaintiff scream and a tumbled crash echo out of the stacks at the back of the bridge. Somewhere amid the riot of shelving, books, charts, sandwiches and gadgets someone had just done themselves some serious harm and collapsed and again, now that you think about it: Where for the Primus’ love is everyone? Two collapsed deck officers does not a bridge crew make. If you are under fire the absence of people to do things like: Steer, shoot back and die heroically will certainly lead to your demise. Whoever the collapsey at the back of the bridge is they may hold the answers although now might not be the immediate time to worry about the dangers they are in over the dangers that you are in.

Quick smart, spit spot, you leap into action, stumbling or gliding your way across the decks; your lives illuminated by the panic stations lighting of the keep whilst your hearts keep rhythm to a war time beat. Beyond that cacophony of sound and confusion of the flashing glow you hear the great whoosh and boom of a ship arriving from its own jump. Some distance to the experienced ears but big, as big as the Keep? Something is so wrong, the tightening of your heart says so and the tear that comes unbidden and unwarranted to your eye confirms it. Whatever is out there now it should not Be.

Rules and Actions - Day 1

Unusual Circumstance

·       You are dressed and carrying equipment but it doesn’t seem or feel real

·       Whilst you can draw swords and the like they are intangible to the world around you

·       Everything is blurred until you enter an area.

·       Early Doors Decision Making

o   You may elect to input your Jump Code early

o   If you do this before 1pm a prepared release statement will be posted

o   A small number of options will be added

o   A small number of options will be added

o   The pros and cons of this circumstance are pretty much guess work as they should be.

o   There is no pressure, at all, to do this.

·       On your return from the conversation you have 10 Fate Points that can be spread across any day of the week.

Rules

·       All Current Rules are in play

·       Remember that until an area is revealed you will not gain Actions for it.

·       If you have Fate Points to spend tomorrow you will need to reveal an area today!

·       As you are learning to understand the strange fluctuations of Fate you as a group may spend 3 points of Understanding:

o   Increase someone’s permanent fate by 1 point – 3 Understanding

o   Add one action per day to any environmental effect that limits actions – 1 Understanding

o   Increase your daily Fate Pool by 1 regardless of any other modifiers – 2 Understanding

o   Save 1 point of Understanding – 0

·       I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.

·       I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions                                         

Action

Type

Fate Points

Open the Shutters

Interact

2

Examine Secondary Navigation

Interact

2

Input Navigational Sequence to X

Interact

4

Examine Bridge Officers

Interact

2

Examine Dazaks Chair and Control Panel

Interact

2

Get in Dazaks chair and activate the actuality scopes to look at X

Threat

6

Get in Dazaks chair and attempt to shut down the Jump Engines

Threat

10

Get in Dazaks chair and make it go up and down.

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Avoid the chair and energy and attempt to shut down the Jump Engines

Threat

12

Examine the current actuality image with visual Skills

Threat

6

Look for the source of the screaming

Interact

3

Fate Pool:

You start this week with 17

Input Navigational Sequence to Svetala – Tess Spears – 4FP

Pairing his hands together Mallory gave Tess a step as she vaulted over the command rail and onto the main deck, her spanner tapping out the beat of her pace on her thigh as she gingerly came to a halt before she ran into the secondary consoles. She had no time to examine them and with one eye on the rapidly diminishing time frame she pulled the note from Dazak out with one hand and at full stretch, leaning, she began to punch in the data from Svetala, her tongue protruding as an aid to concentration. It was almost too far over the recumbent officers but the extension of a pocket pencil allowed her the sufficient reach:

“Seven, two, gee, dash, Ell, Kay, Eee,” she paused as the pencil slipped from her fingers, clattering down between the grills of the deck. Hmm, she thought, stand on the people, move the people or…”five, eight, four, six, three, one!” she finished. Smiling she repocketed the Rondel Mk VII Lycan Detector, promising in her head to Dazak that she would clean the console for him before it was used again. Before that thought had left her the gut wrenching magically implosion of a jump filled the room and the familiar thrill of the keep filled all their bodies.

 In those grey moments of the jump the lighting systems from the Hive began to dazzle the control panels dominated by the local Actuality scopes. Except that they seemed to be wreathed in the same golden energies that heralded the movement to and from the bridge. Four of the screens show indistinct displays.

Display One

Through the Astral static you can make out a winter scene, a muffled group of five, no six, stand near a powerfully glowing Arch. They are surrounded by paths that lead from where they are but everything is deeply indistinct. Something lurks, shadowing them, they are unaware of the danger but it is looming

Display Two

The Keep you think, perhaps where you just came from, the air is thick with what looks like the Dirigibles that Daemons had during the wars, like the Protector. The glowing trail  that was the Keep can just be seen in the sky. In the distance unusual storm clouds are lit by lightening and if too support the remaining fleet a crimson pyramid is caught in their glare baring down on the enemy.

Display Three

Another group of five: Was that Saxon, it was hard to say but that could be Serbasil, whoever they were they were in some kind of guard house. A man? Bald, could be a man, was sat in a chair in front of them. There was something wrong with that man, the meters on the Actuality scopes were agitated by his presence as though they could not get a proper fix on him.

Display Four

A Hangar Bay you are certain but not the ones that you are so used to on the keep of keeps. This one has that glow about it, crimson and foreboding like the pyramid you have been experiencing and hearing of in recent days. Figures there, Kincaid you are certain, the monstrous shapes, perhaps of the Daemons that you left behind on all sides.

With the same great whoosh and boom that you heard less than a few minutes ago the Keep rematerialises, she shudders and you hear the terrifying creak of beams and timbers under immense stress. A sequence of marked explosions throughout the ship mark the dangers that the jump has put you in and you know that if they could the sirens would cry out even louder. The control panels on the bridge spark and a few smaller outlays of flame indicate damage.

 

The images on the screens begin to fade and the temperature in the room begins to plummet…

Revised Action List

Action

Type

Fate Points

Open the Shutters

Interact

2

Examine Bridge Officers

Interact

2

Examine Dazaks Chair and Control Panel

Interact

2

Get in Dazaks chair and activate the actuality scopes to look at X

Threat

6

Get in Dazaks chair and make it go up and down.

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Examine the current actuality image with visual Skills

Threat

6

Look for the source of the screaming

Interact

3

Try to prevent the local Actuality scopes from fading

Threat

10

Get a damage report

Interact

2

Get a location fix

Interact

2

Activate temperature stability

Interact

1

 

 

Day Two

The keep lists briefly and you hear the scream of engine four, a common problem during the war after a battle, but it only lasts a few moments before the more frequently heard purr can be heard once more. A good sign, that can only happen if there is someone in engine room four with the know how to reboot the Mevvereck seuqencers. So there are people on board, engineers on board and probably friendlies if they know the trick to rebooting that engine. There is a lot to do: with quick conversation and a touch of lickety split you step into action:

Actions and Results

Examine Bridge Officers

Malak knelt beside the two Bridge Officers and set to work with his skills. Though very near death the two were still alive but their uniform was burned and scorched in unusual places. Calling Honest John over Malak began to administer healing, repairing burnt tissue and bringing the two officers round. John meanwhile examined the moments that they had been hidden on the bridge away from him establishing that the damage had been done to these two by the magic that had returned everyone to the Bridge but moments before.

It had also left behind a residual magic that permeated through them, this magic, as far as he could tell was designed to misdirect and confuse anyone that might attempt to locate or scry it. Not the people that it was in, no that was accidental, specifically it. Unusual.

The two deck officers got to their feet and brushed themselves down indentifying as Lieutenants Fairfax and Carstairs. They report as normal, as you would expect during the Shadow War: They were rescued from the surface a few days ago and have only been out of the Omar effect briefly. They were experienced dirigible pilots and were drafted into the Keep and were made deck crew. They had just reported for duty in the middle of a “Daemon” attack when it all went “squirly” which is apparently a dirigic merchant navy word for “gnarly”.

They salute where appropriate and seem cowed by everyones rank including NAV and Malak and soon scurry about breaking open containers and supplying you with the bridges ready stash. When this is done they stand ready to assist. You gain:

Equipment

1 x Flare Gun and 2 x Flares

Two swords giving +1 Fate point to two combats each

1 set of Bridge overalls – +1 Fate Point whilst worn

1 set of Bridge Goggles – +2 Fate to observation Threat Checks.

Lieutenants Carstairs and Fairfax

Will not leave the Keep.

Fate Points: 1 each

Skills: Can man a station if needed regardless of how many Fate Points are needed but they stop adding fate points to the pot at this point.

Activate temperature Stability

Honest John had spent a lot of time dicking about with the temperature controls in an effort to make his stills produce better so Mallories plan to warm things up was pretty simple. A few touches of some buttons and the place started to warm up. Pretty lucky because the room was getting damned cold he thought as he turned to walk away. Over at another station a Remote Access Direct Inline Oraliser rumbled into life from the lower decks:

“Hello! This is deck six, the heating has come one! Thank the Keep! Is there someone alive up there it looked like the bridge got hit pretty hard? Did we jump? Where are we? Come in the bridge”

 Add New Action: Reply to the RADIO

Interact: 1 per question

Try to prevent the local Actuality scopes from fading

Threat Actual: 12

Spent: 10

Threat After Skills: 6

Fate Point Regain: 4

It was tricky that was for sure: Mathias and Mallory were pouring over the instruction manuals that were handily placed but nothing seemed to match up exactly with what Tess was seeing. NAV, laying next to her under the console handed her two protruding conduits: “These ones?” she offered hopefully. According to the boys readings the correct answer would be ‘No’ but the way everything was jury rigged down here all she could was proffer a “yes?” Honest John, laying on the other side of her, handed her a bottle of linament oil and a shoe. “What are you doing down here?” she asked incredulously. John fixed her with a quizzical stare. “Well, all the cool kids were doing it.”

It takes you all a while, something is “going on” that the Keep seems to be naturally compensating for but you stabilise the system and get the four screens going. However without someone manning each station and continually compensating for fluctuations you are only going to get the statically based images.

Add New Action: Man one of the four etheric stations

Interact: 4

Steampunk Cog Corner Wood Shape for altered art and craft projectExamine the current actuality scope with visual Skills

Threat Actual: 8

Spent: 6

Threat After Skills: 2

Fate Point Regain: 4

Tess and Mathias stood in front of the huge actuality screen peering into Dazaks room a few things grab their eye. In the mirror at the back of the room Tess noticed that Dazak must have been writing at his desk. Whilst the actual letter was totally obscured from the actuality scope a letter, partially obscured by a book could be seen.

Steampunk Cog Corner Wood Shape for altered art and craft projectAs Tess squealed excitedly Mathias was more interested in a selection of controls that looked like a remote navigation sequence, next to it on a was a sequence of complex equations that Dazak had left behind. They were fresh and seemed to be about two thirds of the way through a set of co-ordinates which may well be important. If only he could work it out.

(OOC – I am not doing a weird quadratic equation thing – Just solve the following)

Wheeling away with what they had seen they both had the feeling that there might yet be more still.

Add New Action: Translate the text – Only if you can’t do it yourself

Interact: 6

Add New Action: Getting your sums right – Only if you can’t do it yourself

Interact: 6

Open the Shutter

The shutters roll slowly up into the slide aways along the top of the deep windows at the front of the bridge. The light pouring in is blinding at first as you face the rising sun which reflects its radiance from the miles of pure and driven snow that surrounds you on all sides. The Mountains of what can only be the Frozen North stand stubbornly guarding the horizon in what you think is a North Easterly direction. It is breathtakingly beautiful to behold and for a few moments you cease your immediate activities to simply take in what you are seeing but then it gets weird.

The first thing you notice is that the windows seem to reverberate gently, NAV tentatively approaches and touches the glass. “Little finger left hand,” warned John which she obeyed. There was a continuous tremor which she relayed back in detail to those gathered behind her. The four looked at each, “Sonics?” quizzed John, “Sounds harmonic?” Tess nodded and looked at Mathias and Mallory for confirmation. Could be was the response. “Can you see anything?” Mallory queried. Nave turned her head back and nodded in the affirmative.

Out there on the ice, no more than a mile away was the remains of a blasted tower of ice and wood flowering from the snow. Even from this distance she could see the air around it ‘vibrating’. Whatever the source of the vibration that spire of ice and wood was it.

Add New Action: Calculate the portation co-ordinates to the spire

Interact: Threat at approximately 6 Fate

Look for the Source of the Screaming

Swiftly but carefully Mallory and Nav advanced through the stacks until they heard a whimpering struggling its way around the corner. It sounded human but Mallory chose to pop his head around the corner before he committed other vital parts of his not yet a corpse to the expedition.  Struggling to free itself from the debris of a collapsed sequence of aggressive atlases that it had fallen foul of was a beast, an amalgamated thing. The voice that was screaming came from what looked like a scribes lips. The eyes of the two soldiers that seemed to be a part of it glared at Mallory in fury however as it fumbled for its swords.

Drunkenly, as if not completely in control of its motor functions yet, the multi limbed thing tried to push the map work off of itself. You were lucky to discover it so quickly, it is clearly no longer people but instead a monster. It is odd the uniforms seem different. Could these people be from different places? It didn’t really matter this thing was going to try and kill them and buried as it was it was an easy kill, best not let it get free.

Add New Action: Execute the monster before it gets free

Interact: 2

Add New Action: Try to help the creature

Threat: FP Approximately 10

Rules and Actions

Unusual Circumstance

·       You are dressed and carrying equipment but it doesn’t seem or feel real

·       Whilst you can draw swords and the like they are intangible to the world around you

·       Everything is blurred until you enter an area.

·       You have spent your ten fate points

Rules    

·       All Current Rules are in play

·       Remember that until an area is revealed you will not gain Actions for it.

·       If you have Fate Points to spend tomorrow you will need to reveal an area today!

·       I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.

·       I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

TOTAL FATE POINTS ALLOCATED: 24

TOTAL FATE POINTS SPENT: 16

FATE POINT CARRYOVER TO DAY TWO: 8

Actions

 

Action

Type

Fate Points

Close the Shutters

Interact

2

Examine Dazaks Chair and Control Panel

Interact

2

Get in Dazaks chair and activate the actuality scopes to look at X

Threat

6

Get in Dazaks chair and make it go up and down.

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Execute the Monster

Interact

2

Try to help the creature

Threat

Approximately 10

Translate the text

Interact

6

Getting your sums right

Interact

6

Reply to Radio by asking questions

Interact

1 per question

Calculate the portation co-ordinates to the spire

Threat

Approximately 6

Get a damage report

Interact

2

Get a location fix

Interact

2

Understanding Spend: 3 points to up NAVS personal fate by 1

Basic Fate Pool: You start this week with 18 as a standard

Day Two Fate Pool: 26 with carry over and 28 with the Lieutenants

Inventory:

Kings Sword: Adds 2 Fate to any combat threat

Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining

Laudanum Soaked Bandages: Personal Fate point 2/2

Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses

Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter.

Stuff: 1 x Flare Gun and 2 x Flares

Two swords giving +1 Fate point to two combats each

1 set of Bridge overalls – +1 Fate Point whilst worn (adds to the day you put them on)

1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on)

Day Three

The keep seems to be stabilising as what is, most likely, a well trained and well drilled crew, however many survive begin the clean up process. The control panels seem to have significantly less red lights, more amber and a handful more hopeful green lights as damage to critical systems is being repaired. Still the bridge remains sealed and only Carstairs and Fairfax wait diligently; constantly saluting on and off and looking nervous. Carefully you begin to investigate what the bridge has to offer.

Actions

Nav Puts on the Overalls

Success – They look snazzy!

Try to help the Monster

Threat Actual: 12

Spent: 10

Threat After Skills: 7

Fate Point Regain: 3

Gathering together Mallory, Honest John and Malak prepare themselves with spells and strength and manoeuvre themselves to free it from the piles and immediately cast and move to restrain it. As it thrashes it swings out a clawed hand raking Mallory causing him a Permanent Fate Point of damage. Regardless you pin it down and begin to investigate with your magics and skills hoping to find a way, in mercy, to undo what has been done to these peoples:

Three or more people once were here and they are amalgamated by magic potentially, as far as you can tell so that it would remain stable. Each one is showing a different frequency of where they are from same world different….fate? They may not have been able to survive here without each other which again would indicate that they were created with a purpose by something with intelligence. As to helping them? With the right resources yes, but medically it is in a lot of pain which is driving its fury and anger and that pain is coming with the knowledge that this is because it is dying. The best, the only thing you can do is kill it. Humanely.

Mallory sighed inwardly, deeply, as he explained to Malak what must be done. He had been a soldier long enough to know what most of them would want if they faced this situation. Honest John tried to hand him a bottle of something but Mallory pushed it away asking both of them for their prayers and saying one of his own turn, drawing a blade that he had gathered from the supplies.

Mallory

Swiftly you move forward to dispatch the beast, you waver as the blade comes close to jugular but then you catch the tenor of its voice. “Pleesh, kull ish…” closing your eyes you step in and ram your blade home waiting for the gentle gurgles to die away. When you open your eyes the beast is dead and you feel that a sense of peace is on them. From the pocket of one of the red uniformed men slides an amulet

Gain: A sense of wellbeing: Mallory, Malak and Honest John gain +1 Personal Fate until the end of this episode

Gain: A Red Pyramid Token

Calculate the Portation co-ordinates to the spire

Threat Actual: 10

Spent: 6

Threat After Skills: 2

Fate Point Regain: 4

 

NAV and Tess hurry over to the controls and squinting you enter the standard calculation protocols and input the code which seems correct however you immediately hit a problem as the standard screen display changes:

Try as you might you cannot override the safety functions there seems to be far too much interference coming through. Initiating the filters and donning the “Hello Ears: Allow Direct Phonic Hearing Outside Normal Ear Space” devices you engage full dampeners and have a quick listen to what is happening out there.

One voice. A woman. Speaking over and over and over and over again. Not one statement after the other but the statements all together, all happening at once. When you hear her your minds are flooded with untold versions of the future: All around the bridge people appear moving, talking, acting out their lives in a million moments of what could, should or would have been. Each person that has or will be on this bridge is here now, you cannot see beyond them and each time they perform a new action, make a choice, decide on a course of action a new one appears for every other action that they could have made and continues on.

There are SO many because not one ever makes a unified decision there is nothing in each of these singular lives that would drive them in one direction. Your thoughts begin to spiral, blood spurts from your nose and a pain unravel into your consciousness as nothing you have felt before. In moments see yourselves and your fate, all versions of the both of you coming together to this one moment. The only fate that could happen, the others on the bridge to far away, your bodies writhing, your minds screaming as you try to comprehend all of the people that have ever walked on this bridge playing out the moments of their days. It is the end, your death is the only outcome.

