Further examples of the Walkabout Core Mechanism
Negotiating with a trader
Claire is negotiating with a local trader in the attempt to
acquire some of the chemical fertilizer that seems to be a part of the problems
in the region. A typical NPC has no stats; as far as the narrative is
concerned, they are either an aide toward story progression or an obstacle
toward its completion. During the course o play, the GM can choose to assign a
pre-generated character from their limited pile of story antagonists, or they
can spend a few story tokens to increase the difficulty of the situation by
applying traits to the scene. In this case, the GM will save the named
character and spend three points to make the scene challenging for Claire.
Step 1
1a ā Since it is later in the story, Claire has a few items sheās
picked up over the course of play, and she decides theyāll make good trade
items to acquire the fertiliser for the story. Thus, Claire is trying to
transform useless trinkets into useful items, a Blue action.
1b ā Claire has āIntimidationā from her Firearm, but doesnāt want
this to get violent, so she ignores this core trait. She hopes her āAwarenessā
will let her know if sheās getting a good deal.
1c ā Claire has two items: āTrade Goodsā and āTrinketsā. Sheāll be
sacrificing these items for automatic successes. She also has the āUseful
Informationā gained in the previous scene.
1d ā Since the GM is spending tokens to make the resolution three
traits more difficult, these are weighed up against the two positive traits
gained from the āUseful Informationā. Carol decides to cancel out positives and
negatives, leaving one difficulty trait against her.
1e ā Bill asks the GM if Claireās āArcologyā relationship will be
a hindrance in the current situation, because a lot of people in the bush donāt
like the citizens of the glass-and-steel towers. The GM agrees that this could
cause issues and uses Claireās relationship in a negative light for this
action. Claire gains a gold token for this.
Step 2
2a ā Carol draws four tokens from the bag (three, plus one from
the keyword): a white, a black, a blue and a red.
2b ā Carol allocates the Black to āsuccessā to maximise the
results from this trade. She allocates the Blue to āsacrificeā, avoiding any
immediate sacrifices from the activity. The Red is placed in āstoryā, allowing
Carol to share narration effects with the GM. The White is allocated to the
āAwarenessā keyword (and thus removed from play).
2c ā The surplus of tokens was in the negative, so a single token
is drawn and applied as a negative trait; a Blue token is drawn.
2d ā Since the āArcologyā relationship counts as a negative trait,
an automatic White token is added to the non-core pool.
Step 3
3a ā A red token was allocated to story, so the allocation of
non-core tokens is split. The GM allocates the first non-core token, and
applies the Blue to the relationship. This leaves Carol with only one option;
she applies the White token to the GMās difficulty trait (anything could
happen).
3b ā A Black āsuccessā result means that Claire basically gets
what she wants out of the trade (some fertiliser). A Blue āsacrificeā result
means that nothing particularly bad happens as a result of the trade. The Red
āstoryā result has seen the non-core tokens allocated in such a way that
Claireās āArcologyā upbringing hasnāt caused major problems, but something bad
is going to go down. The GM considers a few options for this; perhaps a farmer
was in the market, and he wanted to buy the fertiliser (thus making a temporary
enemy for Claire), maybe the trader swindles Claire (using this penalty to buy
off one of the successes), or Claire might develop a temporary negative
reputation as āSuspiciousā (āDidnāt they use fertiliser in explosives in the
old days?ā). The two sacrificed items (āTrade Goodsā and āTrinketsā) convert
straight across to additional units of āFertilizerā.
3c ā Once they return to
town, Claire walks into a store advertising farm supplies in its front window.
She has a quick chat with the storekeeper; while he doesnāt seem to like her
all that much, he is willing to make a trade with Claire for the fertiliser
sheās after. In exchange for the trade goods she has, Claire acquires most of the
traderās stock of fertiliser (3 item traits), much to the annoyance of a farmer
who had just come into the store.
One-on-One Combat
Claire and Bruce have reached a point where they understand some
of the issues causing problems in town, and have identified the main cause of
the trouble. They need to neutralise a local rust shaman who has been summoning
spirits to attack supply convoys. While investigating further, Claire is
attacked by the shaman and a pair of unintelligent drone spirits who act as his
bodyguards.
