The Ninth World Turns Recap #001 - Breaking the Peace
Campaign Day 001
Narrative 1: Slowly rising out of the general commotion of business as usual, you all begin to hear a buzz and feel a static energy in the air. Around you, you notice the air appear to thicken, the daylight loses its edge, everything begins to dim & takes on a slightly blue tinge. The faces of many of the commoners that had appeared to unload the caravan come into focus, across their faces you suddenly see what appears to be a blue neon glow, as the day darkens the glow intensifies. For each man and woman, the glow has a different form, appearing like war paint. A horizontal bar across the eyes here, a vertical stripe there, a hand-print across the face, and myriad more designs, a unique mark for each fighter. There must be a score or more marked combatants, each suddenly armed. One man cries out “Death to the Robber-Barons!” a woman nearby screams “For Milave!” They move with extreme speed, hacking apart the guards nearby just as the day is beginning to dim. Their speed only seems to increase as the neon glow brightens and the buzzing intensifies. They are targeting Sidney Mintz and any that come between them and their target, guard or common bystander.
Jay Zin & Basai - Difficulty 3 Observation check to notice the following: Standing with the crowd as they were unloading, you noticed a man pull a sort of device out of his pouch and activate a button. This appears to have initiated the “dimming.”
Jay Zin - Azuretta picks up a sudden adrenaline rush, excitement! Your heart begins to beat more quickly and you are more alert just before you see the button pushed. Gain an asset in your “observation” check to notice the button pushed because Azuretta picks up the button-pushers adrenaline.
For All - A Difficulty 3 Numenera Check tells you: a Numenera device is creating a haze that slows the brain synapses of creatures unless they are marked with a specific paint mixture in which case your synapses fire more efficiently, you will also know that this is a more powerful effect than can be accomplished with a common numenera cypher.
Effect without paint:1-step penalty to all Speed actions - including initiative, attacks & defense.
Effect with paint:1-step asset to all Speed actions - including initiative, attacks & defense.
Mechanus - If you succeeded at the numenera check above (your training makes it difficulty 2) - you may choose to make a Difficulty 4 Intellect Action to adjust your systems to filter out the interference frequency - making you either immune to the effects or receive the benefits(and glow) - your choice of effect. If you succeed at this Action (either effect) - you will also be able to see that the interference waves are emanating from the Warehouse.
All - Rules Message - You will make these rolls using the [dice] function. I am trusting that you can all keep player knowledge and character knowledge separate. If your character does not understand what is going on with the numenera (does not pass the roll), she might still assume that there is a device somewhere doing something. If you want to use Effort, do not use the [dice] function. Instead, simply use ooc to say “Roll Difficulty 4 Intellect Action to adjust systems - apply effort to make difficulty 3. (Effort -3 Edge +1 = -2 int) My Intellect pool is now #”
Basai - You hear a low whirring sound emerging from the warehouse. You drop the crate you are carrying in the chaos - it has two cyphers in it (see table below.)
Daks - The rebels are trying to close the courtyard gate, they have assassinated the two guards at the door, the guards outside the compound also appear slowed.
Breona - As the air dims, you are facing away from the caravan - seated at the desk under the tent. The scream of the attendant and the sudden battle stances of the guards nearby turn your head to the chaos behind you. Then you hear the battle cries.
General Chaos - This is a huge courtyard with lots of people in it, most of them are doing what you would expect. Bystanders (caravan attendants, gardeners, servants, etc.) are running for cover or hiding, guards are attacking anyone who comes close - glowing faces first - and moving to protect Mintz. The rebels are going after guards, some are trying to secure the entrance gate, some are making a move for the warehouse, some are approaching Mintz. The rebels are armed with light (concealable) weapons and not wearing armor. The guards have armor and spears mostly, they are also affected by the “dimming.” The caravan guards are not sure what to do, they are moving towards the carts, looking to Muur for instruction.
Character Actions 1: What are your characters first impressions of the chaos? How do you respond immediately to the dimming and the violence?
Narrative 2: Mintz breaks for his compound, running in what looks like slow motion. Gerritt cowers behind table and gestures emphatically for Breona to follow suit. Muur shouts “Guards to the wagons! Keep the rabble at bay!” The caravan guards slowly move to obey, keeping out of the way of the skirmishing guards and rebels. The guards around the tent begin running towards Mintz, looking to defend him. They ignore Breona and Gerritt (as long as you aren’t attacking them.) There is some open combat here and there. The rebels have three main fronts: attacking Mintz, securing the entrance, and entering the warehouse. The “button-pusher” is shouting commands, he appears to be the leader. As he approaches the warehouse, the remaining guard falls back and attempts to close the warehouse door. The leader makes two appeals to all those around: “Help us overthrow the tyrants, help yourselves to the wealth inside that is rightly yours!” The guards near the barracks have backed up to the door and are calling for reinforcements.
Character Actions 2: As the drama unfolds and each faction starts to have a clearer goal, how do each of you begin to respond? You can each assume certain actions - if you are near a rebel he will tell you to join him or get out the way, a guard will attack you unless you are cowering or running screaming for cover, if you are near one of the main NPC’s he will offer you a reward to help him. If you tell a rebel that you will join them, they will offer to quickly apply paint to your face. If you try to search a wagon, the caravan guards will try to stop you.
Metagame talk - Some of you might be tempted to take different sides in this struggle, that is acceptable in the chaos of the first couple turns. After a few turns, the situation will be made more clear and I will expect everyone to congeal together into a team. Right now none of you has met, I understand that there is no real reason for you all not to kill each other right now in this fight other than my asking you to please roleplay with me here and not against me. I could have begun the game in a boring way where you all meet in a tavern or whatever, but I wanted to take a risk here because I think it is more fun and you are all good writers & good players. I look forward to seeing what you all do!
Also - this map is intense - I am not rolling for all the little battles around the area. This intro can have skirmishes but is more cinematic than anything.
For those of you new to Numenera - don’t be scared to use your cyphers! You will always find more cyphers than you can (safely) carry.
Don’t hesitate to ask any questions about expectations or format in discussion tab with [ooc]
Cyphers: (all pages #’s refer to Technology Compendium - let me know if you don’t have book and I will add more detail)
Character | Cypher | lvl | Description | pg. |
Mechanus | Emoacoustic weapon | 4 | Change emotion of single target in short range. Choose 1: anger, despair, fear, joy, calm, hungry, aroused - 10 min | 50 |
Mechanus | Security Clamp | 4 | Place on object that can be opened & closed, now prevent it from opening unless destroyed | 85 |
Mechanus | Tether | 5 | Fire metal spike - 2 damage ea, 2 targets, they are tied together. 1 action to remove for both targets | 93 |
Basai | Detonation (distress) | 5 | Anyone in area is nauseated - incapacitated for (5) rounds | 45 |
Basai | Speed Heal | 6 | At the end of each minute, add 1 to might pool up to max. | 89 |
Daks | Leap Belt | 2 | Can leap up to long range in single bound | 66 |
Daks | Remote Sensorium | 5 | Replica sensory organ - enhance that sense and use organ to touch, taste, hear, see, or smell up to 1 mile away | 83 |
Jay Zin | Truth Inducer | 8 | Touch creature - must be truthful for 1 min | 95 |
Jay Zin | Light Shield | 8 | Emits field of light around you, raises armor by lvl (8) | 67 |
Breona | Root Spike | 6 | Thorn - 2 damage & anchor for 1 min or until freed | 84 |
Breona | Lutin (spores) | 7 | Short distance burst - roll d100 - effects for (7) rounds 01-50 (amnesia) 51-75 (choking) 76-00 (hallucinate) | 69 |