But then there is Jack, all of him, in every moment of his life on the bridge, all coming together as one on the other side of the console to you both. He shakes his head and flicks the off switch. The pain stops. He unsaddles his college livery from his hip and wipes the blood from Tess’ lips and nose “Mind yourself sweetheart,” he says with a quick peck on the cheek “you’ll do yourself a mischief!” His smile and eyes for her are the last of the images that you see as the thousands of others in all of their futures vanish. The rest of the team are almost to you and look at you oddly. “Are you ok?” asked Mallory. “Did you not see all them people?” Replied NAV. The answer was a resounding no.

The co-ordinates, however, are locked.

Gain: Jack Spears blood soaked guild colours 

Reply to the Radio

“This is Mallory, of the Rookery”

“Authorisation: Seven, Seven, Delta”

“The bridge has suffered heavy damage and casualties”

“Two bridge crew remain”

“Send a damage control party and relief shift, urgently”

“Bridge will be out of contact for a while”

 

A few seconds pass before the Radio crackles back.

“Roger that Rook Mallory, this is Sergeant Farget from Wasp crew three. It’s a bit chaotic sir but we’ll get you what we can as soon as possible”

Man Display One

Slipping into the control seat your begin to operate the complex sequences that compensate for Astral sift and soon realise that the whole view is out of phase with minor other parts of the world like Fate and Time. However after some wrestling you manage to gain a purchase on the rotational frequencies and bring in a sharp focus of what is happening.

Mohandis, Jaq, Harrison (an unfamiliar figure at best), Arthas, Dirk and what could be an incorporeal Anghast Gregorvitch are standing on an ice covered disk of stone which is a lot rough around the edges. An arch, all power and energy, sits near them but it appears that it is damaged such are the fluctuations in the energy patterning.

From three compass points on the disk are methods of egress but the destination of each is obscured by the range of the scope: a thick and heavy chain strays away into darkness in one direction, a long wicked looking bridge of ice in another although it is stiletto thin. Finally a broken wooden bridge, fog and danger all the way, makes up the last way off of the disk.

Above them a golden rent has opened and long tentacles of Grim Matter have engaged them in combat. They can only see the tentacles, through the rent a much larger portion of the creature, because it is a beast of some sort lurks, colossal and with a great red/gold eye peering down on them.

The instrumentation excitedly flashes; *Psionic Contact Possible: Instigate Hive Protocol Four.* Instrumentation indicates that both Harrison and Jaq are points for psionic contact. How does this work??

Add New Action: Attempt Psionic Contact with XXXX

Threat: FP Approximately 6

Man Display Two

Slipping into the control seat your begin to operate the complex sequences that compensate for Astral sift and soon realise that the whole view is out of phase with minor other parts of the world like Fate and Time. However after some wrestling you manage to gain a purchase on the rotational frequencies and bring in a sharp focus of what is happening.

The screens flicker and bring into view a massive battle that is taking place somewhere above The Bitter Vale, there in the distance is the Lake of Ash. The main civilian Fleet appears to be under the protection of a number of terrifyingly familiar dirigibles that bare resemblance tp your own but are emblazoned with the great Crimson Pyramid. That specific object floats in the sky distant, surrounded by hundreds of Daemonic dirigibles. The battle is truly on and which side will be victorious is impossible to decipher.

The instrumentation excitedly flashes; *Psionic Contact Impossible: Astral network disabled in area.

Man Display Three

Slipping into the control seat your begin to operate the complex sequences that compensate for Astral sift and soon realise that the whole view is out of phase with minor other parts of the world like Fate and Time. However after some wrestling you manage to gain a purchase on the rotational frequencies and bring in a sharp focus of what is happening.

There are familiar faces and unfamiliar ones; Saxon, Serbasel, Xorphia. Those are Guildsfolk that you know well. There are also unfamiliar faces. Ling – a Dragon Empire soldier who was on secondment to the Guilds, is that right? Gwen, someone new who has only recently completed their basic training.

The whole scene has shifted since you last saw a glimpse. There is a faint golden tinge over things, the cell made far more brutal, torture implements abound and there are four figures who seem slightly incorporeal compared with the Guildsfolk. Their prisoner, a man shackled and bound, bald, badly scarred – who the Guildsfolk are arrayed to protect…

And three others in sharp red uniforms, Two are armed with maces that crackle with baleful energies, and stand surrounded by Saxon, Xorphia, Ling and Gwen in the process of trying to reach the prisoner. The other, a stout Kuldisar woman with cold, cold eyes is attempting to give Serbasel a dressing down. He does not look moved.

The instrumentation excitedly flashes; *Psionic Contact Possible: Instigate Hive Protocol Four.* Instrumentation indicates that XXXXXXXXXXXX. How does this work??

Add New Action: Attempt Psionic Contact with XXXX

 

Threat: FP Approximately 6

Man Display Four

Slipping into the control seat your begin to operate the complex sequences that compensate for Astral sift and soon realise that the whole view is out of phase with minor other parts of the world like Fate and Time. However after some wrestling you manage to gain a purchase on the rotational frequencies and bring in a sharp focus of what is happening.

There is an explosion of incredible proportions. An all-consuming maelstrom of light which hurts to look upon even through the screens. You have to look away, and your fingers dance across the controls as you try to reconfigure the artifice.

When things come back into view once more, it is the familiar party – Kincaid, Phillip, Thaddius, Silvana, Ingenium… and another man in their midst. He is wearing one of the uniforms of the guard, but it is ill-fitting, and you can see that half of one side has been burned away to reveal a painful injury beneath. There are the bodies of dozens of daemons, slowly disincorporating about the hangar bay, and the mirror image of your Storm Scourge.

Then the scope fuzzes, and for the briefest of moments you see a familiar, scowling face. Dazak? “… interesting.”

And then it is gone.

The instrumentation excitedly flashes; *Psionic Contact Possible: Instigate Hive Protocol Four.* Instrumentation indicates that XXXXXXXXXXXX are points for psionic contact. How does this work??

Add New Action: Attempt Psionic Contact with XXXX

 

Threat: FP Approximately 6

Move the book

With unaccustomed ease, usually everythings much more difficult, Mallory slides the book off of the note that lies beneath atop the letter revealing the entity of it.

Rules and Actions

TOTAL FATE POINTS ALLOCATED: 27/29

TOTAL FATE POINTS SPENT: 20

FATE POINT CARRYOVER TO DAY THREE: 9

Unusual Circumstance

·       You are dressed and carrying equipment but it doesn’t seem or feel real

·       Whilst you can draw swords and the like they are intangible to the world around you

·       Everything is blurred until you enter an area.

·       You have spent your ten fate points

Rules    

·       All Current Rules are in play

·       Remember that until an area is revealed you will not gain Actions for it.

·       If you have Fate Points to spend tomorrow you will need to reveal an area today!

·       I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.

·       I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Fate Points

Close the Shutters

Interact

2

Examine Dazaks Chair and Control Panel

Interact

2

Get in Dazaks chair and activate the actuality scopes to look at X

Threat

6

Get in Dazaks chair and make it go up and down.

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Reply to Radio by asking questions

Interact

1 per question

Get a damage report

Interact

2

Get a location fix

Interact

2

Head to the Massport Chamber (leave the bridge) – 1 Person

Interact

2

Head to the Massport Chamber (leave the bridge) – All

Interact

5

Attempt Psionic Communication with XXXX

Threat

6 approximate

Suggest up to 3 Actions by 1pm

Interact

0


Understanding Spend:
3 points to up NAVS personal fate by 1

Basic Fate Pool: You start this week with 18 as a standard

Day Two Fate Pool: 38 with carry over and NAV’s overalls + additional Fate calculations and 40 with the Lieutenants

Inventory:

Kings Sword: Adds 2 Fate to any combat threat

Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining

Laudanum Soaked Bandages: Personal Fate point 2/2

Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses

Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter.

Stuff: 1 x Flare Gun and 2 x Flares

Two swords giving +1 Fate point to two combats each

1 set of Bridge overalls – +1 Fate Point whilst worn by NAV

1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on)

              

Day Four

Leaving the Bridge – Description

The sun is moving slowly higher across the frozen landscape and the windows continue to reverberate with power of that voice. The pitched sound of the engines seem stable and there is a sense of calm descending on the ship at least for now.

Action Results

Patch Mallory up with Laudanum Soaked Bandages

Malak expertely uses one of the Laudanum soaked bandages on Mallories wound which restores the loss of permanent fate. The wounds seem unusual as though they are constantly in flux or changing your mind races as you consider the various texts that you have seen in the past, glancing at Mathius you consider that the man is a scholar and has seen much more than you but something stirs in your memory. Is there a way to prevent this?

Add New Action: Research way to prevent wounds

Threat: 15 Approximate

Examine Dazaks Chair and Control Panel

Dazaks chair spins idly without the recumbent form of its master to make it go up and down, whilst the control panel emits a lucid glow. A comfortable groove is present in the chair that looks mighty tempting, both the panel and the chair are adorned with a notable amount of twisty knobs and buttons.

Seeing skills

There is a suspicious hole in the main control panel that looks like a specific lever might sit in it with groove space up and down. The lever would be set in an “off” position you think if it were there and a suspiciously unlit sequence of three buttons are directly next to it

Magic Skills

The Magic of the Keep surrounds you but as you focus specifically on the chair it seems as though all the calm of Dazak North and his years of wisdom are somehow accumulated in that chair. The power that flows across it is somehow calming

Attempt Psionic Contact

Mallory sat at the control panel and peered into the secondary etheric screen as and thumbed a familiar control. The chair tilted back and he found himself at an incongruous angle staring at the ceiling, he realised that he had been away from the keep for too long, out of practice. Resettling himself he thumbed a different control and initiated the psionic communication matrix. His mind extended out and into the hive as he focussed on Saxons group. Gently he managed to nudge at some of the minds but the effort of will was intense, the resistance from location to location was too strong. Malak tried to ease his mind and focus the power but even then the direction of the power was not strong enough. They turned to Tess.

Hey eyes widened and she released a long breath through pursed lips. “Probably is a power issue chaps! These tertiary chambers just weren’t designed for this kind of long distance comms. Let me see what we can do.” Fiddling with an under panel Tess successfully dislodged a set of leather clad tools and rolled them expertly into her hands. Unlimbering a sequence of spanners and Mastet stabilisers she dragged open the front panel and exposed the workings within. It looked like a standard hook up but there were only 2 pieces of Goeshinite in this section which was nowhere enough if, she consulted the hastily scribbled notes that defaced the brilliant white pages within, she was pulling THAT much power from the main rig.

Communicating across Fate Lines was something the Keep could do better from the Hive but she had what she had. It was at times like this that she could use Altarus, wherever he was now, but she would make do. Carefully she stripped the panels away from the other three banks and removed the Goeshenite from all four. Cross legged she deconstructed a tertiary power matrix and slowly reforged it to include the Goeshenite and several direct conduit transfer matrixes. That should handle any overload from multi special frequency events but she wouldn’t be able to run more than one of the stations at a time for communications.

Two minutes of patching and she had a device that would allow switch over between the four locations. That should last she thought. Mallory repositioned himself and felt the power of Malaks influence calming him aiding him his mind reached out across all reason and he found the thoughts of another. The old feeling of success against adversity filled him and unspeaking he gave a thumbs up to the room. Tess pulled a rag from her pocket to mop her brow and smiled when she smelt the familiar smell and saw the flash of red on black. Thank the Gods for Archers and Artificers she thought to herself.

Threat Actual: 10

Spent: 6

Threat After Skills: 6

Fate Point Regain: 0

Add New Action: Initiate Psionic Contact with an individual

Interact: 1 per 10 words

You may send, via ref, up to 10 words per Fate Point spent in one bundle or many at any point in the day that you can attract that refs attention. Whether they can reply or not will largely rely on the ability of the target and their access to similar devices that you are using.

Examine Token

There is nothing to this plain ceramic tile

Leave the Bridge and Head to the Massporters Chambers

Scooping up a RADIO for the bridge you head for the exit: The doors to the bridge slide open and the five of you step out into the main hall, the Massport chambers should be to the left and one floor down. Between you and that location Grim Matter seems to have imposed itself. Thin gaps and slivers that material that may allow you ingress towards the Massport area but you can’t see more than a few feet and the Grim Matter seems to move and undulate slightly. You would need sufficient agility to make your way through safely but it would be quicker. Than any other way you can think of at least.

The area is littered with dead fleet personnel that seem to have been slaughtered by the uncertain movements of the Grim Matter. Where it has touched them they seem to have no remnancy of their body. You stop and close your eyes, Malak kneels by them placing a hand on them and shaking his head. The hope that this is not a true fate line and that these people can still be saved is all the hope that they have yet you bring your voices together to Yarrianne, Bethylak and Naed in reverence of their loss.

To the right the chambers ark up and towards Dazaks Personal quarters and beyond them the Levitation Inversion Field Transporters that will drop you a level and leave you a stones throw away from the Massporting Chambers. Spotting a Ready Box you take the opportunity to go through it finding some much needed equipment before you move on. As a final note before you choose to move on you may take any actions that you wish to in the bridge now that you are through the door and scouted.

Add New Action: Attempt, as a group, to get through the Grim Matter and enter the Massport

Threat: Approximately 40

Add New Action: Unlock the Door to Dazaks Quarters and go in

Threat:  Approximately 30

Add New Action: Utilise the LIFT

Interact: 4 for everyone

Gain

2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed

1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things

3 Dragonstouch Potions – +10 Fate Points for that day

Wand of Hannsod – +1 Fate to any magical checks

4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever

This action carries over as a free action for the next time you enter a new area. Please include there when this happens.

Rules and Actions

  • Unusual Circumstance
  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area.
  • You have spent your ten fate points

Rules    

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Fate Points

Close the Shutters

Interact

2

Get in Dazaks chair and activate the actuality scopes to look at X

Threat

6

Get in Dazaks chair and make it go up and down.

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Reply to Radio by asking questions

Interact

1 per question

Get a damage report

Interact

2

Get a location fix

Interact

2

Research way to prevent wounds

Threat

15 Approximate

Initiate Psionic Contact with an individual

Interact

1 per 10 words

Attempt, as a group, to get through the Grim Matter and enter the Massport

Threat

Approximately 40

Unlock the Door to Dazaks Quarters and go in

Threat

Approximately 30

Utilise the LIFT

Interact

4 for all

Suggest up to 3 Actions by 1pm

Interact

0


Understanding Spend:
3 points to up NAVS personal fate by 1

Basic Fate Pool: You start this week with 18 as a standard

Day Two Fate Pool: 36 with carry over and NAV’s overalls + additional Fate calculations and 41 with the Lieutenants

Inventory:

Kings Sword: Adds 2 Fate to any combat threat

Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining

Laudanum Soaked Bandages: Personal Fate point 2/2

Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses

Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter.

Stuff: 1 x Flare Gun and 2 x Flares

Two swords giving +1 Fate point to two combats each

1 set of Bridge overalls – +1 Fate Point whilst worn by NAV

1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on)

2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed

1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things

3 Dragonstouch Potions – +10 Fate Points for that day

Wand of Hannsod – +1 Fate to any magical checks

Day Five

Revelations – Description – 

All images now included in the text are for inspiration but the Giant in particular I spent a long time looking for and are very true to what I am trying to put across.

The continuous reverberation from the outside world is beginning to shake the keep and you realise as it suddenly abates that the Keep has raised its shields. The lights dim and flicker giving you some indication that the power levels must be low. Yellow lights once more begin to dominate the board but then something unusual happens

 

Tess at Display One

Tess slapped the control screens, a good whack might help her clear up the interference that they were experiencing. The image was hazy at best but something was definitely happening: She had watched as Mohandis had produced one of those magic Frozen North spoon thingies, the stabby ones and raised it up like a lantern and advanced towards the weird Grimm Matter tentacle things. She almost screamed when the first one had struck him but then a Blue light had unravelled from the spoon and his eyes and he had driven them back and away from the Arch in the scene. Eventually he had driven them up and back so that they hovered just below the Golden Ribbon in the sky.

 Time had passed whilst his companions had busied themselves out of sight of the scope and Tess had learned that she could manoeuvre the image and poke about it. There seemed to be three ways off of the rock that they were standing on at three of the compass points: A chain stretched out of the rock and fled up towards a mountain top where a ruined building stood. A sliver of ice disappeared into a wall of ice across a chasm whilst they seemed to be repairing a rope bridge that led to a floating island of rock covered in trees and mist where a sinister cabin sat waiting. Ominous she thought as they recovered the body of a dead Northman dangling below the bridge. The last way was the most unusual with some form of giant skeleton with a huge sword rammed through the torso.

She returned her attention to Mohandis and was horrified to see that he was on one knee, blood issuing from several wounds. The blue light that shielded him from the Grimm Matter was fading and Tess suddenly wanted to send them a message but then she saw that they had seen him. Jaq, then Arthas, Harrison and Dirk moved to stand around him whilst Anghast stood insubstantial to one side. Dirk pulled Mohandis to his feet as he fell and the they all looked up to golden rent and began to speak and they were gone. The rent shuddered and a burning blue fire appeared at its heart, that is when the static began. She ducked below the console and ran a classic Fleet 42 patch, giving the console a secondary boot and peered back at the screen.

Somewhere in the heart of the Maelstrom where she had seen the eye the five were standing against an army of hundreds of thousands, that blue light was everywhere and the Grimm Matter was collapsing all about them. Her friends where falling then, back through the rent and to the place where they began. The Grimm Matter was burning and that drew her attention to a crackling from the hallway. Out beyond the bridge the Grimm Matter was shrivelling, burning in blue fire and freeing access to the Mass Port beacon. Tess leapt to her feet  and ran to the door as Mallory was entering the LIFT. “Mallory! You won’t believe this but you might want to take the stairs after all!”

Multi Fate Event – Grimm Matter defeated…..for now.

Returning her attention to the screens to make sure everyone was ok she was surprised to see Arthas had taken the time to patch together a largish piece of paper, presumably from his notebook and scrawled some words on it. He was holding it up with both hands over his head and walking around and around the area. He kept this up for about ten minutes before he gave up and sat down. She peered at what he had written, using the scope to focus sharpness whilst scribbling in her notes with the other hand:

Fairfax and Screen Three

The guards lay dead, burned and cut in a manner which implies they were quite difficult to put down. The woman that had been confronting Serbasel is dead as well, beaten down with multiple cudgelling mace-blows. Saxon, Ling and Gwen are in the process of rooting through the guards, Xorphia is inspecting a wound of some sort which Serbasel has upon his forehead; one which the etheric screens can’t quite seem to get a firm lock on.