Shaman
The Rust Shaman is āRonnie Darkā, a resentful anarchist who hates
the attempts to rebuild society. He is a āProphetā from the āCity Scavengerā
people (keywords: Investigation, Occult), his basic edge comes from an āInner
Giftā as an āOccultistā (keywords: Connection*, Ritual*), and he also has a āReputationā
as being āCunningā (keywords: Larceny, Leadership). He is not a wayfarer. The
shaman has the standard equipment (Well-Worn
Clothes, Jury-Rigged Battery Pack (+: Powerful, -: Large or Erratic), Tools,
Hand Weapon (+: Armed, -: Obvious), Ritual Components,
Focus Crystal). The Rust Shaman has three relationships; a loose relationship
to his inner gift (dealing with spirits), a close relationship to his reputation,
and a loose relationship to a particular spirit that the characters havenāt met
yet. The Rust Shamanās token bag contains 6 white, 6 black, 2 blue, 2 red and 2
green.
In this case, each of the two spirits counts as a collection of
bonus non-core traits for the rust shaman. The first spirit provides the traits
āprotectiveā, āarmouredā and āawareā. The second spirit provides the traits
āviciousā, ābloodthirstyā and ādangerousā. The GM has spent 6 tokens to provide
the shaman with these spirits. Since things are ramping up toward a conclusion,
the shaman is also given the bonus trait āHome ground advantageā and a loose
relationship to the area (at a cost of two more tokens).
Our scene occurs later in the story, Claire has picked up the non-core
traits āVigilantā (+ short term), āDisturbedā (- short term), āBlessed Ammoā (+
long term), and 3 traits of āFertilizerā (Item).
Sequence 1:
Step 1
1a (Claire) ā Claireās intention in this conflict is to avoid the
worst, and get out of there until she can rendezvous with Bruce to confirm
their theories about the shaman. Since she just wants to get out of there
rather than cause damage this is a blue action.
1a (Rust Shaman) ā The shamanās intention in this conflict is to
eliminate Claire before she spoils the good thing heās got going. This is blatantly
confrontational and counts as a red action.
1b (Claire) ā Claireās āAwarenessā should help in this situation,
and she isnāt afraid to use her āFirearmsā.
1b (Rust Shaman) ā The shaman has nothing specific that would help
him in a fight, thatās why he summoned the spirits.
1c (Claire) ā It makes sense that Claireās āVigilantā and āBlessed
Ammoā traits would come into play here, sheāll also risk her āPistolā (which
provides the additional bonus of the āLethalā trait). Carol hopes that Bill
wonāt mention the āDisturbedā trait, but he does; Bill gains a token for this.
1c (Shaman) ā The shaman instantly gains non-core traits based on
his spirits āprotectiveā, āarmouredā, āawareā, āviciousā, ābloodthirstyā and
ādangerousā. His āHome Ground advantageā will also help.
1d (Claire and Shaman) ā Neither combatant cancels out any of
their non-core traits.
1e (Claire) ā The only relationship Claire can really use to her
benefit in this situation is the loose one to her weapon. Bill calls on
Claireās Arcology relationship which gives her a penalty when dealing with
spirits (and Carol gains another gold token).
1e (Shaman) ā The shaman has a pair of useful relationship to this
situation; the link to his āinner giftā and the link to the immediate area (his
āhome groundā).
Step 2
2a (Claire) ā Carol draws five tokens from her bag (three, plus
two from the keywords); two Whites, a Black, a Blue, and a Red.
2a (Shaman) ā The GM draws three tokens from his bag; a Black, a
Green, a Red.
2b (Claire) ā Carol starts by getting rid of the two white tokens,
allocating them to the keywords. Next she allocates the Black to āsacrificeā to
avoid the worst. The blue goes to āsuccessā and the red to āstoryā.
2b (Shaman) ā The GM has few options, he places the Black in
āsuccessā, the Red in āsacrificeā and the Green in āstoryā.
2c (Claire) ā Carol draws five more tokens due to the non-core
traits linked to Claire in the current situation; 2 Blacks, a White, a Blue and
a Green.
2c (Shaman) ā The GM draws seven more tokens due to the non-core
traits linked to the Shaman in the current situation; 3 Blacks, 2 Whites, a
Blue and a Green.
2d (Claire) ā Carol places a black token into her non-core pool
for the relationship to her weapon, and a white token for the relationship to
her people.
2d (Shaman) ā The GM places two black tokens into the shamanās
non-core pool; one for the relationship to his āInner Giftā and one for the
home territory.
Step 3
3a (Claire) ā Carol allocated a Red token to āstoryā so sheāll
allocate non-core tokens alternately with the GM.
