
Halthar's Voice |

Seems logical. Give me an action roll to head down. Scaling the side of the building is desperate. Finesse and prowl would be the two most obvious choices, but sell me on something else if you've got it. Also, Velaris and Mender and Briar, you can do this as a team action (yes, even lowering down Briar). The stress from the lowest roll stands in for the tension of lowering her down separately.

Velaris Kessarin |

You wanna lead then? or shall Briar or I?
Velaris uses his cloak to have crude handwraps, and slides down the rope. he shakes his hands for a moment as he hits ground. he peers intot he waindow, checking for armed men coming to hurt him, and motions for Mender to follow
Prowl for the eventual group action: 2d6 ⇒ (4, 3) = 7

Halthar's Voice |

You don’t have to, if you have stress to spare. Velaris and Briar both have taken stress. You can roll either stat (roll 2, keep lowest), let Briar (-1d) and Velaris roll and keep the highest roll of the three of you. You’ll take stress from any 1-3, but as long as one of you rolls 4-6 you’ll be fiiiiine...

Briar Barb |

Prowl, -1d: 1d6 ⇒ 5
"I'll manage", responds Briar through clenched teeth. Sparing her injured shoulder, she grasps the rope and begins to lower herself out of the window. Life on the plains was harsh, and one needed a certain level of athleticism and grit to survive. She was a survivor, that she was.

Halthar's Voice |

Roof Crew
Mender, you earn one stress from the 1 you rolled, but otherwise you mostly make it down safely
Mostly.
You three successfully slide down the rope and are now outside, standing on top of the enormous Levithan bone.
That’s when you hear the voices coming up the block.
M’telling you, officer. It was huge. Fell to the ground, didn’t make a sound. Glowing like a ghost.
Ok, ok. I’m coming. Slow down, will you? These hills...so steep...
You have a few moments before they round the corner. Enough time to act or run, but probably not enough time to hoist the bone.
5 on a desperate move is good but still bad. Good news is all three of you get an xp for Prowess.
Door crew
You watch Mender drop to the ground, Cobb and his men still not noticing. They are getting increasingly aggravated. You’ll need to do something to get out...
Everyone, don’t forget your flashbacks and/or your two adepts.

Felfiz Darner |

Hutch's smile widens, and for once it can be seen in his eyes.
Can I intimidate with Attune? Can it have to do with shadow-birds? If it's only risky I'd like to make it desperate. I have a flashback in mind if I don't land the roll. It has to do with my friend Jeren, the bluecoat archivist...

Briar Barb |

Flashback? The person with the Bluecoat is one of our adepts, tasked with intercepting any stray patrols and steering them away from our operation. Simon's yowl will indicate to the adept our location, so the adept will lead the Bluecoat in the opposite direction.

Halthar's Voice |

Brilliant! Give me 2 stress for the flashback and I won’t make you roll for Kolton.
You hear the Bluecoat and Kolton continue past. Come now, come now. Just a bit further up Rosehill road, toward the summit. Kolton calls to the Bluecoat, directing him away from your path.

.Mender |

As Briar safely reaches the ground, Mender will kneel down and sketch out the symbol of Malista's god; not large enough to draw immediate attention, but right under the window so that it will be found during the forthcoming investigation.

Felfiz Darner |

I can' figure out how flashbacks work, but bring on those potentially resistable consequences!
Hutch takes one long step forward and reaches his hand out toward Cobb.
Attune+DB: 2d6 ⇒ (4, 5) = 9
Hutch's shadow swells and churns until they break formation, filling the room with phantom birds. "You, sir, are the filthy animal. Turn to the light before the darkness swallows your soul." Hutch never raises his voice, and when he comes to a stop, his palm is on the man's forehead.
What are the consequences? Should be a lot, and not all of them Resolve-based,
right? Or how does that work?

Tarnikos |

Tarnikos reaches into his pocket and pulls out a pistol and trains it on the guards in the room, waving them off away from Hutch, his other hand on a knife in his belt.
Two gear
"Trust me, there's nothing going on here you wanna be a part of. Hands against the wall."
Command: 1d6 ⇒ 3

Halthar's Voice |

Hutch
Cobb shrieks and cowers as the birds swirl and caw...and then form into a figure. 6 feet tall and made of shadowy birds, it stands between you and the door.
Tarnikos
Pherris moves with surprising speed, pinning you to the wall by the throat. He’s not hurting you yet, but in a moment he’ll begin to choke the life out of you.
Hutch, take one xp in resolve for the desperate action. Tarnikos, your next move will be desperate.
Roof crew
You can see bits of the struggle inside the kitchen. Velaris, the scene looks troubling you familiar to you...perhaps Cobb isn’t the mystery strangler after all. This other gentleman sees to be the one you saw in your vision.

Felfiz Darner |

What are each of the consequences, in case I want to resist? I can't resist the devil's bargain, but a 5 still has consequences for desperate, I think. Are the resist rolls based on the action rolled, or based on the consequence?

Halthar's Voice |

What are each of the consequences, in case I want to resist? I can't resist the devil's bargain, but a 5 still has consequences for desperate, I think. Are the resist rolls based on the action rolled, or based on the consequence?
Just one consequence: Ghost bird monster. It’s a pretty big deal though. Resistance is based on the consequence, but it’s usually also the action. Here you can Resolve resist. The long term clock is irresistible.