There is a sudden warning indicator on the screen, however, and you pull backwards. The village they are in is a small place; a sleepy backwater which most people tend to forget about. The small folk have locked and barred their doors. There is a sense of huge foreboding, and – briefly – you see the flicker of shadowy shapes darting from building to building from the edges of the village, working their way swiftly towards the tiny guardhouse.

Carstairs and Screen Four

The Keep has difficulty maintaining a lock in this area. The picture comes through blurred and shot through with static, almost as though the etheric screens don’t want to see what is happening in this location. There are moments of horror. There are people in cells, people being herded towards sacrificial altars which have overflowing moats of blood, people chasing daemons through corridors of dazzlingly lit red stone; predators turned into frantic prey with nowhere to go and no hope of escape.

And then a figure snaps his fingers, and all the distortion fades. Even though he is dressed in a long, plain black coat rather than his usual noble attire, there is no mistaking Dazak. He looks younger, too; more vital and less world-weary than you have seen him in years.

Unfortunately, there is also no mistaking the figure that he is talking to.

She is beautiful and terrifying. Pale skin, dark hair, and a gown of purest blue silk – a stark contrast against the red stone of the Keep. Essemile has seen better days. A pair of ornate shackles bind her wrists, etched with intricate runes. The glamour which she wore so easily has been taken from her; to look into her eyes is to see the ancient, hateful being that she is in her heart. Even through the etheric screen, knowing that incalculable time and distance separate you, you cannot help but feel your heart quicken at her fury.

She had been walking with purpose, when Dazak interrupted her. You cannot hear the conversation that takes place, but it is clearly intense. The woman who had been The Countess is agitated, wants to move on, but Dazak keeps her engaged in conversation.

As he does, he gestures behind him with his finger – out of her sight – and your vision drops backwards, led to a door not far away labelled ‘Archives’ and, inside, Kincaid, Ingenium, Thaddius, Silvana and Phillip, who are standing around a smoking massport beacon looking at walls with crystal spheres inlaid upon them.

Nav and Screen Two

The battle is almost over. It has taken only a matter of minutes, and the daemonic fleet that you saw bearing down upon the civilian fleet has been decimated; burning hulks careen towards the ground below. Most of the daemonic forces are now attempting to escape, but something seems to be keeping them in place, locking them down and preventing their ability to return to the Shadowlands. The dirigibles waver, half in and out of reality as the baleful energies unleashed from those terrifying dark defenders tears into the broken invaders.

Examine Fairfax and Carstairs

Sidling over to Fairfax and and Carstairs Honest John engages them in story of excitement and revelry regarding some of the more enjoyable times that he had on the keep during the war whilst checking them over with weave to look at their stories. Shortly afterwards whilst they are vomiting their way through a chorus of “Eating sick from a bin” Malak and Mathias also move in to check their auras and the validity of who they may be. What you get from them is as follows:

They have led simple lives as senior officers in the Merchant Navy and have never really seen any form of adventure in their not overly long lives. Nor have  they realistically engaged with nobility or heroes in any way. However they are excellent officers and Dirigible pilots and were drafted up here two days ago after being taken out of stasis. Since then they were immediately plunged into a huge battle above Norfell where they fought shadows and nearly died. They are in a state of shock and deferring to whoever seems to be in charge with greatest of respect to heighten their chances of survival.

The Massport Chamber

Sliding down the stairs to the Massport chamber you enter into a familiar room that is prepped up and ready for war. The directional controls have already been locked down and the co-ordinates to your destination have been piped in. The etheric screens signalling arrival point are locked on and Mallory flicked the switch to view whilst examining the control panel in front of him. He was no Tess but the configurations in front of him seemed to make sense and what was more it looked like someone had set this up in advanced:

Etheric Screen

The screens show a direct chamber within the spire that they had seen through the windows of the Keep. It looked long abandoned and there was no obvious way that he could see, save massporting, that anyone could enter. A wooden pillar sat centrally with a curious glowing orb floating above it cycling through a myriad of colours. It was tiny and could have been held in the palm of the hand if it hadn’t been entirely made of magic, Weave and Wyld mix if Mallories long experience was anything to go by. Whatever it was it was clearly the source of the sound emanations that were messing with the local area. It also seemed to be intensifying so if they were going to do something about it it had best be now.

Control Panels

Mallory had never been great with this kind of artifice but he had taken the time to learn what he could during the war. The majority of the maintenance and sub systems were beyond him but he keyed through the primary system layout and hot to grips with how it had been set up recently. The local systems had been restricted to the bridge, engineering, hangar bay and the brig sections which meant that he could probably port people directly from and to those locations from here. A life form scan had been set up for each of those sections but not activated save the bridge where it was registering seven as present, which was odd.

A RADIO was active and tuned to the bridge although it had also been tuned to an unnamed dirigible, presumably docked at in one of the hanger bays. Massportation and return was set up to be operated manually or via timer but there was no remote option currently available. Casting an eye over the indicators it looked like a port from engineering was waiting to go straight to the bridge and just needed access. A worrying look at the power indicators here however showed that the Keep was pulling a lot of power and that reserves were low. There was no more information here presumably Dazaks personal screens on the bridge might show more as to what was happening with the Keep. Either way he could move people pretty much anywhere he needed to at the moment.

Trying to find a cure

Malak Mathius and Honest John settle down into their group and review what Malak has observed. Diagrams are drawn and observed and extrapolation drawn. The initial thoughts that you have are as follows: The wounds are in a state of flux clearly and seemed to be specifically two wounds, equally both of them indicate that there was something attempting to feed off of the life of Mallory. If you find somewhere that you can research this knowledge then perhaps a cure can be found. Seek a library or archive.

However you believe that the following action could be possible: Creating a Fate Shield should be possible from any object  that gives at least 1 Fate to any check. This would be a Five Fate Action and would create a charm useable once that would negate FP loss

Threat Actual: 12

Spent: 17

Threat After Skills: 5

Fate Point Regain: 12

Getting a fix

NAV has a gander at the controls for fixing location but shortly afterwards moves away to the window and pulls out an old sextant. After taking some measurements she comes back to the maps in the stacks and does some triangulation. The Co-Ordinates put you about 70 miles south west of Fire Spire in the North of the Drayal Vork (Frozen North), You can give out exact co-ordinates if you like.

List Recap:

Contact Jaq – 2

Man all 4 stations – 8

Research Fate Wounds – 17

Examine the LT’s – 2

Go downstairs – 2

Get a Fix – 1

 

Total: 32/42

Rules and Actions

Unusual Circumstance

  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area.
  • Environmental Effect – Hope
  • All threats are reduced by 2 when you attempt them today

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • If you are carrying a debt:
  • You start this week with an additional 3 floating Fate that you add to the pot
  • Each day it diminishes by 1
  • When it is gone your personal fate tally reduces by 1 each day.
  • When you run out of fate the ref will take actions for you on that day.
  • You may spend this personal fate to add more Fate to the Fate pool at a rate of 1 for five
  • If you can heal the debt you can restore 3 Floating fate per day distributed as you wish.
  • Each day you do this is noted by the ref team
  • This is action costs 1 Fate Point in total.
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Fate Points

Dare the Chains

Threat

10 approximate

Back across the Bridge

Interact

2 per or 5 all

Dare the Ice Bridge

Threat

10 approximate

Use Magic to attempt a crossing

Threat

6 approximate

Use Magic to melt the Ice without damaging the rope

Threat

20 approximate

Risk the Unseen Path

Threat

16 approximate

Speak to dead

Interact

2 per question

Hunt the Guardian

Threat

60 approximately

Enter the sinister cabin

Interact

2 each or 6 all

Suggest three actions by 1pm

Interact

0

Understanding Spend: 1 point on additional actions & 2 points on +1 Fate Pool

Basic Fate Pool: You start this week with 23 as a standard but at 22 with Ed at -1

Day Two Fate Pool: 22 with carry over and 24 with the debt payment –

 

Day Six

Day Six – Finale

Actions

Whilst I admit that I did not explain things overly well you need to be in proximity to the Orb to use skills to investigate it you start with 42 Fate available.

Send Psionic Messages

Message to Saxon: Warning – Shadows incoming from village. We can not send help. {1 Fate, 41 remain}  – Completed and Sent

Message to Arthus: Can only send messages, not people. No help from us. Our Dutchy, during Shadow War. Jaq psi to Mallory or Tess? {2 Fate, 39 remain} -Completed and sent

Send message to Kincaid’s group: Grey Keep has eyes. Cannot send reinforcements. Can you contact? {1 Fate 38 remain} – Completed and sent

Tess womans the Jaq Screen {1 Fate 34 remain}

The group lay about on the floor before picking each other up, whatever has happened they have clearly been through a lot together. You watch them laying there for quite some time before they pick themselves up. Then they gather themselves and cross the rope bridge. Something is undulating its way through the undergrowth and they seem prepared to hunt for it. Their intention seems dead set on the cabin that seems sinister.

What the LT’s see

Team Kincaid

The etheric screens can no longer get a good lock upon the team. The static has only grown more intense, and as you struggle and fight to obtain a lock-on position, it feels almost as though you are trying to fight against yourself. There is a brief moment, a glimpse and nothing more, of Dazak – still engaged in conversation with The Lady of the Keep, but now she is clearly starting to tire of him. There is a sudden burst of power before the screen burns out – a red triangle seared into the glass.

Team Saxon

The group have moved on from where they were previously. Your warning seems to have had effect, as they are gathered around the body of a great and shaggy creature, all black fur, fangs and bone, which has been brought low through their combined effort. More shadowy creatures are dashing through the village streets, but the group have already begun to run, following the lead of the scarred man.

The Orb!

This works now on the following sequence of actions, I hope that the response makes up for any inconvenience elsewhere:

Move Mathias, Honest John and Mallory to the location of the Orb and NAV via the Massport {6 Fate, 28 remain}

Examine Orb with Magic (Mathias, Honest John) {8 Fate, 25 remain – Actual 8 – 2 after skills – 26 remain}

Examine Orb with Sight (Mallory, Mathias) {10 Fate, 21 remain – Actual 6 – after skills – 2 – 24 remain} 

Description

Mallory frowned at the controls, he should be able to pull this off once, whoever had set this up had rigged it as though specifically for this moment. Triggering the sequence the four of them felt the familiar tug of power and shuddered to their new positions.

The ancient structure groaned as the unfamiliar rush of energy filled it and the aeons old ice cracked sending flurries of snow and slush down into the room. The keeps filters ensured a certain degree of safety but that old feeling crept back into the veterans bones as they appeared back to back in the depths of the unknown. Sword and shield, Faith and Focus, Booze and a Pink Guitar faced off against whatever might be waiting for them and in truth it was disappointing when it appeared that, as it happened, it was nothing. Not massively disappointing, especially not in Honest John’s case, but the adrenalin had been there and it almost felt wasted.

The light of the Massport began to die and Mathius conjured light for them to see properly by, they were all immediately glad that they had donned the all weather as recommended by Mallory because even with them on it was Chilly. The first thing that they noticed about the chamber was the extreme isolation that it exuded: The orb was located, hovering slowly, above a pillar of wood, squat from the floor and no taller than three feet in height. The wood is sturdy but looks familiar, it could be Rhygahrean Wood or similar, the wood is deep black with a reddish hue to it, not of blood but something very familiar.

There are no exits, no way to leave as though the pedestal and the orb was place here and this small, chamber was lowered over it like a dome. Perhaps the Spire was then constructed over the top, like a sequence of tombs to keep the magic that remained here buried. But that isolation, that loneliness, it was made apparent by the Orb itself. It was alive and vibrant and full of power and love and life and it was singing to the world. Unlike the power that Tess and NAV had felt on the bridge this was not obtrusive or damaging and each one of them could feel its power reaching out to them. Moments of their life waiting to be heard but unrevealed, unspoken, unless perhaps it was invited to do so.

The room was unlit except for the rainbow of colour that spewed into the room from the kaleidoscope chaos of their goal. It was without a doubt one of the more wondrous sites that they had ported into and was especially powerful to John. Each undulation seemed to tighten the strings of his heart, strumming gentle fingers over them and bring them, subtlety into tune once more. He felt once more. The screaming, in that room, ended and the harmony of the lost moments of his life rekindled and not in loss but in all the joy that they had once bought him. Mallory and Mathius both felt that uplift too, perhaps bouncing back to them from John as moments of their homes and the nature of their race came flooding into them but it seemed less consequential without the weavers art.

Around them the walls were hidden by the ancient layers of encrusted ice but words had been carved on them long ago. With some industrious effort by the three of them, as they crunched through the snow, they managed to clear enough of the snow and ice to read what was written beyond, if read could be the right word. The words were written in some ancient runic script, the lettering huge and engulfing as though they were standing in some high judgement over the assembled group. Thumbing the RADIO they made sure that Tess could see them up on the bridge and turned to make their way over to the Orb, shivering despite their thermal warmth.

It was difficult to focus at first, the orb was enticing, calming, gentle and a place of focus far from the madness of their everyday lives. There was a great urge to reach out and touch it but they were experienced enough to know that this would be a terrible idea, even if nothing happened this time it was never good to set bad precedents and encourage life threatening habits. John reached out with the weave feeling the freshly invigorated harmonics of his heart, his soul, merge with the immense depth of resonance that waited within, he listened for the truth of its story, his words and place in the great web echoing down through the years.

This was a voice, a pure voice, old and young and fresh and withered it had spoken of every event that had ever happened and whispered of any event that ever could and in the moment of that understanding John knew who it was that he spoke to. Long ago in the North there had been a man and a woman in the greatest of love. They had been styled as Noth and Straval Ayeay and they had led some of the Earth Tribes as they had been called to settle in the Drayal Vork. Together they had stood against the stories of the Grimsvotn who were cursed beasts carrying the broken blood of the Witches of Elundier. The Champion of the Grimsvotn came to battle them so Straval Ayeay, who was a great teller of tales, gathered up the people of the North and brought them to a place sacred to the Gillieabad.

Here the Spirits and the one person from each of the families of the North told their stories and gave their oaths so that they would remember. For all time the North would be hard until the Grimsvotn fell, the people would sacrifice a little for the good of the all to keep the sacred places alive. So the people died and the spirits gave up their power and filled Noth with their might and he strode forth in the form of a Giant to battle the Champion of the Grimsvotn. But Noth left behind his most loyal warrior who was called The Bleak to guard his love. And so he defeated him and was defeated himself. His own spirit was prepared to flow back to Straval Ayeay his love that they could bring strength back to the North but his brother who was Mountain in the South was driven away by a wicked woman who was the Essens Smile. She wanted the power of the North to find a man whose laughter still echoes in the mountains and so she tricked Noth to the Mountain.

Straval Ayeay’s heart was broken and she was filled with the bitterness that comes when victory is won at such a price that you find yourself lost and without hope. In the absence of that hope she was defeated and found anger and rage which fuelled her to create from herself a new being that ripped its way from the womb of her soul and left the fragments of Straval Ayeay alone in the sacred place waiting for her love to return. Her daughter was called Dralkosh and she was the Queen of the North and the first of the three:

She was the promise and the night and terror, aye, but she was also the protection of the North. She was born in the Blood of her Mother, born of her grief that she might stand as guardian for the North and the power that she once held. She was all that was wyld, that hunts and rules from the highest points of strength, supreme and confident. All will love her and be in despair for that love and worship her and adore the power that she has. In her wisdom she soon realised that she could not rule and protect the North evenly and alone and she created two Sisters from the blood an bone of her monther. One was called Ondrask and the other was called Oracle. This is the voice of Oracle and it was stolen by one of the daughters of the Dralkosh who were called Svetala.

The Svetala were the female children of the three Sisters each of whom was burdened in a fashion that meant that they could not roam the lands. They were bound as Gillieabad might be bound and could not move to protect their sacred places. The Svetala were like their chosen, they could be ridden so that the power of the Sisters could protect the land far and beyond their own sacred places. The Svetala were not immortal as their mothers and mated with men to make more offspring but they came to fear their male children for they bore the truest power of their grandmothers and were eternals so they were killed at birth. This for fear that the Sisters would lose their need for the Svetala and force them into exile although there was no truth to their fears.

Here Mathius took up the unspoken tale for he too could feel the power of the orb and it spoke to him too. Not through the power of the Weave but through the power of fate and prophecy. His mind moved faster than it ever had as he tried to keep abreast of the futures that he saw although he knew immediately that there would be too many and that he would never remember all of their truths.

The Oracle and her children were beings of prophecy and fate for that was one of the gifts of Straval Ayeay and at the moment of her birth she saw the moments that were to come and understood the fear that was the future. Like a Gillieabad she could see the all future and all truth and spoke in riddles and tongues that none could understand save when she inhabited a Svetala that she had made. Then she spoke the truth of things but after each inhabitation and the giving of words that Svetala could never see the fates again nor speak of what they had seen. The Svetala were few so Oracle kept her words safe and only possessed those that were abroad when the need was great and the moment had been prepared for.

Those Svetala that had been used were treated with great reverence and came to be considered to be the wisest of the people of the North. Thus an order was formed, a sisterhood in itself of the Silent Ones who could never speak the truth again but who had gained great insight. Meanwhile the Svetala waited to gain knowledge of the deep future as the Oracle spoke to them of the moment that was to come when the fate of the world would be decided and the Grimsvotn would face the One or the Many. Patiently and patiently until one day a Svetala of the Dralkosh came to them who was styled Meera and spoke to them of power and truths and of the growing knowledge that the Sisters would no longer need them for boy children of the Svetalka had escaped into the world and the lineages of the three would be spread between them.

The Svetala rose up against the three and laid them low, imprisoning their power in dark places across the North. Then they took up a shadow of their strength and called themselves Dralkosh and Oracles and Ondrasks until even that for the most part fell into nothing save for the Dralkosh. In their weakness and without their Mothers to guide them the Svetala began to lose control of the North and their enemies including the Grimsvotn crept back into the world and in their resting places the Sisters were saddened because they had no purchase in the world because their daughters had forgotten the truth of them and feared the legend that they had created and of them they feared the words of the Oracle the most.