GM ā White token to Claireās āDisturbedā
trait x
Carol ā Black token to āPistolā item x
GM ā Blue token to āArcologyā relationship
x
Carol ā Black token to āBlessed Ammoā x
GM ā White token to āLethalā trait
Carol ā Green token to āVigilantā trait x
GM ā Black token to āWeaponā relationship
3a (Shaman) ā The GM allocated a Green token to āstoryā, so heāll
also alternate the token allocations. (Opponent goes first, so this time it is
Carolās first go)
Carol ā Black token to āHome Territoryā trait
x
GM ā Black token to āDangerousā trait x
Carol ā Black token to āAwareā trait x
GM ā Black token to āBloodthirstyā trait x
Carol ā Black token to āProtectiveā trait
x
GM ā Green token to āViciousā trait x
Carol ā White token to āArmouredā trait x
GM ā Blue token to āInner Giftā
relationship x
Carol ā White token to āHome Groundā
relationship x
3b and c (Alternating) ā Carol drew a total of 3 black tokens,
while the GM drew 5; the shaman acts first.
Shaman ā (Narrates his āBloodthirstyā trait) From the shadows, a shadowy spirit swirls toward Claire, ripping away
at her flesh. [Claire gains a situational āinjuredā trait]
Claire ā (Narrates her āPistolā trait) Claire tries to escape, laying some covering fire as she hides behind
an overturned dumpster. [Claire gains a ācoverā trait]
Shaman ā (Narrates his āInner Giftā relationship, playing on
Claireās ādisturbedā trait) The howling
of the spirit echoes through Claireās mind, bringing glimpsesof horror. [No
real effect]
Claire ā (Narrates her āBlessed Ammoā trait, to take out one of
the shamanās spirit traits) Claire takes
a shot from behind the dumpster hitting something, but sheās not sure what.
[The shamanās āProtectiveā trait is eliminated]
Shaman ā (Narrates his āArmouredā trait) The shot is absorbed by the guardian spirit, but the blessing on the
shell poisons the spirit, causing it to scream in agony. [āArmouredā trait
is exhausted for future sequences in this scene]
Claire ā (Narrates her āVigilantā trait, making her first move to
escape) Hearing the scream, Claire duck
further under cover and sees a passage between the car wrecks, a possible
escape route. [Claireās ācoverā trait goes from single to double status]
Shaman ā (Narrates his āHome Territoryā trait) The shaman knows the area well and hears Claire manoeuvring to the left,
he does likewise.[Claireās ācoverā trait goes from double to single status]
Claire ā (Narrates her āArcologyā relationship) āThis is nothing like the cityā thinks
Claire. [no real effect]
Shaman ā (Narrates his āAwareā trait) The shaman listens closely, trying to get a sense of where his prey
is. [Shaman gains a āVigilantā trait]
Claire ā (Narrates her āDisturbedā trait) Something about the howling spirit reminds Claire of her youth and
demons who almost destroyed her home. [Claireās ādisturbedā trait goes from
single to double status]
Shaman ā (Narrates his āDangerousā trait) The spirit descends on Claire once again, tearing and burning her
flesh. [Claireās āinjuredā trait goes from situational to short term status]
Claire ā (Narrates her āLethalā trait) Claire fires off a few more shots trying to keep the spirits at bay.
[No effect]
Shaman ā (Narrates his āViciousā trait) The spirit comes close again, but feels the danger of the situation and
backs off. [No effect]
Claire ā (Narrates her āWeaponā relationship) Another shot from Claire, this time it strikes closer to the intended
target. [Shaman gains a situational āinjuryā trait]
Shaman ā (Narrates his āProtectiveā trait) As the protective spirit loses coherence in the physical plane, it
sacrifices more energy for its master. [Shaman loses the situational āinjuryā
trait]
Claire ā (Narrates her ācore successā trait) Before looking to make her escape, Claire looks over her injuries,
they arenāt as bad as she first thought. [Claireās āinjuredā trait drops
from double to single status]
Shaman ā (Narrates his āHome Groundā relationship) The shaman considers his options and the junkyard
terrain around him. [No Effect]
Shaman ā (Narrates his core success) He knows this terrain far better than his preyā¦time to hunt. [Shaman
gains the āUpper Handā situational trait]
This certainly isnāt over; Claire is severely injured and hasnāt
gotten away. The Rust Shaman has had one of his spirits injured and is mad, he just
wants to finish things off.
Combat sequence 2 begins...
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