Session 13
Development Roadmap Update:
We’ll be implementing a few rule changes to add a bit more structure, balance and room for a more varied set of playable characters.
Aspects: Better defined and implemented categories to describe a character. Gameplay will draw upon these to set the direction of a character's choices and consequences.
Think of it as an evolution of the rather loose environment/body/mobility/equipment matrix that has yielded interesting results and seems like the right direction.
Reference material: Expect a standardized way of documenting the continuing rolls and their results, as well as chains of concurrent results and trends. Analytics seems like an important element that is so far quite lacking.
2nd Act: We’ve been making real progress in solving the transition into a 2nd Act phase of the rules, and while we have nothing to show off just yet, expect some teases of what's to come soon.
- Development Team
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Arm rental 13 - (1d4) 4
9 filigree remain
They’re fuzzy, hooved and horned. A dwarfed approximation of similar creatures you’ve seen in the city.
They have well tailored vests, deep blue with a crimson piping and glittering buttons in fine shape. Long, combed thick fur of different shades and patterns hang over the arms and neck of the vest, and they all have heavy denim aprons in varying fashion hanging neatly with sets of personalized workman’s tools.
Their expressions suggest that they are seeing something they didn’t expect and probably don’t fully understand.
One of them speaks. “You look miserable, if you don’t mind my saying.” They’ve got straw blond tufts of slightly matted fur about the shoulders and shorter white about the chest. Their horns are quick straight spikes shooting forward from their forehead.
The standing hut seems to settle down and stops lilting from one claw to the other.
The group’s demeanor softens and they approach slowly.
You see one of them peering past Accretio, back into the woods behind you. Glancing back you see the trail of destruction that has been swathed by your advancement. They seem awed and their hesitation returns.
“Didn’t realize there was a road that way.”
I say “There wasn’t. Do you have any food? Or money?”
An appeal for charitable treatment:
Desperate need (1d10)
7
Vs.
The proclivity of Wooling Strangers (1d8)
2
The Woolings see the desperation with which you come to them. They see the blood, the shattered platform and piece enough of your story together to find sympathy for you. They help you down from Accretio and bring you toward the Outpost tower, where you see firelight flitting from within the open door.
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On my way down I want to get their attention on Accretio. While I’m parking them, I want to show off the different mineral veins that are growing out of him, the oven, the life. I want to get them interested and thinking there might be some use for me and my God Beast.
Wooling opportunity seekers (1d8)
5
Vs remainder 5
They have an eye for potential, it seems. You can see them appreciating the bizarre functionality of the different aspects of Accretio. One of them makes some hasty notes in a small spiral bound journal, looking intently at the tactile pulsing little city at their helm.
They have a pot of stew going in the tower, it looks like there’s a communal kitchen space at the base, with a second floor common room with some desks, waiting areas and office space.
The woolings ask you all kinds of questions, which trend toward an explanation of your arrival, what you seek out in the Loom Void and practical minutiae of the operation of a monstrous moving structure such as Accretio.
I tell them everything. I explain the arm and how its running out of filigree and that I don’t know what’s going to happen when it does.
They’ve heard of the materials you seek. Apparently there was some rustwood in the forest you just passed, but the Woolings, after checking their survey data confirm that chorded rustwood specifically wasn’t found in that area.
At the explanation of the wizardry you managed with your hook arm, they are a little startled and you hear some hushed whispers between the cluster of them as they sit opposite you at a large banquet sized kitchen table, tucking into bowls of stew.
They show you where to get cleaned up, and if you’re willing they offer some simple spare clothing, Guild Issue canvas coveralls.
Over the course of the night, you learn that the materials you search for are all pretty likely to be found at the wharf portion of the city, at the outer portion of the Wheel Ward in the Loom Void.
As it turns out, they happen to be headed in the same direction
You learn their names:
Hoppen, the straw blond diminutive one that acted as stenographer of the night’s proceedings.
Boppen, a patchwork of black and white fur, their tradesman’s apparel contained a lot of small glass bottles with cork stoppers. At one point you saw them working furiously with a mortar and pestle, pulping up some wet green leaf fiber.
Dowser, all black which hides a build up of soot and coal dust. Has a range of smith’s hammers strapped to one side of his belt, and scabbarded blades on the other.
Radarn, stipe of gold down the middle of the back, chestnut on the sides. The only one with curled horns. Also the only one taking notes beyond the master notetaking of Hoppen, who seems to be entering most of their scribing into a master ledger. Tinkerer and also runs Portable Orbital when back in more civilized space. Apparently they’ve got some pieces in their Forward Operating Base, which gets referred to as “The Silo” multiple times throughout the night.
Baskins. They’ve got braided red fur, the longest of the Woolings. There are little rocks and bones woven through the braids, and instead of a heavy apron they opt for slatted leather armor detailed with riveted iron plates. They have a heavy rapier strapped around their back, but little gear on them otherwise. The sword is handled with reverence, and is sheathed in a distinct series of chorded knots that have been soaked in a dark tarry substance.
Like Thremp’s.
Yup.
I still have one of those swords, don’t I?
It seems Baskins is sort of the field expert and defender of this little pack of Woolings. You gather they’ve got a close bond with the Maruader Goats and spends less time in the Silo than the rest of them.
As you discuss potential plans of partnership, the group of them discuss the purpose for their expedition.
They throw painted plates.
The specialized plates they build can be thrown great distances and with great accuracy, and upon hitting a target can manifest all kinds of different effects.
They’re used for recreation – they describe the rules to different games that are played with these missile plates, and apparently followed with some interest throughout Port Orbital.
They’re effective weapons and defense tools, and Radarn explains that there is some potential in long distance communication with creative applications of rare resources.
Which they are looking for in the Loom Void.
They show you an approximate route they plan on taking and invite you along to help. As a show of good faith they offer fifty filigree. When they transfer it to your arm, they offer to let you keep the contractor stone.
Does this all sound appropriate? You can step in at any time to act otherwise.
No, it sounds pretty nice.