So afraid were they that they had carried her body to the sacred place where Straval Ayeay rested and where the people of the North had stripped the Champion of the Grimsvotn of his power, his strength, his voice and his heart.  Here they tortured the guardians of that place and killed them all leaving none to remember but from them they gained a great deal of knowledge and used it well and wicked. They imprisoned Oracle there but they stripped her voice from her in all of its wonder and beauty and slaved it away to a spire in the South so that all of Dralkosh that had created their own spires could call upon her power. But in order to do so they had to spirit away the copper ring of Straval Ayeay which was given to her by Noth as a marker of her birth. Whosever carries the ring carries the voice and has the right to pass it on and return it to its rightful owner.

Whilst they had been working, unbeknownst to them, the melody of their blended words rolled out into the room. Mallory was impressed but concerned and had checked them for possession before coming to the conclusion that something was passively talking through them and causing them no harm. He listened to the story with one ear as he searched around the base of the pedestal noting an unusual pattern beneath the ice. Certain that no-one was watching he used his flaming breath to melt through the ice and recover a large copper ring that had been imbedded there. “A ring like this?” he asked as the others finished speaking.

A strange feeling

As Mallory and the gang complete and consider taking the orb the feeling that you had not that long ago as of other times and fates looming on you begins to appear. Your skin prickles and burns and you feel the presence of others. Engines in the keep fire up adding additional power to the drives and lights flare on Dazaks control panel. Tess and the LT’s leap out from behind their stations alarmed as Archibald appears in Dazaks seat, he waves somewhat unhappily and from his robes produces a lever which he puts in place. “Pull this when you want to talk to them but pull it soon, its really hard calculating the convergence. But you can probably do it Tess! Jacks got faith in you. I can’t stay here, he can see through my eyes if I don’t concentrate and it won’t be long till he finds you.” Then he is gone.

The Ref

At this point I am suspending the rest of your actions, mainly due to my own poor description that led you to this moment. As I see it you have 24 of yesterdays fate points remaining as we move towards the finale moments for Saturday and the following actions before we go to group chat.

Actions

Action

Type

Fate Points

Take the Orb

Interact

4

Take the Ring

Interact

2

Port people to the Bridge

Interact

2 each or 6 for group

Port people to the Ground

Interact

2 each or 6 for group

Initiate Psionic Contact

Interact

1 per 10 words

Pull the lever and start group contact

Interact

2

Other actions from yesterday

As they were

As they were

Saturday Post Action

During the course of Saturday morning Tess translated the texts which were a warning reading:

This is the cursed Arch of Yen Olas Ampadora She who is the Lies of the Nightmares of old in the world If you have passed through this gate know that you tread a path that will release the Oracle of the Sky Raiders and their kin into the World

What she is has been taken and hidden here and if you have come here seeking answers or to return  those things to her form here then know that you will bring hatred and horror into the world

For the good of the North and the lands beyond leave her bones to the cold 

 

Based on this knowledge she recalled the team to the Massport Chambers after they had reburied the ring. Shortly after she pulled the lever and began the Mass Conversation between the four teams.

Day Seven

Day Seven

Greetings Loved Ones. Not much to say except that it seems like Matt Hussey has dropped out as he has not signed up. I do not know why, he has not been contactable for about 4 days, I am hoping that his household is ok and I am fine for him to pop back in if he feels up for it. I am writing as if he is not there at the moment.

Description
Mallory took his responsibilities seriously and one of those in this situation made him the commander of the keep and a commanders job was to keep a log. He had dutifully filled in the actions that had led him, Honest John and Mathius to examine the strange chamber.

I had just freed the strange ring from beneath the wooden plinth when I received the message from Tess. She had translated the text on the wall and insisted that we rebury the ring and return directly to the Keep. Tess Spears may seem unfocused but I have learned that she is a very reliable source of information and we obeyed here instructions and returned to the Massport Chamber. It seemed straightforward enough but immediately afterward contact was made with the rest of the groups that were involved in this ‘crisis of fates’. Tess had left message that the writings she had translated were a warning regarding what would happen should we remove the orb which made sense but no sooner had I read those writings than everything changed.

Tess informed us that information had passed to us from Jacqueline Gunnarson that the warnings, should we encounter more, were left by an unspoken enemy and that we should ignore them. Swiftly I gathered John and Mathius who were on their way back to the Bridge and ported back down to the surface. Nothing in the chamber had changed so we three swiftly recovered the ring and pulled it from the ground. All we had to do then was understand exactly how to use the ring to control the orb and we could leave with both. We were, it is noted, being told that the voice of the Oracle was pivotal to the Gunnarson team who had a voiceless Oracle at their end. Short examination by J and M gave us the basic concept that ownership of the ring, claimed, would transfer the voice directly to that owner.

However we ascertained that this action would precipitate a number of potentially devastating downsides and determined that longer term investigation would be needed before we snatched away at the magics. We were also being told in no uncertain terms that the voice had to return with us which was further hampered when we all heard over the RADIOS:

“Action Stations, Actions Stations. Set condition one throughout the ship. This is not a drill. Repeat: Action Stations, Actions Stations. Set condition one throughout the ship. This is not a drill. Repeat: Action Stations, Actions Stations. Set condition one throughout the ship. This is not a drill. Repeat:”

Further to that the 5 minute Jump Timer was set and with no crew to speak of on board I realised that this was an automated process and that we had insufficient time to prevent the Jump. RADIOing back to NAV to standby for a pickup I indicated that I would be taking the Orb. A short discourse took place between the group in which both Honest John and Mathius vied to take the object. I indicated that we did not have time for such discourse and moved to take the orb. Johns last words before he snatched it away were “Nah. Nobody’ll me miss me anyway”. I quickly ordered the Massport and we returned to the Ship.

As I reached the bridge I emerged in time to hear the end of the psionic conversation between the groups and as the teams went silent a voice that we believe to be the Saviour that is operating within the place that Kincaids group is in speak:

“You are outside my sight, but not outside of my comprehension.
You seek to replace me.
To turn my memory into your puppet.
To turn the Daemon Queen into your assassin.
You would bring me low and take my world from me.
But know, now, that You, are in My Keep.”

As those words were spoken I heard the voice of Archie say the command “Jump” and we were away. Honest Johns condition is unknown, but he is critical and we need to get him to Doctor Lionsgold in the infirmary. As to where we are. I can hardly believe it.

Mallory joined NAV to stand at the edge of the bridge peering out of the windows at the view that greeted them. The Shields were buzzing with power as they held back whatever was out there; “Do you think it’s real?” she asked. No doubt thought Mallory putting a hand on her shoulder and smiling. Beyond the window the Moon shone brightly and beyond the Moon the tiny disc that was Vaklam far distant. The Keep swirled away in the darkness hidden from whatever sight may come seeking them. It was certainly a sight to behold but hard to keep sanity with as they peered at their far distant homes beneath them. Behind them Tess and Mathius were swirling around the control panels, still not yet having dared Dazaks personal seat.

“I’m showing no altitude which is hardly surpising seeins as we’re in SPACE!” Tess exclaimed as she flicked a number of switches. “We seem to be good for, well, we’ll call it life support but we are draining a LOT of energy off of the shields. We need to look at energy management if we are going to get out of here successfully.” As she finished two of the starboard control banks exploded into fire as if in some deadpan reaction to her statement.

Mathius looked up from his own instrumentation: “I’m getting a lot of chatter on the internal and external communications: The relief team is requesting permission to Massport to the bridge, they need something done at the Massport station. The Infirmary is on standby and there is a message from Dazaks quarters from Archie which reads:

‘Hello, terribly sorry about the Jump but for some reason this saviour can see through my eyes. I can feel him seeking them out whenever we are in one place for too long. I would have to say that he could potentially control more actions in me should he find me and we aren’t ready for him. I am trying to find out what he is about and I think I might be getting somewhere with that. I have chosen to hide us here, we tested this possibility when the big B demanded that we take the ship higher than it had ever been. Well done there.

Interestingly our Gilieabad is happy here because the Moon is terribly active right now, more so than any other Gillieabad below us. So that would be Congal Claen who is trying to message us I think, the shielding is preventing that so I have routed it to comms. That is the red button over there. However I have no idea if they are hostile or not, they may not be happy with our presence. We need to lock co-ordinates for another jump but a lot of me is destabilised BUT the Grey Matter is gone. I think it is causing portions of me to have never happened or have happened in a different way. I am not sure but I am definitely confused.

I HAVE become aware of Dazak, somewhere but I am not sure which him it is, I think we may have to further back in this fate somehow…….’ And that’s it. It just cuts off and I am not sure exactly what he was saying.” Mathius returned to his work.

Malak looked up from where he was sat with Honest John. “He is not alive but he is not dead, I cannot easily tell you why but we need to get him somewhere that I can examine him. He is filled with the magic that is the Orb, it does not seem to want to harm him but I fear that it is. The ring is still gripped tightly in his hands and I am not sure if I can or want to remove it but I can try.”

Unusual Circumstance

  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area
  • Returning from the dream you feel surreal and uncertain, whilst your Fate point total will be shown to you the amount of Fate points that are required for an action will only be hinted at

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Approximate difficulty out of 5

Close the Shutters

Interact

1

Get in Dazak’s chair and activate the actuality scopes to look at X

Threat

2

Get in Dazak’s chair and make it go up and down

Threat

2

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

3

Man an indicated station

Interact

1

Reply to Radio by asking questions

Interact

1

Initiate psionic contact with an individual

Interact

1-5

Unlock the door to Dazak’s quarters and go in

Threat

4

Utilise the LIFT

Interact

1

Check power levels

Interact

1

Lower the shields

Interact

1

Do one life form scan

Interact

1

Port a player from one place to another

Interact

1

Search the Bridge

Threat

1

Answer Congal Claen

Interact

2

Allow the port to happen

Interact

1

Examine the Ring

Interact

4

Plot a course

Interact

5

Suggest three actions by 1pm

Interact

0

Understanding Spend: 3 points to up NAV’s personal fate by 1

Basic Fate Pool: You start this week with 18 as a standard 

  • Mallory – 5 FP
  • Tess – 3FP
  • NAV – 3FP
  • Malak – 3FP
  • Mathias – 3FP

Daily Fate Pool: 17

Kings Sword: Adds 2 Fate to any combat threat
Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining
Laudanum Soaked Bandages: Personal Fate point 2/2
Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses
Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter.
Stuff: 1 x Flare Gun and 2 x Flares
Two swords giving +1 Fate point to two combats each
1 set of Bridge overalls – +1 Fate Point whilst worn by NAV
1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on)
2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed
1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things
3 Dragonstouch Potions – +10 Fate Points for that day
Wand of Hannsod – +1 Fate to any magical checks
4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever
Background Radiation convertors x 2 –Pick up power from below at a rate of 10 per FP per item
Tubbo’s Muff: A huge wig that does not fit properly – +1 Fate Point to wearer for 1 week only
Evertrues grip: A weapon grip – +1 Fate to combats

 

Day Eight

Day Eight

Assuming that this is all in order – The following things are going to happen to you and I hope that you find the results satis factory. It si very clear that you guys did not get the idea that we had rated the difficulties 1-5 as guidelines and that you were supposed to put what you wanted to spend as FP’s next to them and see what you got as returns. I will repoint your trees as where and step back to just FP rather then getting you to describe actions and go for textual roleplaying. Although feel free to doit and I will definitely be happy to reciprocate. There is no recrimination in that, I don’t mind, this is just for fun and hopefully we are still giving you a good time.

However some of your return may well be a little later today as I will have to rekajigger what I intended to do to reflect the whole concept of how I wanted to do FP’s. Finally – Do remember that the images that I am using are to give you an idea of what I see in my head. They are as accurate as they can be – Do forgive any moderness etc.

Right – In the order that you gave them to me!

Even on the Moon

Rushing from console to console the team start to take stock of where they are, however Tess couldn’t quite shake the feeling that they were being observed. After a short conversation with the others they knew what to do.
Block the Palenter, I mean monitor.
• Cover the Red Triangle Screen (Nav, with anything we can find) – 1 Fate Point

Nav quickly and efficiently denuded the two lieutenants of their flight jackets and cast them over the burned out monitor that seemed to glare balefully at them. Anticpation rushed into the group as they all stood with bated breath waiting to see what would happen. After about 30 seconds they let the breath out and went about their business
Check Power Levels – 4 FP (5)
Nav had been given a rudimentary run through of how everything worked by Mallory and Tessica but was finding checking from behind Dazaks chair very difficult. Sitting in it would have made life a lot easier but that must have been deemed as dangerous. According to what she was reading however the following was true:

The ship was down to reserve power with a huge amount of nominal power dedicated to running the bridge or more specifically directed at a central chamber which, when she checked, was the Hourglass chamber where most believed that Archibald had been created. The reserves were rated in percentages and was currently at 80% of its power although a lot of lights were flashing in all manner of different colours. According to the monitors reserve power was replenishing at 10% per day but there were a number of draws on the systems

The ship was currently pulling on systems:
• Shields – 20%
• Engines – 00%
• Massport Network – 10%
• Etheric Screens and communication – 05%
• Life Support – 10%

The more pull that they called for the easier it would be for the ship to do things (cheaper FP cost) but the greater the pull on power. The better they were operating the more could be achieved with each system (Ask the system what you want to do and we will give you a good idea of FP vs %) however various levels of damage across the ship was causing the slow recharge rate.
Get Damage Report – 1 FP (6)
Mathias listened intently as NAV read out her findings, it made sense, the ship, if he remembered Grey Keep engineering 101 properly relied on a number of substations to recharge power. The main power banks were very difficult to deplete and all of their substations were working properly. However reserve power was drained across the board and only power from Engine Four was working and then it was only getting power from Substation Two. The image of the sign from earlier came flooding back to him:

No wonder Dazak had been so insistent about the repair of the engines there, the question was what was wrong with the rest of them. As far as he could tell the following was true:

• There were two Non-Functional Stations on the bridge, somewhere, probably under the flooring that should be giving out 30% between them
• Engineering had four that should be throwing out 10% each
• There was also a large one in the Hanger bay which made up the final 20%

If they could get repair teams or themselves there then they should be able to operate at maximum capacity for the foreseeable.

And then you answer Congal Claen- 12 FP (18)

As Tess strikes the button you feel the power that is the Moon overwhelm you, the shields outside almost buckle under the power that comes flooding into the Keep. Some of you manage to half pull weapons from out of your sheaths before her calmness fills you. Sleep engulfs you rapidly and you are soon drawn into the deep well of recovery from which you began to drink deeply. As the spirits so blessed you with a friend in slumber it also brings you that night time playmate that is known as dreams to dance with them in the silence of this maddening place.

Together you stand, bare and naked before the light of the moon, its welcoming light strangely warming your skin. You wear only the marks of the battles that you have fought, the scars of the thousands of wounds that you have felt in your years, or the few. There is no pain in the wounds, nor the loss that may accompany the memory of how they came to be a part of you. The Moon above looks down to you and you know that you are the Children of Congal Claen, here in this place and in this moment you look up at the creator of the soldiers of Kethlan. This is the part of the whole that was responsible for the creation of humanity here, in this place, before you were sent south to the lands of the Seven Tribes. Somewhere deep below you in that seething pit of ice and vapour is the strength that was given to shape the world.

The scars are the story of your lives as warriors in the name of the Gillieabad: In the first days for Kethlan, for Ghul, for Nyral but then you feel the Rising of Chaos. Living your lives as warriors for each other, for Kings and Queens and Gods and Deamons. For power and land and love and hatred, free of the shackles that were placed upon you and in turn you have shackled your creators in the name of this comet that came from the sky and the change that it bought to the world. You have hurt each other and forgotten the name of your destiny. All of your kind, rippling out from you, here at this moment and below you can feel them all so lost and alone. Clinging to each other on that distant orb for love and happiness and survival, battling without end, oppressing each other and using each other without seeing their greater purpose.

Class systems and rulership, greed and pettiness have washed away freedom and equality, kindness and enrichment. There is no longer a common cause; the Gillieabad have been forgotten and are unloved, they are uncared for as is their habitat and that too is dying and you have forgotten why that is important. They are stretched and thin and lost, they have been chained and murdered by their own creations. The world is burning and their children battle on with wounds such as yours and as you realise so too do your wounds burn. The Gillieabad have forgotten you in return or perhaps they are so weak and broken now that they do not have time to protect their soldiers and you realise, for a moment, that perhaps you are alone.

But SHE is there. Your Mother and her love for all of you, no matter where your blood was forged, or what has been done to your soul. However your spirit is marked or your mind is damaged and even if your story has broken she does not care and she loves you with conceivably the last compassion of her kind. Here in the light of her radiance she reaches down and touches your scars and at her touch they are hers once more. The battles that you have fought are not worthless things for the small and mean, they are things of greatness and were done in the name of all those that could not fight for the freedoms that they so seek. You feel her unending, unconditional pride and love in all the things that you have done and are tearful in her embrace. You feel her lips, gentle on your cheeks and her smile high above as she releases you from her arms.

As you feel the world rushing back to meet you, stealing you away from the heart of Krakens domain she grants you one last touch and you see in your minds eye an image, a further place in dreams perhaps and one that you may reach should you try.

Mallory

Tessica

Mathias

Honest-John

NAV

Malak

Then the jackets burst into flame with that same red pyramid at the centre.

Unusual Circumstance

  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Fate Points

Close the Shutters

Interact

2

Get in Dazak’s chair and activate the actuality scopes to look at X

Threat

6

Get in Dazak’s chair and make it go up and down

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Reply to Radio by asking questions

Interact

1

Initiate psionic contact with an individual

Interact

1 per 10 words

Unlock the door to Dazak’s quarters and go in

Threat

30 approximately

Utilise the LIFT

Interact

4 for all

Check power levels

Interact

2

Lower the shields

Interact

2

Massport to the chamber

Interact

2 per person or 6 for a group

Examine orb in room with magic

Threat

10 Approximate

Examine orb in room with sight

Threat

12 Approximate

Check room with magic

Threat

12 Approximate

Do one life form scan

Interact

3

Allow the port to happen

Interact

3

Port a player from one place to another

Interact

2 per person or 6 for a group

Search the Bridge

Threat

10 Approximate

Examine the Ring

Interact

4

Plot a course

Interact

5

Seek a Dream answer with Magic

Threat

10

Seek a Dream answer with Sleep

Threat

10

Suggest three actions by 1pm

Interact

0

Understanding Spend: 5 points to up NAV’s personal fate by 1 and the group by 1 with 1pt in the bank

Basic Fate Pool: You start this week with 19 as a standard 

  • Mallory – 5 FP
  • Tess – 3FP
  • NAV – 3FP
  • Malak – 3FP
  • Mathias – 3FP
Kings Sword: Adds 2 Fate to any combat threat Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining Laudanum Soaked Bandages: Personal Fate point 2/2 Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter. Stuff: 1 x Flare Gun and 2 x Flares Two swords giving +1 Fate point to two combats each 1 set of Bridge overalls – +1 Fate Point whilst worn by NAV 1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on) 2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed 1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things 3 Dragonstouch Potions – +10 Fate Points for that day Wand of Hannsod – +1 Fate to any magical checks 4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever Background Radiation convertors x 2 –Pick up power from below at a rate of 10 per FP per item Tubbo’s Muff: A huge wig that does not fit properly – +1 Fate Point to wearer for 1 week only Evertrues grip: A weapon grip – +1 Fate to combats

 

Day Nine

Day Nine – Dream a little dream of me


Sorry for the delays –Hopefully some of you will get all of these before Saturday and I will organise the morning talk to then.
Description
Groaning you slide back into consciousness and return to the world of moving parts, the flaring sound of fire and crackling conduits almost a welcome remembrance of the days of the fleet to most of you here assembled. Your eyes meet across the room, realisation of knowledge and age old knowledge at the edge of your minds. The words of Congal Claen dance in your mind alongside your beliefs, your mantras and the Taos that you follow. Never have you felt that a Gillieabad was so aware or so close to you as now. Quivering you fall into general discussion as to what to do regarding your situation and what is happening.

Starting Fate – 20 inc Fairfax and Carstairs

Drink Dragonstouch
NAV wolfs down some Dragonstouch potion and feels herself immediately become more attuned to the fate of this world
Gain: +10 Fate
Current Fate: 30
Mallory activates the Massport In – 3 FP
Ducking back down to the Massport station Mallory guided a hand over the controls before sliding the porting controls slowly up as the light indicators moved towards the port position. Materialising at the arrival platform three individuals appeared. They are all garbed in the uniform of Keep personnel and all show signs of battle their insignia and rank reads clearly and they step forward to salute the Rook that is bringing them to the bridge and safety.

Chief Laura Evans steps forward and salutes: You remember her, she died at the very end of the battle that you lost the Skyfang, in a manner of speaking. She stayed at her post at Engine Four and burned alive, yet here she stands all grim attitude and wartime angst. “Rook Mandeville, sir! Chief Evans reporting for duty. This is Gunnar first class Bridge (you remember the face, he was definitely shooting at Shadows on several dirigibles you raided from during the war) and Deck Engineer Hoausen (another face that you saw among many others). They both salute in good order and stand relieved when you give them the nod.

Much as you could do with a debrief from the three of them you are a little pushed for time right now and the way that the three of them are now peering around you to gaze awestruck at the closeness of the moon through a nearby porthole leads you to a sharp statement: “I can see that there is a lot to take in: Right now we need you on the bridge and in good order to help us out. I will debrief you later but right now let’s see where your skills lie.”
Gain: The following Personnel

Chief Laura Evans
Adds: 2 FP per day
Special Skill: Instead of adding Fate Points to the day adds 4 FP to an engineering Interact or threat

Gunnar Stone Bridge
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day adds 3 FP to a gunning Interact or threat

Deck Engineer Marbles Hoausen
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day adds 10% to engine recharge

Current Fate: 27

Turn off Screens – 1 FP
Nav, Mathius and Tess hurry to the four screens and cut power to them they flicker out abruptly and contact with your friends is lost.
Current Fate: 26
Fix both substations – 6 FP
Tearing up the grilled flawing Nav, Mathias and Tess, follow the power couplings to where Tess last remembered them being. Despite a sequence of changes made by Dazak, most likely as bypasses for other blow substations, they found these ones blackened and fizzing with unspent power. Mathias rubbed his chin: “Tricky but we should be able to salvage what we need from what’s on hand.” Tess hefted some cabling over her shoulder, “I agree,” she replied glancing about the Kazzleoff Tubes, she pointed at a collection of left over material from a previous repair, “grab those will you NAV, but I don’t think we’ll be able to repair other substations without spare parts but there are plenty here.” Hastily they began their work:
Gain: Two working Bridge Substations

New Action: Gather supplies to repair a substation
Interact: FP 2 per gather

Current Fate: 20
Bedtime stories & sermons before sleeping – 10 FP
Each of you tell your tales to Congal Claen in the way that you remember and have knowledge of; as each tale is told so you feel a strange drop in temperature; not critical as though you were outside on a chill night. The sound of nocturnal creatures, crickets and bats for example can be heard as your tales intensify until you find yourself in darkness on the keep, sitting in a circle as though around a campfire: The bridge is gone, there is but space and the Moon and the Stars and distant and there is sleep.

Ending Fate: 10 as carryover.
This is the Voice of the Refferons
Greetings once more loved ones. I hope that your Friday finds you all well in these unusual times. I will be PM’ing you your visions. Why you ask? Well they are all pretty good (I think) but their ramifications are pretty far reaching and I would like you to describe them in your own words. Course some of you are working or stressed and stuff so the prose should be good enough to just paste into the channel if you want to.

As previously I have included images that you can draw inspiration to accompany my own feeble descriptions of your characters and what they are experiencing. In that case I would rather that you didn’t just paste those up but instead relied more on how you think you are seeing things. This latter is important to me.

Descriptively – You meditate/fall asleep and awaken still refreshed but with the knowledge and visions that you have. If you want to do that in order or be in a certain way when you awaken please feel free to say so, organise and whatever before you get to textual ro verbal rp. Remember don’t pester or stress each other and if you need me to clarify anything just ask and that the refs can be around one evening for meeting up and stuff.

Much Love

Unusual Circumstance

  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Fate Points

Close the Shutters

Interact

2

Get in Dazak’s chair and activate the actuality scopes to look at X

Threat

6

Get in Dazak’s chair and make it go up and down

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Reply to Radio by asking questions

Interact

1

Initiate psionic contact with an individual

Interact

1 per 10 words

Unlock the door to Dazak’s quarters and go in

Threat

30 approximately

Utilise the LIFT

Interact

4 for all

Lower the shields

Interact

2

Do one life form scan

Interact

3

Port a player from one place to another

Interact

2 per person or 6 for a group

Examine the Ring

Interact

4

Plot a course

Interact

5

Suggest three actions by 1pm

Interact

0

Understanding Spend: 5 points to up NAV’s personal fate by 1 and the group by 1 with 1pt in the bank

Basic Fate Pool: You start this week with 19 as a standard

  • Mallory – 5 FP
  • Tess – 3FP
  • NAV – 3FP
  • Malak – 3FP
  • Mathias – 3FP
Daily Fate Pool: 18 and 10 Left over = 28 with a total of 34 for all of the crew Kings Sword: Adds 2 Fate to any combat threat Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining Laudanum Soaked Bandages: Personal Fate point 2/2 Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter. Stuff: 1 x Flare Gun and 2 x Flares Two swords giving +1 Fate point to two combats each 1 set of Bridge overalls – +1 Fate Point whilst worn by NAV 1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on) 2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed 1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things 3 Dragonstouch Potions – +10 Fate Points for that day Wand of Hannsod – +1 Fate to any magical checks 4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever Background Radiation convertors x 2 –Pick up power from below at a rate of 10 per FP per item Tubbo’s Muff: A huge wig that does not fit properly – +1 Fate Point to wearer for 1 week only Evertrues grip: A weapon grip – +1 Fate to combats Crew: Chief Laura Evans Adds: 2 FP per day Special Skill: Instead of adding Fate Points to the day adds 4 FP to an engineering Interact or threat Gunnar Stone Bridge Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 3 FP to a gunning Interact or threat Deck Engineer Marbles Hoausen Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 10% to engine recharge Deck Lieutenant Carstairs Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge Deck Lieutenant Fairfax Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge

Day Ten

Day Ten

Greetings loved ones!

Once again I am using a bit of imagery to show you what I am seeing in my minds eye. The accompanying text should give you the idea of where I am going with it and feel free to ask me questions about what you see and what you might suggest as actions.

Description
With the discussion of visions still buzzing through your minds you reluctantly return to your stations and set yourself up to begin the running of the Ship, observing its current status and sending our warnings and reports whilst, with some trepidation preparing yourselves to enter Dazaks quarters and whatever awaits you there.
Starting Fate: 34 with Crew
Ships Status
Power Levels at: 40% and falling
Recharge Levels at: 40%
Systems Engaged at:
• Shields – 20%
• Engines – 00%
• Massport Network – 10%
• Etheric Screens and Commuinications – 05% (You need some to keep Comms working?)
• Life Support – 10%

RADIO: Set Condition One throughout the Fleet. – 1 FP(1)
The deep booming sound of the alert heralded the familiar sounds of Dazaks tone as the messaged that had been set into the systems of the Keep during the war blared out. “Action Stations, Actions Stations. Set condition one throughout the Fleet. This is not a drill. Repeat: Action Stations, Actions Stations. Set condition one throughout the Fleet. This is not a drill. Repeat: Action Stations, Actions Stations. Set condition one throughout the Fleet. This is not a drill. Repeat:”

You have no idea if anyone is receiving this message so you turn your attention to the other comms units and prepare to speak to whoever is surviving.
All duty stations report readiness and status to the Bridge (Mallory) – 1 FP (2)
Mallory repeated the message three times in to the Comms, announcing his presence as senior Rook on the bridge to the Fleet in General. He waited patiently for a few minutes raising a hand kindly to Tess who was nervously concerning herself over their prepared plans to breach Dazaks quarters. Just as he was about to give up a green light began to flash from the board followed by two more. Mallory thumbed them one after the other listening to the poor quality crackling that was coming through the headset. The power levels were having an adverse effect.
Medical Bay – Infirmary “Bees”
Th** i* D***or L****go*d. T**s i*fir*a*y ***nds r***y ******gh I can f*** ** c****ct **** *** main *****ma**. Se***** wou***d *** ***d h**e re***tly a**i**d e**he* d**gging each ot**r or the dec****d. They all have **ra**e a** u***ual w*unds. The man t*** y*u l**t **re h** *led f**m *he med**al *ay and I don’t **ow *** ** *** on that. My bees *** ***ing s*****ely.
The Brig
**** Gurgling…….P****ner has *******…….gurgling……*****rous…..ominous silence……crackling
The Hanger Bay
B**dge! IF y** c*n hear m*. I dec**re a **ate of e**rg**cy: We **e in **ace. Re**at (The message repeats three times.)
Engineer Hoausen to jiggle the energy consumption – Loss of 1 FP – (3)
Success – Engine replenishment for today at 50%

Dazak’s quarters (All PCs) – 31 FP’s (34)

Tess and Mathias work diligently on the control panel that keeps access to the locking mechanism restricted. It is good work, clever work, cutting edge work or at least it would have been during the war. Fortunately the years have not left either of them behind and Dazaks teachings since the war have prepared them for this. Avoiding further locking down the doors or awakening any additional guards the pair disable the security and eventually reveal what should be a key lock only to discover a grilled speaking tube: “Damn!” Intoned Mathias. “It needs a voice print, probably keyed to a specific phrase.” They shrugged and looked toward Mallory, he tried a few phrases but nothing seemed to work. Honest Jon smiled suddenly, remembering that drunken night, he staggered forward: “There’s nothing more useless than a lock with a voice print.” The door slid open.

Inside was much as you had seen: The wooden panelling around the room was clearly of some distant shore in origin and now close up, you can all see intricate carvings of letters that both Mallory and Mathias confirm as what those caught in possession of a Gillieabad might carve. They are at the same time indescribably beautiful and incomprehensible. Their power is palpable. The prow of the room is dominated by the remote control station that you had seen and it strikes those of you from the war that the sheer volume of controls indicates that this not only controls aspects of the Keep but that this may also be the control room of the dirigible that Dazak left the keep to battle Zalphinia in during the dark days of the war. If that were true than you may be able to launch that vessel from here

Behind the controls a telescope peered out of a vast globular window, fixed at a point in the distant glimmering stars above. Huge levers and dials seem to taunt your hands, desperate to set the gears and cogs of this wonderous machine in motion. If you want Tess to move on from looking at this, let alone touching it, you will have to help her you realise. Opposite it a working board that contains checklists of damaged dirigibles and repair orders sits. Pinned there are short notes, addressed to each of you, folded over and neatly arrayed. You each take your own and frown as you attempt to decipher it. Centrally a glass dome sits inside which some kind of skyborne island is held centrally around which two glowing orbs of light circle like vultures, waiting.

At the far end of the room a great desk, sexy in its achingly antique desk and leather bound chair, adorned with ancient tomes of unknown wisdom stands like an ancient professor, welcoming for those with the time and patience to appreciate it. A book has recently been slid from a letter that Dazak had been writing on that desk, so reflected in a nearby mirror, although many other pieces of paperwork sit there. Balled into an abject mess in that comfortable chair sits Archie, garbed in Dazaks old orange robes, he seems to mumble to himself, occasionally spitting expletives into the air. In his right hand a silvered knife, perhaps usually reserved for letters, drips with blood. Whether it is his own or not…….
Actions Added
Examine Gillieabad Writing – Threat – 10
Please describe in what way you would like to examine it
Examine the wood – Threat – 6
Please describe in what way you would like to examine it
Examine the Control Desk – Threat – 6
Please describe in what way you would like to examine it
Take Your Letter – Interact – 0
They are all outlined below as I assume that you would want to share them
Examine Globe – Threat – 4
Please describe in what way you would like to examine it
Examine Telescope – Interact – 2
Please describe in what way you would like to examine it
Examine Desk – Interact – 2
Please describe in what way you would like to examine it
Examine Archie – Threat – 6
Please describe in what way you would like to examine him

Actual Fate Used: 15

Total Fate Used: 19
Carryover: 15

Unusual Circumstance

  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Fate Points

Close the Shutters

Interact

2

Get in Dazak’s chair and activate the actuality scopes to look at X

Threat

6

Get in Dazak’s chair and make it go up and down

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Reply to Radio by asking questions

Interact

1

Initiate psionic contact with an individual

Interact

1 per 10 words

Utilise the LIFT

Interact

4 for all

Lower the shields

Interact

2

Do one life form scan

Interact

3

Port a player from one place to another

Interact

2 per person or 6 for a group

Examine the Ring

Interact

4

Plot a course

Interact

5

Examine the Gilleabad Writing

Threat

10

Examine the Wood

Threat

6

Examine the Control Desk

Threat

6

Take your letter

Interact

0

Examine the Globe

Threat

4

Examine the Telescope

Interact

2

Examine the Desk

Interact

2

Examine Archie

Threat

6

System Letter Decode

Interact

2

Suggest three actions by 1pm

Interact

0

Understanding Spend: 5 points to up NAV’s personal fate by 1 and the group by 1 with 1pt in the bank

Basic Fate Pool: You start this week with 19 as a standard

  • Mallory – 5 FP
  • Tess – 3FP
  • NAV – 3FP
  • Malak – 3FP
  • Mathias – 3FP
Daily Fate Pool: 18 and 15 Left over = 33 with a total of 39 for all of the crew Kings Sword: Adds 2 Fate to any combat threat

Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining

Laudanum Soaked Bandages: Personal Fate point 2/2

Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses

Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter.

Stuff: 1 x Flare Gun and 2 x Flares

Two swords giving +1 Fate point to two combats each

1 set of Bridge overalls – +1 Fate Point whilst worn by NAV 1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on)

2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed

1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things

3 Dragonstouch Potions – +10 Fate Points for that day

Wand of Hannsod – +1 Fate to any magical checks

4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever

Background Radiation convertors x 2 –Pick up power from below at a rate of 10 per FP per item

Tubbo’s Muff: A huge wig that does not fit properly – +1 Fate Point to wearer for 1 week only

Evertrues grip: A weapon grip – +1 Fate to combats

Crew:

Chief Laura Evans Adds: 2 FP per day Special Skill: Instead of adding Fate Points to the day adds 4 FP to an engineering Interact or threat

Gunnar Stone Bridge Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 3 FP to a gunning Interact or threat

Deck Engineer Marbles Hoausen Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 10% to engine recharge

Deck Lieutenant Carstairs Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge

Deck Lieutenant Fairfax Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge

Day Eleven

Day Eleven – Dazak’s Boudoir

I have used a few pictures – As ever it is just for the feel of the thing so don’t take it as a supposed to be.
Description
Dazak’s chambers fill you with a sense of authority and at first there is some trepidation with entering without his permission. The word that embarrassingly fills your mind as you enter, regarding what you are doing is; “Naughty!” You definitely feel naughty as you wander inside and look at the tasks that lay ahead of you. Huddling for a few moments before you enter you discuss the ramifications of what lies before you begin your individual tasks.
Starting Fate: 39 with Crew
Ships Status
Power Levels at: 45% and Rising
Recharge Levels at: 50%
Systems Engaged at:
• Shields – 20%
• Engines – 00%
• Massport Network – 10%
• Etheric Screens and Commuinications – 05% (You need some to keep Comms working?)
• Life Support – 10%

Tess Goes all Steampunk – FP 0

Utilise the Power Converter– FP 0 (0)

Mathias examine sat cross legged on the floor and opened the side panels, just like the war, the converter had taken in two immediate doses of power and registered at 30 Yuri’s. That power could be added to the banks from any station (O FP action) whenever they thought that they needed it but the rod could probably only hold 100 Yuri’s or 1 Kazzleoff of power at most.

Mallory Radios the Hangar Bay – 1FP (1)

“Rook mallory here, we are aware of the situation, please say calm, we will keep you updates” – He held the one earpiece up whilst leaning into the grilled speaker trying to adjust for frequency with little success as it pumped out mainly static.

Bu* **r, ** *av* ***ni*g l*gh*s ***os* the *oa*d. ***e **pp*** *ai*ing. Gre* **ep is sea**** *** Han*ar Ba*. ** don’t ha** m**h **r ****.

Mallory Radios the Brig – 1FP (2)

“Rook mallory here, please report your situation please” – frowning he switched channel to the brig still wincing from the static coming through but straining to listen to any kind of response. There was nothing but static and perhaps, somewhere, the faint sound of machinery being briefly activated.

Honest John Goes Weird – OFP (2)

Honest John’s head lolls and his body goes limp as though someone had sucked the air from him as he floated gently up into the air. Rolling as though in the throws of possession the head finally tilted up towards the ceiling as he spoke the words:

You can weave voice to Oracle. URGENT.please.

He then lowered himself to the floor and straightened, jerkily, up observing all of you looking at him: “What?” He looked down at himself to see if he was on fire or there as a thing trying to kill him. Neither things were true and he looked back up at everyone. “What?”

Life Form Scan – FP 3 (5)

This action can only be performed in a place where there are instruments to do so – It was offered in the Massport chambers. Apologies if that was not clear in the writing. However I will allow NAV (let’s say?) a move there to do so. Although she is now in the Massport area.

NAV arrived almost out of breath, inspired by Mallorys brief description of the sounds coming from the RADIO in the brig. She was learning fast about how airborne ships worked and it seemed to her like the brig grill speaker was still transmitting. She arrived in the Portation chamber and quickly took in the controls, she was still pretty new to this but she was certain, from moving people back and forth to the voice chamber, that the Massport lights were indicating a recent internal port. Perhaps by only a few minutes. Maybe to here? He glanced nervously around, it did not look like it but she kept herself aware whilst she was here.

Moving to another panel she punched in the sequence that would initiate a life form scan and frowned as she perused the report. She was pretty certain that she knew what that meant: One stationary life form that was barely with us, although it had been alright in the last, automatic ten minute sweep. There had been another lifeform then too but it was gone now although it had moved into a separate area of the Brig before it had, basically, vanished. She tried to bring up older reports or get a fix on what the lifeforms were but the power to the Massport network was too low. She flicked the local comms and made her report to Mallory.

Got Wood? – 3FP (8)

Actual Threat – 8

Spent – 6 (3)

Reduced for skill – 3

Returned – 3

Mallory ran a hand over the panelling and brought his face close taking a short smell of the wood and looking thoughtfully at it: “This smells and looks like the wood that the pedestal was made from when we picked up the voice. It’s not quite like Rhygahrean Wood but it’s really familiar to me, I’m not sure how.” As he spoke Mallory felt the soldier stir inside him for the first time, distant at the moment, stretching itself perhaps, flexing but it was comfortable and returned to its rest. Mathias looked at him: “Are you alright Mallory?” Mallory wasn’t sure but indicated that he was for the moment and they returned their attention to the Wood.

“Dazak said it was from his homeland?” Tess inquired “But there is nothing leaping out at me from memory, I mean it’s all red like blood but it isn’t blood and if you put your hand to it,” which she did “It feels like its humming, vibrating, you know? And not in time with the ship.” She traced a lettering of the Gillieabad with the tip of her finger. “Look at this, it’s not even carved.” Mallory peered closely: “You’re right,” he agreed “I can’t explain how these words came to be here unless they grew with the wood?” He looked at Mathias who also seemed deep in thought. “Any thoughts professor?” he asked.

“Perhaps,” he hedged, “There are things like this that I have read of and even seen, I would be happier with my research around me and perhaps a much bigger library. But I think Mallory is partially right. It is like Peerless artifice and is probably alive, still, which explains what you are experiencing Tess. But the words that are on them would have been spoken as this room was created and acted like nails and glue. Forming into the wood as they were released from the speaker like a pen on paper and causing this room to form as it is.” He ran his hands over a wall and exclaimed: “I don’t even think these are planks I just think that that would be the most normal thing that they should look like. It’s just one big piece!”

A Telescopic Erection – 1 FP (Minimum (9))

Mathias and Tess cautiously stepped forward to peer at the myriad controls that sprouted from the panels. Tess looked through the spy hole into the universe and turned shrugging to her compatriot, “Nothing but the black!” She exclaimed. Mathius looked up at her and away from the notes that he had discovered. “Perhaps not but it looks like he was tracking the movement of a celestial body across the canvas of space.” He looked at a nearby chart. “It could be that we could work out what that was and take up his task?” Tess nodded idly as he slid her hand along the seductive control work of the rotation and elevation mechanics of the rig. Then something else caught her eye and dropping down she slid underneath the belly of the scope.

“This are the controls for what looks like a multi vector viewing scope right?” Mathias squinted and half nodded a tentative yes. “Well that means what we are seeing passes through here and I’m not mistaken when I say that this bit isn’t standard and nor is that bit: That’s a Temporal Extrapolator and THAT is a Dimensional Rift Imager. Both were supposed to be a part of one of the new Actuality Scopes but seem to have ended up here. So the question becomes not what we are looking for but also where and when!”

New Actions

What’s Dazak Looking for

Threat: 15

Look at stuff (Pick somewhere)

Interact: ??

The Written Word – FP 7 (16)
Actual Threat – 8
Spent – 6 (3)
Reduced for skill – 3
Returned – 3
The words were like nothing that they could really describe and most of the work fell to Mallory and Mathias as Thessaly seemed utterly preoccupied with the thoughts of the telescope. Mallory was adamant that the words would not be readable as they never were so they focussed more on what they were doing. At first they found it difficult to use magic to get a real comprehension of what this was, they tried attuning through their knowledge of Dazak but they could not quite get that grip. Mallory suggested that perhaps Archie had had a hand in the making of the room and they tried again through their knowledge of him, dragging Tess into the fray. Attuning to him the feelinsg that you get from its power almost flow back to you in his words.

None may see
Sanctuary, keep them safe.

Regret

He will not find me.

Shhhhhhh!

A Desk full of Levers – 3 FP (19)
Actual Threat – 10
Spent – 6 (3)
Reduced for skill – 6
Returned – 0
Shuttling herself into Dazaks comfy looking control chair Tess was suddenly flooded with his thoughts and understanding almost an awakening as her mind reeled from the possibilities, linking with the Keep, albeit briefly. She was alive with possibility and knowledge, her brain bursting with ideas as she rocketed the chair from one side of the console all along on its skitter wheels to the other pulling levers and stabilising power bases here and there. Turning to Mallory her eyes alight she pointed at the controls, her fingers stabbing wildly in the air and hurled knowledge at him hell for leather, to the extent that he took a step back for his own personal safety.

Whilst she was largely incomprehensible he quickly came to understand the following: Full flight control could be rerouted to this terminal and operatiosn dropped to a minimum: They could fly the Keep from here but nothing fancy, Jump controls and the Shadowed Lands engines could be controlled from here too if they diverted but not the Temporal engines. Dazaks personal Massport could also be controlled from here allowing too and from this room but nowhere else. She was definitely indicating that general bridge control was available just over there but that the Etheric Screens were not available at this console.

Finally, yes, this room was the bridge of a smaller vessel that was hidden away in the upper areas of the main keep. They could feasibly learn to fly and launch this device if they wanted to but they would be relegated to this large and somewhat comfortable room. However its power levels seemed to be fully charged and self regulating. The whole operation, he was told was a two person job, she pointed to the other seat before spinning her chair and babbling happily for a while.
GAIN
+1 Personal Fate to Tess
New Actions
Transfer Control from the Bridge
Threat: 10

Use Dazaks Massport
Interact: 2

Learn how Dazaks Personal Vessel works
Threat: 10
Caressing a Giant Ball – 3 FP (22)
Actual Threat – 4
Spent – 4 (3)
Reduced for skill – 1
Returned – 2
Still giggling madly Tess examines the golden glowing orb and peers deep into its recesses. She calms immediately and is momentarily mesmerised. She tears herself away reluctantly and turns to face you, tremors of fear in her voice. “Don’t ever look at that.” Is all she will say. Inwardly she shudders at the intense feeling of loss and failiure that she had felt tearing at her guts and wiped away a tear as her mind was filled with images of Jack lying dead at her feet.


Examine the Desk – 1 FP (Minimum (23))
Scooping through the Desk, Tess slumps in a chair, Mathias manages to uncover Notes and pieces of work that may give some thoughts as to Dazaks intentions here.
Gain
5 “Clues” – These clues may be used at any time during Chapter Two to lower a Threat by 5 points to a minimum of 1 as a free FP action


The Archie Problem – 3 FP (26)
Actual Threat – 12
Spent – 6 (3)
Reduced for skill – 8
Returned – 0
Non Success/Non Failiure Result
With Tess still mentally exhausted John and Malak make their way around the desk, guardedly, to where Archie sits whimpering in his chair. “Archie!” intoned John in the usual way that he did whilst under is breath he muttered “you make me sober and I’ll kill you now you bastard.” Archie looked up “John, he’s here John, he’s hear….shhhhhh! I can hear you in him!” Malak knelt by Archies side and looked for the source of any of the blood. There was a great deal by the wrist and he gently reached forward rolling up his sleeve. Words had been carved there something he couldn’t quite see but he was the movement as the blade came at him. Then Honest Johns elbow caught Archies wrist and the blade went spinning.

Archie snarled “You WILL bow. No, no they won’t, I won’t. YOU WILL!” He is gone. Again. The chair spinning in his absence.

Downside: Malak owes Honest John “one”


Engineer Hoausen to jiggle the energy consumption – Loss of 1 FP – (27)
Success – Engine replenishment for today at 50%


Fate Wounds and Fun Times – 12 FP (39)
After Archie has departed the Team move onto examing the library of Dazak for anything to do with fate wounds and conversely and easily stumble onto some pages that have already been marked as if by magic. What is indicated is that a wound of such nature can be treated by one of three things:
• A use of some specific Chalk Dust which Dazak indicates he has but two sticks of laying about the place
• The blood of a creature such as a wrinkle which again he has some of somewhere
• The dust of one who has been obliterated by fate…….

Actual Fate Used: 39
Total Fate Used: 31
Carryover: 08
As a point I won’t allow the – We’ll throw stuff at a task if we have FP left over after results I am afraid – It’s a commit to a threat action not a hedge your best action 😛

Unusual Circumstance

  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Fate Points

Close the Shutters

Interact

2

Get in Dazak’s chair and activate the actuality scopes to look at X

Threat

6

Get in Dazak’s chair and make it go up and down

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Reply to Radio by asking questions

Interact

1

Initiate psionic contact with an individual

Interact

1 per 10 words

Utilise the LIFT

Interact

4 for all

Lower the shields

Interact

2

Do one life form scan

Interact

3

Port a player from one place to another

Interact

2 per person or 6 for a group

Examine the Ring

Interact

4

Plot a course

Interact 5
What is Dazak looking for

Threat

15

Look at stuff through scope

Interact

??

Transfer Bridge Control

Threat

10

Use Dazak’s Massport

Interact

2

Learn how Dazak’s vessel works

Threat

10

Suggest three actions by 1pm

Interact

0

Understanding Spend: 5 points to up NAV’s personal fate by 1 and the group by 1 with 1pt in the bank

Basic Fate Pool: You start this week with 19 as a standard

  • Mallory – 5 FP
  • Tess – 4FP (with the +1)
  • NAV – 3FP
  • Malak – 3FP
  • Mathias – 3FP
Daily Fate Pool: 19 and 08 Left over = 27 with a total of 33 for all of the crew Kings Sword: Adds 2 Fate to any combat threat Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining Laudanum Soaked Bandages: Personal Fate point 2/2 Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter. Stuff: 1 x Flare Gun and 2 x Flares Two swords giving +1 Fate point to two combats each 1 set of Bridge overalls – +1 Fate Point whilst worn by NAV 1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on) 2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed 1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things 3 Dragonstouch Potions – +10 Fate Points for that day Wand of Hannsod – +1 Fate to any magical checks 4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever Background Radiation convertors x 2 –Pick up power from below at a rate of 10 per FP per item Tubbo’s Muff: A huge wig that does not fit properly – +1 Fate Point to wearer for 1 week only Evertrues grip: A weapon grip – +1 Fate to combats Clues x5: Reduce a threat by 5 to a minimum of 1 Crew: Chief Laura Evans Adds: 2 FP per day Special Skill: Instead of adding Fate Points to the day adds 4 FP to an engineering Interact or threat Gunnar Stone Bridge Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 3 FP to a gunning Interact or threat Deck Engineer Marbles Hoausen Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 10% to engine recharge Deck Lieutenant Carstairs Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge Deck Lieutenant Fairfax Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge

Day Twelve

Day Twelve – The Song

The call of the Oracle is strong, you focus your efforts on that moment and bend your will to returning the power of her to the North. All eyes on John, no pressure.

Starting Fate: 32 with Crew
Ships Status
Power Levels at: 50% and Rising
Recharge Levels at: 50%
Systems Engaged at:
• Shields – 20%
• Engines – 00%
• Massport Network – 10%
• Etheric Screens and Commuinications – 05% (You need some to keep Comms working?)
• Life Support – 10%

Honest Johns Coat – 25 FP
Honest John stood himself up and brushed down his old and dusty coat, there was a lot of story in that coat; they had been through a lot together. When he had first made it from bits of whatever he could find laying around those individual pieces had been used and dirty. He had made them filthy: They were a part of him, an extension and made so through the motion and the action of his damaged life. His tears had mingled with the weave, telling the tale of his sorrow to the only member of his lonely audience, they had found comfort there and the coat had wrapped itself around him holding him tight.

Sometimes the world had called on him and he had thrown the form that his life wore between wicked enemies and the innocent that they would damage. Just as his flesh did the coat had torn and ripped and the blood of his own wounds had stained the fabrics adding their own terrible pattern to the crazed multitude that he had sewn together long ago. He had crawled away from those fights through the ichor of the dead, the mud of dead forests or the sewers of Rendrithesque cities, seeking a solace, clinging to a life that he despised. The Coat had tried to protect him from the grime and the horrors that were battle and life, protecting the people of the Royal Basin and beyond.

When he was suffering the coat provided him with what he needed: Alcohol was the main go to, it was always plentifully supplied, baccy was generally somewhere deep in there and food if really needed it. Distraction was definitely the next call; the times that he needed people to look elsewhere, away from his sallow cheeks and dead eyes then something funny or wholly inappropriate could be produced from the depths of its mildewed interior. His coat was like a home, it was old and comfortable and it sheltered him from the world, its walls a dull reflection of the once gaiety of colours that the original fabrics had held.

He stood and strummed his fingers across the strings of his old guitar, he could feel the connection of the Oracle deep within him, that voice waiting somewhere to sing. He had worn the coat when he had performed for peasants, Kings and Merchants; in poor houses, palaces and pubs and he knew the range that he needed to make himself and that old coat look the part. He reached for it plumbing down within himself to give grandeur to the voice of the Oracle but he remembered how she had touched him in the chamber where the voice had been found. He found himself wanting looking down at his old, tattered and nearly useless coat, just like Cobb. He felt a tear rising with some old vestige of self loathing and shaking his head glanced at Mallory and Tess, showing them the negative. He couldn’t sing to her.

Their eyes met his and he felt the tears surge and the knot struggle into his throat, his chest tightening as he tried to hold back the pain. All that was there was there, in those clear and focused eyes, behind their half smiles forming on confident lips was their trust. The trust that he would succeed, that was no ounce of failure in the man that was Honest John. The man that had stood beside them against the Shadows, who had never given ground against Angels and Daemons, Kings and Crime lords. He may have failed himself but he had not failed them and they, in return, in loyalty had stayed with him. No matter what he had done. They forgave him and they loved him. He closed his eyes and remembered a day long ago when a King had placed his faith in him.

Within him he felt her, the Oracle, in so much pain without her voice, struggling to hold back her own tears she was one with him. She felt his pain and his sorrow and the only release calling him from the brewers art and she reached out for him. Taking his being in her arms she supported his tired and weeping form, somehow he was standing! Standing tall, his chest swelling as he found the rhythm within him the twist and turn of the tune and closed his eyes, his life flashing around him: Never kneelilng before a King, battling Dragons, Weave and the Mockingbirds, the lives he had saved, parents holding their children, loved ones together, the fleet, the pride of his friends, his friends, friends, family. His pride.

The old and faded coat was more than a home, it had become the reflection of Johns soul and today it shone with the deeds of his life and the good that he had done. Tess and Mallory shielded their eyes from it as his voice filled the air of the Keep: The Oracle Song. All was radiant, the taste of humility and kindness filled the air and as the light faded, the voice gone the ring vanished, there stood Honest John, his coat caressed around him, a perfect patchwork of better days: Filthy no more, clean, alive and loved.

Result
The full results of the Oracle Song will be published before the live meeting on Saturday Morning to each individual group!
Gain
+3 Understanding for the group.
+10 additional Fate added to pot for tomorrow.
Massport the Brig Officer to Dazaks Chambers – 2 FP (27)
Mathias and Nav swiftly operated the controls as they were bathed in the power of Johns song which left them feeling elated: A few moments later an officer appears, he is drenched in blood, missing his left arm, appearing to have been mauled by some powerfully clawed beast. He may be alive but it seems doubtful
Radio hanger bay – 1 FP (28)
Mathias states the following:

“This is former head of invention, please evac all non critical crew from the hanger bay, we are sending a team to evaluate the problem within 24 hours”

There is no response, no-one even turns on the transmitter.
Engineer Hoausen to jiggle the energy consumption – Loss of 1 FP – (29)
• Success – Engine replenishment for today at 50%

Actual Fate Used: 29
Carryover Fate: 13

Unusual Circumstance

  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Fate Points

Close the Shutters

Interact

2

Get in Dazak’s chair and activate the actuality scopes to look at X

Threat

6

Get in Dazak’s chair and make it go up and down

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Reply to Radio by asking questions

Interact

1

Initiate psionic contact with an individual

Interact

1 per 10 words

Utilise the LIFT

Interact

4 for all

Lower the shields

Interact

2

Do one life form scan

Interact

3

Port a player from one place to another

Interact

2 per person or 6 for a group

Plot a course

Interact5
What is Dazak looking for

Threat

15

Look at stuff through scope

Interact

??

Transfer Bridge Control

Threat

10

Use Dazak’s Massport

 

Interact

2

Learn how Dazak’s vessel works

Threat

10

Tend Potentially Dead Man

Threat

6

Change Status of Power Setting

Interact

2

Suggest three actions by 1pm

Interact

0

Understanding Spend: 5 points to up NAV’s personal fate by 1 and the group by 1 with 1pt in the bank

Basic Fate Pool: You start this week with 19 as a standard

  • Mallory – 5 FP
  • Tess – 4FP (with the +1)
  • NAV – 3FP
  • Malak – 3FP
  • Mathias – 3FP

Daily Fate Pool: 19 and 13 Left over = 32 with a total of 38 for all of the crew

Kings Sword: Adds 2 Fate to any combat threat
Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining
Laudanum Soaked Bandages: Personal Fate point 2/2
Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses
Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter.
Stuff: 1 x Flare Gun and 2 x Flares
Two swords giving +1 Fate point to two combats each
1 set of Bridge overalls – +1 Fate Point whilst worn by NAV
1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on)
2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed
1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things
3 Dragonstouch Potions – +10 Fate Points for that day
Wand of Hannsod – +1 Fate to any magical checks
4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever
Background Radiation convertors x 2 –Pick up power from below at a rate of 10 per FP per item
Tubbo’s Muff: A huge wig that does not fit properly – +1 Fate Point to wearer for 1 week only
Evertrues grip: A weapon grip – +1 Fate to combats

Clues x5: Reduce a threat by 5 to a minimum of 1

Crew:

Chief Laura Evans
Adds: 2 FP per day
Special Skill: Instead of adding Fate Points to the day adds 4 FP to an engineering Interact or threat

Gunnar Stone Bridge
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day adds 3 FP to a gunning Interact or threat

Deck Engineer Marbles Hoausen
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day adds 10% to engine recharge

Deck Lieutenant Carstairs
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day may man station free of charge

Deck Lieutenant Fairfax
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day may man station free of charge

 

Day Thirteen

Day Thirteen – Revelations

The voice of the Oracle has left Honest John but the power of her kindness and her love still resonates within his body, he seems sublimely interested in many shiny things. The rest of you move on with sweeping Dazaks bridge and concerning yourself with the business of the Hangar Bay and what might be happening there.

Starting Fate: 39 with Crew

Ships Status
Power Levels at: 55% and Rising
Recharge Levels at: 50%
Systems Engaged at:
• Shields – 20%
• Engines – 00%
• Massport Network – 10%
• Etheric Screens and Commuinications – 05% (You need some to keep Comms working?)
• Life Support – 10%

NAV gets some more – 0 FP (49)

Discussion turns to the use of the Dragons Touch tonic and NAV is quick to respond, remembering the furtive touch of the power of the Tonic. Greedily she consumed the Tonic, her reflexes heightening and attuning to the world.

Mathias fights briefly with Tess – 0 FP (49)

Mathias and Tess discuss the goggles briefly and after a brief struggle Mathias ends up wearing them.

Malak Heals – 1 FP (48)

Actual Threat – 1 After Clue Spent
Spent – 1
Reduced for skill – 1
Returned – 0
The statement that no Cost can be reduced below one STILL remains.
Malak utters prayers of reverence to his Goddess, calling down her healing powers catching the wounds that mark this man’s body moments before his life is snatched from him. He began to examine the damage to the left arm, noting that fate wounds were the culprit of the damage that was caused. The wounds were definitely bestial in nature, razor sharp claws, jagged edged, something human sized, slightly larger than the victim you would guess. The victim shudders again, blood vomiting from his lips, Malak reacted quickly, pumping more healing into the victim, noting that internal wounds within were reopening, the arm started bleeding again. The healing worked but he had no idea how long it would last.

Seeking any clues that he might find to what might have caused these injuries he rifled through the pockets or what remained of them of the Brig Officer. His identification made him Jasik Wawsa a first grade security officer, he had been armed but there was no sign of the sword or pistol that he had been carrying. However his ammunition bandolier was equipped with what looked like standard, gold and silver bullets. Three keys were on a ring at his belt which Malak removed as they would, presumably, be useful; they were unusal, each one appearing to be made of some form of fang with a glowing orb at the end: One Green, One Blue and One Red. The wounds began again and he turned his attention to them.

Wood Enhancement – 9 FP (38)

Actual Threat – 12
Spent – 9
Reduced for skill – 6
Returned – 3
Focussing the team gathered their magic to them and resonated it within the wood: Tess and Mathias laid their hands on the walls, focussing the power of Bethylak or perhaps Thybleak, as the immediate and readily available connection that they had to Dazak and the keep itself. The voice of John added the songs of the Keep, NAV and Malak joining their powers to that as Mallory stepped forward bringing his voice and presence as the Rook, Prime minister, to the situation. As their powers became as one they felt a merging with the being of the keep like a periphery with Archie himself. There was no danger here though, they could sense the protections in the wood, bound by the words that were written.

They were hard pressed, the protections, something of great power was violently assaulting them, great strength was behind this power and they could all clearly feel the power of Archibald at work. Only his distance prevented him from breaking through, they could feel that and only Archies presence allowed him a focal point for attack. The walls were powerful and the keep, almost rudderless without either Dazak or Archie, resisted their probing attempts. The power of their words and the commanding strength and familiarity of Mallory seemed to tame it for a moment and through that mastery you draw the truth from the magic of the walls and the heart of the keep.

However Dazak achieved what is here you cannot say but it feels monumental, perhaps his greatest accomplishment. These words are Oaths of protection, they are promises that the makers of the Oaths will stand vigil when called upon and give their every ounce of strength to stand against anyone who would try to breach the protections of this chamber. The names are the shackling words given to the Gillieabad all those years ago and there are so many here: Chiuta, Calimar, Palagon, Gerd, Heiletsi Abib, Valil, Chool the list is long and already you can feel your senses reeling at the relentless pain that they are feeling. They are weakening under the steady onslaught that continues as one namesake seeks another and they cry out for aid.
New Action
Add your name to the Oaths
This will strengthen the Gillieabad but will cost you a minimum of 1 permanent Fate should you chose to do so. You may add as much as you wish.

Seeking what Dazak Seeks – 13 FP (25)

Actual Threat – 15
Spent – 13
Reduced for skill – 12
Returned – 1
Swinging into the Telescopes seat Mathias took control of the levers, Dazaks Notes, boosted by his own on his knees. Tess had returned to her position under the device, already punching in numbers as Mathius called them out. “He seems to have been following the course of something through space, odd trajectory, well two trajectories. I would say Nine – Seven – Four – Mark – Enigma – Seven – Enigma – Enigma.” Tess watched as the cogs whirred, rolling away from an almost impalement. “That would have taken it past Vaklam and out into the deeper universe but it diverts to Four – Seven – Two – Mark – Enigma – Seven – Busker – Enigma which marks it on a course for Vaklam, Daer Akmir somewhere. Feeding you the change data.”

She watched as the cogs whirred the numbers in front of her and began to compensate for the various temporal data in her own notes. She sucked the end of her pencil and squinted at the main display “This can’t be right? These numbers take us back thousands of years, if this is right the date would put us about 100 years pre comet. I’ll put the last of the data in.” She hammered the last of the keys and the scope flared into life. She rabbited quickly up from underneath and took a station with Mathias as the scope flared to life. The two of them watched, mouths agape, as the image of a golden comet appeared rocketing its way across the stars turning end over end. From the control panel across the room came the shock poppet of more gears as it burst into life, the room began to rotate and shutters rolled back from windows to reveal Congal Claen. Archies recorded voice span out into the air:

“Temporal and Physical Co-Ordinates confirmed, all systems prepped for launch, Temporal Engines ready to fire. Launch Sequence is Readied. Retrieval Operation is a go.”

Beaming In – 4 FP (21)

Mallory scooped up the RADIO and nodded to Tess who thumbed the controls sending Mathias and NAV away from Dazaks room. They materialised and reported back what they could see: The Hangar Bay Doors had sealed although the way back to the Engine Room and Drs Lab was still clear although both hatchways had also sealed. The control panels outside indicated failing life support in the Hangar Bay and they could hear a faint knocking on the door from within. It was certainly sealed but Mathias may be able to override it. The Doctors and the Engine room just looked closed but the area was strewn with dead bodies all of whom bore fate wounds, there must be at least 20 dead here, they were unsure where they had come from.

Investigate Hangar Bay – 6 FP (21)

This would only applicable if you had been sent inside the Hangar Bay, you chose outside. These Fate Points are returned.

Search for Elements to make mask – 15 (6)

Actual Threat – 15
Spent – 15
Reduced for skill and other findings – 4
Returned – 11
The team peer at the Gold of the Source Comet and at Dazaks notes, Tess and Mallory looked at each other. “What?” said Honest John. “Comet,” replied the other two. “It’s made of,” started Mallory, “gold.” Finished Tess. “There’s not enough gold in here to make one,” Mallory continued “Which means that was likely his intention.” They sighed collectively.

Engineer Hoausen to jiggle the energy consumption – Loss of 1 FP – (20)

• Success – Engine replenishment for today at 50%
It’s a Grimm Matter
Honest John idles by the door, rolling a cigarette, from the bodies of the fallen and the corners of the room thin tendrils of grey material start to reform. Weak at the moment but undoubtedly soon to return in strength. “It’s coming back!” He shouts.

Actual Fate Used: 28
Carryover Fate: 21

Unusual Circumstance

  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.

Actions

Action

Type

Fate Points

Close the Shutters

Interact

2

Get in Dazak’s chair and activate the actuality scopes to look at X

Threat

6

Get in Dazak’s chair and make it go up and down

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Reply to Radio by asking questions

Interact

1

Initiate psionic contact with an individual

Interact

1 per 10 words

Utilise the LIFT

Interact

4 for all

Lower the shields

Interact

2

Do one life form scan

Interact

3

Port a player from one place to another

Interact

2 per person or 6 for a group

Plot a course

Interact 5

Examine Keys with Magic

Threat 4

Add your names to the Oaths

Interact 1 per person

Check Co-Ordinates of Temporal jump

Interact 2

Engage Temporal Engines

Interact 2

Enter Engine Room

Interact 2 Per Person 5 for all

Enter the Docs Lab

Interact 2 Per Person 5 for all

Hack the Hangar Bay Door Lock Safely

Threat 8

Enter the Hangar Bay

Interact 2 Per Person 5 for all

Transfer Bridge Control

Threat

10

Use Dazak’s Massport

Interact

2

Learn how Dazak’s vessel works

Threat

10

Tend Potentially Dead Man

Threat

6

Keep Jasik Wawsa

Interact

2

Suggest three actions by 1pm

Interact

0

Understanding Spend: 5 points to up NAV’s personal fate by 1 and the group by 1 with 4pts in the bank

Basic Fate Pool: You start this week with 19 as a standard

  • Mallory – 5 FP
  • Tess – 4FP (with the +1)
  • NAV – 3FP
  • Malak – 3FP
  • Mathias – 3FP
Daily Fate Pool: 19 and 21 Left over = 40 with a total of 46 for all of the crew Kings Sword: Adds 2 Fate to any combat threat Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining Laudanum Soaked Bandages: Personal Fate point 2/2 Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter. Stuff: 1 x Flare Gun and 2 x Flares Two swords giving +1 Fate point to two combats each 1 set of Bridge overalls – +1 Fate Point whilst worn by NAV 1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on) 2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed 1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things 1 Dragonstouch Potions – +10 Fate Points for that day Wand of Hannsod – +1 Fate to any magical checks 4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever Background Radiation convertors x 2 –Pick up power from below at a rate of 10 per FP per item Tubbo’s Muff: A huge wig that does not fit properly – +1 Fate Point to wearer for 1 week only Evertrues grip: A weapon grip – +1 Fate to combats Clues x4: Reduce a threat by 5 to a minimum of 1 Crew: Chief Laura Evans Adds: 2 FP per day Special Skill: Instead of adding Fate Points to the day adds 4 FP to an engineering Interact or threat Gunnar Stone Bridge Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 3 FP to a gunning Interact or threat Deck Engineer Marbles Hoausen Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 10% to engine recharge Deck Lieutenant Carstairs Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge Deck Lieutenant Fairfax Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge

Day Fourteen

Day Fourteen – The Unexpected

Greetings loved ones: This return will end up being a little different as you will see from the Rules and Actions are. So buckle up. I have also included a few bits of art, again for the look of the thing, treat them with the licence that they deserve.

Description
With a lot to do and investigate and the team already slightly split you send Tess to the bridge to examine the main actuality scope whilst the rest of you focus on smaller tasks that will lead you to a greater understanding. There may also be a rescue attempt.
Starting Fate: 47 with Crew
Ships Status
Power Levels at: 60% and Rising
Recharge Levels at: 50%
Systems Engaged at:
• Shields – 20%
• Engines – 00%
• Massport Network – 10%
• Etheric Screens and Commuinications – 05% (You need some to keep Comms working?)
• Life Support – 10%

Malak Heals Jasik Wawsa – 3 FP (3)

With Jasik’s life slipping away Malak put a hurry on the bandages which Mallory unshipped from his belt, he had checked, they weren’t in the bag before moving on to his other duties. They landed with an audible flumpy sound next to him as he began his prayers to the goddess pumping the prison officer with the power of love. His touch was enough to stabilise him so that he could scoop up the bandages next to him and apply them tightly to the wounded areas. He rocked back onto his haunches for a moment and watched the blood soak into the dressings; quickly at first and then slowing until the spread was minimal. Satisfied he turned briefly to give a curt nod of success to anyone that was watching before casting about for somewhere to lay him down to recover, the chair that Archie had been in seemed the obvious choice and he placed him there before moving on.

Hack the Hanger Bay door lock, safely – 8 FP (11)

Actual Threat – 06
Spent – 08
Reduced for skill – 02 (5)
Returned – 06
NAV levered off the main control panel and they both cast an eye over the indicator readings beneath: The Hangar Bay doors had failed to shut and oxygen was minimal, only the shielding was preventing complete oxygen failure. If they opened the door and left it they would risk exposing the ship to the Hangar Bay issues but they were reading an undetermined number of life forms, non entry would mean their deaths. “I have some thoughts,” Mathias opened with as he stripped some wiring and began making adjustments to the panel: “I can and in fact am rigging this door to automatically close thirty seconds after we open it. That means we can go through assess briefly and then get back if we have to however there should be an identical panel on the otherside. Getting out shouldn’t be an issue, however if I am going to give my Oath to the Keep then I have duty to the Fleet and the people of it to rescue those on the other side.”

He looked up at her with an apologetic smile and looked down at the wiring, she followed his gaze and saw that seven wires had been tied together and hovered over an in port. “Don’t tell me: You shove those wires in there and the door opens, we go in and end up watching the door shut and run around trying to save people. But what you have done here means that we won’t get a second chance at opening the door from this side again so it’s a one shot so if we are in we are relying on you being able to open the door from the Hangar Bay side?” Mathias looked at her slightly surprised and nodded. “I HAVE been paying attention you know? Lets go then, c’mon!”

Thessaly, Dazaks Chair and the Actuality Scopes – 6 FP – (11)

Actual Threat – 8 – Including getting to the Bridge
Spent – 06
Reduced for skill – 03 (08)
Returned – 03
The bridge was macabre in its empty and silent state as Tess entered, her heavy work boots clattering on the iron grilling of the deck plates. She made her way hastily to the comms unit and checked in with NAV and Mathias who seemed to be in the midst of opening the Hangar Bay doors. She had enough time, she supposed and could easily radio back to Mallory and the others if she could not make the Massport. She let them know and turning she noted how big the bridge seemed when it was empty, even with the damage inflicted by Archibald and Dazak everything seemed to be running relatively smoothly although she would have to make the time to complete another damage report for the bridge. She wondered how lonely the King must be when he had been here during the days of the War, sending the people he loved to their deaths. Best not to dwell on it.

She swung into Dazaks chair, gingerly at first, her hand hovering over the up and down lever, she could almost feel living power through that action. Later. Just like the war she flicked the Actuality scope into life and watched as it slowly warmed up; the images of the familiar mess hall sprung into life although all was shadowed in darkness, little to no power was running there. Grimm Matter was forming into tentacles similar to the ones that she had seen Mohandis and then the others fighting, they had been battling crewmen who lay dead around the scene. However at the far end of the chamber a barricade had been dragged across some doors, presumably the crew had done this before they died, sealing a chamber beyond.

She focussed the scope peering into the room beyond and observed a number, perhaps thirty, of civilians who were knelt before a robed figure. They were clearly in prayer, to the Keep presumably, it was a strange practice that had caused a great many concerns back in the day, when people were unsure of Archie. According the Scopes though a fair amount of faith was building up there, she flicked a few switches, the prayers were pretty straight forward: Dazak will save us. She smiled, that was a lot of faith and faith meant power, the question was: What to do with it? She leaned back in Dazaks very comfortable chair her thoughts turning to the up and down lever and the power she was so drawn to. Mallory radioed through, they had been examining the keys whilst she was screening, interesting stuff.

Everything that she did was observed from the stacks through slitted yellow eyes that focussed hungrily on her……

Enter the Hanger Bay (Mathias & Nav) – 4 FP (12)

NAV and Mathias dramatically swooped into the Hangar Bay and were almost lifted from their feet as the inrush of air from the hallways made a beeline for the open hangar bay doors and deep space. They steadied themselves and took in what they could see some things had changed since their last time in the Hangar Bay:

The Storm Scourge is still where you left it, Anchor Chained down alongside an Anaconda and a Vulture equally secured and showing signs of battle damage. A wasp was already out and in the cold vacuum of space turning end over end but they could see that its shields were up and there were figures moving about there desperately trying to make their airborne vessel spaceworthy. It was drifting slowly away from the keep and disappearing from the view that the half open aperture of the Hangar Bay doors provided.

Rolling away from the door was a technician who may or may not be alive but had left a selection of tools jammed in the door controls. At a quick glance Mathias could not easily say whether the panel was in any fit state to use but both of them were immediately drawn to the collection of another twelve people who were shunted up against the glowing shields that covered the entrance to the Hangar Bay. From this distance it looked like the shields here had minutes before they collapsed, hence why the doors were sealing. They both looked at each other, they didn’t have time to save everyone and get out before the doors sealed and they had no idea if they could use that panel but they could not just leave those people to die. The door slid shut behind them.

Examine the Keys using magic (Mallory, Honest John and Malak) – FP – 3 (15)

Actual Threat – 2
Spent – 04
Reduced for skill – 1 (13)
Returned – 03
Mallory flicked down the receiver and turned to the others, “Tess will be back in a short time, she is just viewing deck seven which means we should have a quick look at the Keys.” The three of them gathered round probing them with Magics, knowledge and general experience. Between them it was not too difficult to pin down what was what. Mallory rethumbed the RADIO controls to pass on their findings to Tess: “These are all for powerful cells that were set up during the war to hold specific prisoners, the energy in the end codes to the specific prisoner that we have. As far as I know we only ever used one and that was on Zalphinia and the cell wasn’t powerful enough to work properly.”

“The keys contain a specific part of their magical make up and should prevent them using any of their powers properly inside the cell. The red one is keyed to Zalphinia, not working, the Blue one is unused, that is their usual state. The GREEN one is slightly worrying: It is tuned to a Lycan and should probably be a different colour but its state has been altered, probably by the Fate changes and hence how it may have escaped. Let me be clear by saying that it is likely that it has escaped. According the story in this key it is very powerful, highly enhanced and the curse of lycanthropsy in it is like a highly contagious disease. Malak says that the magic in the key, the green if you like, is poisonous to it as it is largely its original form. We could use it, somehow, it is, of course, good for one, maybe two, shots.”

Tess indicated her understanding and behind them, at the control desk, something stirred.

Investigate the Hanger Bay (Mathias & Nav) – 8 FP (21)

Actual Threat – 12
Spent – 06
Reduced for skill – 10 (25)
Returned – 00
Failure – by 02
NAV was almost halfway across the Hangar Bay when she heard Mathias start shouting for her to stop: She had outlined her plan briefly to him, based on what she had learned thus far from her time aboard the Keep. He had shaken his head, sure that he could get the panel working and get the doors to the Bay open his shouting so early on would indicate that he had failed but she took the time to listen none the less. “I can’t get the door open, NAV, we have to start porting people out, contact Tess!” She had no time to stop and just shouted back hoping that he could hear: “No time! Shields failing. It’ll take too long to reconfigure….” She sucked in the limited oxygen “….Massporters in Dazaks room….Personal. Stand by to……lower the shields.”

Mathias watched as NAV reached the gangway to the Anaconda and staggered inside, running with limited oxygen was taking its toll, he could feel it too but she had committed and he had to as well. His legs pumping he flew across the Hangar Bay slowing only to scoop the fallen man onto his shoulder. He was calling on Bethylak for strength and perhaps it was the God or perhaps it was adrenalin and fear or maybe all three but he had the man and was passing the Anaconda when he heard NAV’s voice on the external Voice Outside X-Cycler. “I am at the control station, just initiating the systems, the Anaconda looks badly damaged I don’t know if I will be able to do this twice: Just let them know as soon as you are aboard.” Mathias swore, regretting it as his lungs were burning but pushed on across the deck. Reaching the weakening shield and barely able to resist the outrush of precious oxygen he dropped the man with his fellows and lit up a panel by the Hangar Bay Doors.

“I’m here NAV ready to drop the shields.” His voice was swallowed up by the grill and her voice came back distorted.

“I have you in the window. There’s barely enough power to get through one shield you are going to have to drop that one.” Her words were clear and calm.

“That will empty ALL the air out of the Bay, can you manage shields?” An edge of desperation was in his voice.

“Negative. You are going to have to get on those comms pretty quick Proffessor! On three: One, Two…….Three.”

The lights on the Massport board in front of NAV went green as Mathias lowered the shields and she pushed the levers up the board. The Anaconda began to shudder as space called out to the remaining air but the port was happening. She could have had enough power to port herself but the life detectors were showing slaves still aboard the Storm Scourge and she couldn’t leave them before either. Her fingers were turning blue and her vision fading, she sank to one knee as pain screamed into her lungs. With a snarl she dragged her way back up to the controls and forced focus back to her vision. The lock was blinking good, she pushed the heal of her hands into the lever and forced it forward. As she slumped, dying, into unconsciousness the port completed light reached out to her, job was a good ‘un.

Mathias turned to look back at the Keep as he materialised behind on the deck of the Wasp; the deck was partially ablaze and two crewman were clearly startled to see him. There wasn’t a lot of room on a Wasp but he made some for NAVS arrival. “Come on, come on!” He encouraged her from a distance and was relieved at the inrush of a coming port. The slaves from the Storm Scourge materialised before him and he closed his eyes in despair, if she was coming she would have been here by now, there was no chance unless…..

Mathias turned and bellowing, pushed his way through the throng. He had one chance. He made it to the bridge in a few moments and a startled man looked at him, half saluting: “Sergeant Farget sir,” he began but Mathias ignored him and turned his attention to the radio that the man was trying to repair. The old professor laid one hand upon it and spoke his prayer “Lord, it is not her time, for all the lives that she was willing to save, give me her fate.” The radio sprung into life and Mathias configured the RADIO controls before sweeping the speaking grill up to his mouth. He closed his eyes once more and drew in his breath: “This is Mathias Larkwood……”

Dazaks Chambers – Mallory, Honest John and Malak – O FP (21)

Honest John scampered back behind Mallory as Security Officer Jasik Wawsa stood up his uniform ripping as his skin changed becoming furred and his body rippling with new muscles. The concept of humanity left him replaced with a Daemonic wolf like head. It roared at them, screaming its beastial hate into them, two feet of death laden claws awaiting them. The doorway to the corridor yawned invitingly, the Massport controls being behind it were not really an option. A light appeared behind it on the console and a voice was heard from the speaking grill:

“This is Mathias Larkwood aboard a Wasp in space. NAV is on Anaconda in the Hangar Bay, she has no oxygen and should be the only lifeform. She needs immediate portation, I estimate she has seconds to live. I repeat….”

The Bridge – Just Tess – OFP (21)

Over by the Comms Channel A light appeared on the console and a voice could be heard from the speaking grill:

“This is Mathias Larkwood aboard a Wasp in space. NAV is on Anaconda in the Hangar Bay, she has no oxygen and should be the only lifeform. She needs immediate portation, I estimate she has seconds to live. I repeat….”

Tess was drawn from her thoughts turning automatically to look at the console, her face was reflected in the eyes of a huge slavering creature. All muscle and fur and claw and death, the Lycan glared down at her, no more than a few feet away. Tess stared back defiantly, her hand tightening around the grip of her wrench……..

No Further Actions Available from Day Thirteens Request 

Actual Fate Used: 21

Carryover Fate: 26 

Unusual Circumstance

  • You are dressed and carrying equipment but it doesn’t seem or feel real
  • Whilst you can draw swords and the like they are intangible to the world around you
  • Everything is blurred until you enter an area
  • you are in an extreme circumstance and things are going to be harder to do
  • There may be updates during the day depending on other teams actions on the results that they have got
  • NAV is incapacitated and can read but sadly not help unless I tell her otherwise
  • She may communicate OOC of course including to make suggestions as I want everyone to participate
  • You will lose 5% of power for activating the Etheric Screen Today.

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Threats.
  • I am happy clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.
  • I think roleplaying with people is doable if they are together
  • I am happy for you to OOC discuss plans like you were doing tabletop
  • I have not run anything like this yet – but it felt cool
  • Suggest actions to Holly during the day(s) and I will get costs back to her ASAP so that you can discuss further actions
  • I will take as many action requests as you like and it seems like the best way to run this as a mass threat/combat
  • I am totes happy to write cool scenes if you suggest cool actions, you are big damn heroes.
  • If you have thoughts throw them at me.
  • Your standard actions are included below

Actions

Action

Type

Fate Points

Close the Shutters

Interact

2

Get in Dazak’s chair and activate the actuality scopes to look at X

Threat

6

Get in Dazak’s chair and make it go up and down

Threat

4

Avoid the chair and energy and activate the actuality scopes to look at X

Threat

8

Man an indicated station

Interact

4

Reply to Radio by asking questions

Interact

1

Initiate psionic contact with an individual

Interact

1 per 10 words

Utilise the LIFT

Interact

4 for all

Lower the shields

Interact

2

Do one life form scan

Interact

3

Port a player from one place to another

Interact

2 per person or 6 for a group

Plot a course

Interact 5

Add your names to the Oaths

Interact 1 per person

Check Co-Ordinates of Temporal jump

Interact 2

Engage Temporal Engines

Interact 2

Enter the Docs Lab from Hangar Bay Corridor

Interact 2 Per Person 5 for all

Transfer Bridge Control

Threat

10

Use Dazak’s Massport

Interact

2

Learn how Dazak’s vessel works

Threat

10

Change status of power setting

Interact

2

Dare the Chains

Threat

2

Back across the Bridge

Interact

1

Dare the Ice Bridge

Threat

3

Use Magic to attempt a crossing

Threat

2

Examine Orb physically

Threat

2

Examine Orb magically

Threat

2

Take the Orb

Interact

1

Examine Bottle physically

Threat

2

Examine Bottle magically

Threat

2

Take the Bottle

Interact

1

Uncork the Bottle

Interact

1

Examine what’s in the Bottle physically

Threat

2

Examine what’s in the Bottle magically

Threat

2

Drink what’s in the bottle

Interact

1

Examine Box physically

Threat

2

Examine Box magically

Threat

2

Take the Box

Interact

1

Pick the Lock of the Box

Threat

2

Smash the Lock of the Box

Threat

2

Open the Box

Interact

1

Repair the Stairs

Threat

2

Examine the Stairs

Threat

1

Go up the Stairs Alone

Interact

2

Go up the Stairs as a Group

Interact

1

Try to communicate with your Vorkisht

Interact

1

Suggest three actions by 1pm

Interact

0

Ships Status
Power Levels at: 300% and Rising Recharge Levels at: 120% Systems Engaged at:
    • Shields – 20%
    • Engines – 00%
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Understanding Spend: 5 points to up NAV’s and Honest John’s personal fates by 1 and the group by 1 with 1pt in the bank for Vision. 2pts on Additional Actions & 4pts on +2 Fate Pool with 3 unspent for Spectre. Now 9 unspent in the bank additional.

Basic Fate Pool: You start this week with 48 as a standard

      • Mallory – 5 FP
      • Tess – 4FP
      • NAV – 3FP
      • Malak – 3FP
      • Mathias – 3FP
      • Honest John – 4FP
      • Shadow Wolf – 6FP and 1 Floating
      • Harrison – 3FP
      • Mohandis – 5FP
      • Arthas – 4FP and 1 Floating
      • Dirk – 4FP and 1 Floating
Daily Fate Pool: 48+6 for the crew and 3 Floating = 52
Inventory
Kings Sword: Adds 2 Fate to any combat threat Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining Laudanum Soaked Bandages: Personal Fate point 2/2 Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter. Stuff: 1 x Flare Gun and 2 x Flares Two swords giving +1 Fate point to two combats each 1 set of Bridge overalls – +1 Fate Point whilst worn by NAV 1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on) 2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed 1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things 1 Dragonstouch Potions – +10 Fate Points for that day Wand of Hannsod – +1 Fate to any magical checks 4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever Background Radiation convertors x 2 –Pick up power from below at a rate of 10 per FP per item Tubbo’s Muff: A huge wig that does not fit properly – +1 Fate Point to wearer for 1 week only Evertrues grip: A weapon grip – +1 Fate to combats Clues x4: Reduce a threat by 5 to a minimum of 1 Crew: Chief Laura Evans Adds: 2 FP per day Special Skill: Instead of adding Fate Points to the day adds 4 FP to an engineering Interact or threat Gunnar Stone Bridge Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 3 FP to a gunning Interact or threat Deck Engineer Marbles Hoausen Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day adds 10% to engine recharge Deck Lieutenant Carstairs Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge Deck Lieutenant Fairfax Adds: 1 FP per day Special Skill: Instead of adding Fate Points to the day may man station free of charge

Episode Two Epilogue

The group stood as one as Mallory signalled the Keep for a Massport, the Moon still smiling down on them. Mallory had had some equipment sent down from the Keep for them to take with them which Harrison and Dirk were checking through before they departed. Tess and Mathias looked up from their work at the Arch and gave the thumbs up, tossing the Orb back to Mohandis; “Should all work now,” Tess said cheerfully, “I could bore you with the details but basically it’s old artifice, maybe not of this world and similar if not identical to the stuff that the Orsai bank uses.” She looked over at Mathias and nodded encouragingly so he picked up. “Simple fix, but I would say that the damage was done on purpose a long time ago. Once the Orb is in it stays in until it is forced out, which is what we think happened.”

Spectre gave their thanks to their friends in Vision as Mallory spoke: “I think it is safe to say that we will miss you, your arrival was timely to say the least. We both clearly have paths to follow and where they will take us is a mystery. But by hell we have seen some times in the last few days haven’t we.” As if on cue they all looked across at the cave that had housed Thybleak. The mysterious lights and sounds still emanated from within the cavern but they still understood that they should steer clear.

“We seem to be taking this bottle, that feels right and you are taking the Key, that feels right too and you have access and ways back here so that:” He jerked his thumb over to the cave once more “Is your problem I am afraid.” He whipped of a salute. “It’s been a pleasure, we’ll keep in touch. Be safe people.” He was about to call for a port out when Dirk held up a hand. “What about Arthas?” he asked, causing a furrow to appear along Mallory’s Brow. He put a steadying hand on Dirks shoulder before he answered:

“We have Tess and Mathias and I am sure that they can track down where he has gone. When they do they will get him back and we’ll look after him. Either way we and you have to continue in what we are doing, there is too much at stake to stop. He knew the risks and I am sure that he would be proud to have given his life, if indeed he has, to the cause of the Fates of the world.”

In a moment as Spectre stepped through the gate, Vision were drawn back to the ship.

The crew had worked hard in the hours that they had been away on the surface of Vaklam once more and they were all pleased to see that the bridge had been returned to a working order after the previous days excitement. As the six of them swaggered onto the bridge the crew stood to attention and saluted and Lieutenant Fairfax stepped forwards to address them: “Your majesties!” He exclaimed loudly. “Welcome back to the Bridge. We have the systems running smoothly now and the power levels have settled down, the bridge is manned as best we can manage and the engine room and infirmary are at similar levels. We have a permanent supply going into the Massport beacons about the ship and should be able to shunt people about quite easily.” He took a breath as Vision moved about check over the work that had happened in their absence.

Mallory considered their situation, orbiting the Moon as they were, according to the readouts he was seeing life support and power function were available to a key list of areas: The bridge, obviously where Dazaks chair dominated four smaller actuality scope alongside his much larger one. Dazaks chambers which was also the bridge to his own vessel, possibly destined for a trip to the Nexus of the past as it travelled through the heavens. The Brig, although what they might find there was unsure, the infirmary, some engine rooms, at least one hangar bay and deck seven where some civilians cowered. This wasn’t the greatest access to the Keep that he had seen but at least it was there.

With Spectre leaving they should also be on their way as soon as possible which left them with a list of possible jump targets and presumably landing tasks. He was pulled from his thoughts by a sharp crack of sound from the area of Dazaks chair. Tess had just been fiddling with some of the lever work of the control panel that dominated the throne of the King. There had been a great whoosh of air and an intrusive light and then there was an Arthas sat in the chair. “Jump!” he said and everyone braced for the port. Malak was the first to open his eyes and state that the Moon was still present and that they were still in same position that they were before rushing to the side of a bewildered looking Arthas.

It was an hour or so later that he had been given a clean bill of health, his memories were hazy of what had occurred from the moment that the prayer began to the moment of his return. Still, there seemed to be some level of thought hidden away inside him that came from his time within the ship and he could but wonder if they could be accessed somehow.

Unusual Circumstance

  • Your grip on this world, going into Season Three seems to have hardened and you now count as being equipped with standard things that your character would be famous for using.
    • Mallory’s shield or Tess’ ability to cry for example
  • There are no environmental factors in play

Rules

  • All Current Rules are in play
  • Remember that until an area is revealed you will not gain Actions for it.
  • If you have Fate Points to spend tomorrow you will need to reveal an area today!
  • I will be adding more information for appropriate skills with interact abilities and lowering the FP’s total needed with appropriate skills for Challenges.
  • I am happy to clarify rules or plot points on voice with a player as I am often on headset and wandering around my house doing stuffs.
  • I have changed the word Threat for Challenge
  • Let me know what you want them to do when you are sending in your first return
  • Don’t forget to spend your 3 understanding

Actions

Action

Type

Difficulty

Get in Dazak’s chair and activate the actuality scopes to look at X

Threat

4

Get in Dazak’s chair and make it go up and down

Challenge

4

Person an indicated station

Interact

4

Use RADIO per general statement

Interact

1

Initiate psionic contact with an individual

Interact

1 per 10 words

Perform a ship action such as Lower the shields

Interact

2-4 (Check)

Do one life form scan

Interact

3

Port a player from one place to another

Interact

3 (any number)

Plot a course

Interact5

Check Co-Ordinates of Temporal jump

Interact2

Engage Temporal Engines

Interact2

Transfer Bridge Control

Challenge

10

Use Dazak’s Massport

 

Interact

1 per person

Analyse what’s in the bottle

Challenge

6

Drink what’s in the bottle

Interact

1

Make Substation Schematics

Challenge

10

Contact the Sky Fang Beacon

Challenge

10

Examine the Bomb device

Challenge

10

See what happened to Arthas using Magics

Challenge

6

Presentience exploring a part of the ship

Challenge

4

Request a Voice RPG

Free

0

Suggest three actions by Wednesday afternoon

Interact

0

I WOULD ASK THAT SOMEONE UPDATE ME WITH WHAT UNDERSTANDING YOU HAVE SPENT AND WHERE YOU ARE AS I SEEM TO BE A TRIFLE LOST!

Inventory

Kings Sword: Adds 2 Fate to any combat threat
Cog Wrench: Adds 1 Fate to an engineering action 1/4 uses remaining
Laudanum Soaked Bandages: Personal Fate point 2/2
Amulet of Dawn: Adds 2 Fate Points to any Magical Threat in nature 3/3 uses
Rubbing Alcohol: If drunk by Honest John adds 6FP to the pool for that day but removes 3 on the following day. If drunk becomes a suitable container for Grim Matter.
Stuff: 1 x Flare Gun and 2 x Flares
Two swords giving +1 Fate point to two combats each
1 set of Bridge overalls – +1 Fate Point whilst worn by NAV
1 set of Bridge Goggles – +2 Fate to observation Threat Checks (adds to the day you put them on)
2 suits of light Armour – May resist 1 Permanent Fate Point Damage whilst worn before destroyed
1 Bow and 20 Arrows – +1 to Fate in battle and also can be fired at things
1 Dragonstouch Potions – +10 Fate Points for that day
Wand of Hannsod – +1 Fate to any magical checks
4 sets of all weather shoes – That ignore any impediment for environmental effects three times ever
Background Radiation convertors x 2 –Pick up power from below at a rate of 10 per FP per item
Tubbo’s Muff: A huge wig that does not fit properly – +1 Fate Point to wearer for 1 week only
Evertrues grip: A weapon grip – +1 Fate to combats

Clues x4: Reduce a threat by 5 to a minimum of 1

Personal Attache Team:

Chief Laura Evans
Adds: 2 FP per day
Special Skill: Instead of adding Fate Points to the day adds 4 FP to an engineering Interact or threat

Gunnar Stone Bridge
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day adds 3 FP to a gunning Interact or threat

Deck Engineer Marbles Hoausen
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day adds 10% to engine recharge

Deck Lieutenant Carstairs
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day may man station free of charge

Deck Lieutenant Fairfax
Adds: 1 FP per day
Special Skill: Instead of adding Fate Points to the day may man station free of charge