Tarnikos |

Ok, I want to resist being grabbed. Can I do that? I have Not to be trifled with so I was thinking of "performing a feat of physical force that verges on the superhuman" and uchi mataing him through a table or something.

Halthar's Voice |

So, you absolutely can negate the consequence! Roll your prowess (2d) and subtract your roll from 6. The difference is how much stress you generate.
Pherris moves with surprising speed, shoving you against the wall. He hasn’t pinned you, but you wouldn’t be able to shoot Cobb from this position. He’s close enough to make your next move risky.
You can see bits of the struggle in the kitchen. Looks like Tarnikos made things violent AGAIN.
Tarnikos, you can push yourself to trigger your special ability. Take 2 stress to push yourself and you can do a crazy feat of strength or battle all three hostiles on your own. Pushing yourself will additionally let you either add +1d to your roll or increase the effect of your roll, so when you Hulk out it’ll be something to see.
BTW, anyone can push themselves if they don’t take a devil’s bargain. It’s a way to trade stress for extra dice or to boost the effect of a roll when you really need it. For example, pushing yourself to move a giant rib bone out of a psycho killer’s back yard.

Velaris Kessarin |

Halthar's nethers. Velaris curses looks like they won't be after us for theft, because Tarky's about to turn it into a bloodbath. I'm going to go do something stupid in the hopes of stopping it He says, throwing his cloak over the bones, leaving him in his mask, and his green coat (yes, he does wear a cloak over a coat, tycheros is tropical-ish, okay)
can I get flashbacks to earlier in the mission? in the timeskip we had? Specifically, I want to take note of at least a couple of the ghosts, and to examine his study to know why Cobb wants the bone. Gonna try to go TT on Cobb

Felfiz Darner |

Hutch turns to the figure with a nod. "Another time, perhaps? They aren't getting any less dead."
Resolve: 3d6 ⇒ (1, 2, 4) = 7 2 more stress?
Hutch grits his teeth as his shadow reforms(?) and speaks to Tarnikos without turning from the door. "Are you done dithering, or will you need some assistance?"

Tarnikos |

Thanks for being patient. These quickguide rules feel a bit incomplete. Do I need to make a roll for this? Skirmish?
Tarnikos grabs Pherris, grinning devilishly, and lifts him over his head up to slam him into the ceiling and slams him back down onto the floor, through a table.
"Like I said. Against. The. Wall." He turns back to Hutch and shuffles his way out the door. Yeah, on my way, sorry for the delay."

Halthar's Voice |

Velaris
You can! I won’t even charge you stress for it, but the consequences will be things that hit you later. For example, you won’t retroactively break your arm, but you might add heat or advance a spooky clock. What action are you doing?
Hutch
Thats right. 2 stress.
The raven monster briefly coalesces and then scatters as your shadow reforms. Troubling, but nothing to worry about right now!
Tarnikos
Skirmish sounds appropriate. This would normally be risky/zero effect, but because you’re activating your special power, it’s controlled/standard. Because you pushed yourself you can add +1 or push the effectiveness level to greater effect.

Velaris Kessarin |

Before they hit the rib-bone, Velaris had slipped on his spirit mask... ghosts were his specialty, after all. he makes an inventory, in case he needs to rouse or interact with them.
Attune to the ghosty's: 2d6 ⇒ (4, 6) = 10
as Briar and Mender rig up the bone, Velaris is occupied in the study, loking over the texts... is he a whisper, a cultists, a dabbler? just really stupid and wealthy? why would he want a leviathan bone?
Study the study.: 2d6 ⇒ (1, 3) = 4

Halthar's Voice |

Tarnikos
You slam Pherris hard into the table. He groans lightly, but is otherwise incapacitated. Lawton steps back, lifting his hands, suitably pacified.
Cobb, however, has a different response, letting out a blood curdling shriek. If it hasn’t already drawn the attention of the Bluecoats, it likely will soon. You could silence Cobb for good or just get the heck out of there.
FYI, had this been a desperate action you would have killed Pherris. That would have been SOOO bad.
Velaris
You know the names of five ghosts, all women, who died in the house. All in the past three years.
The search of his study is fruitless. He seems to be unconnected to...anything at all. Based on the other rooms in his house, he may have been acting based on the voices in his head. Pool fool!
You even look under his desk, maybe for a hidden switch. That’s probably when you dropped a distinctive part of your spirit mask. It wouldn’t completely give away your identity, but it’s compromising all the same.
In the present, you notice the element is missing. You could go back in for it...
Describe your mask and what fell off. It has to be distinctive enough that it could lead to discovering your identity.

.Mender |

"What are they..." mumbles Mender as the scuffle begins to break out.
"Briar, we need to get this out of here. Help me." says Mender of the bone.

Briar Barb |

Briar crouches down and hoists the bone over her uninjured shoulder, using the climbing gear to tie it securely around her torso so that it doesn't slip off. She cannot carry it like this for long, but hopefully long enough to make their getaway.

Halthar's Voice |

Roof crew
Anyone carrying the bone together can do teamwork or one person can carry and the other can aid with 1 stress. That adds a die to the other person carrying.
Hutch
You grab your bird. He pops up onto your finger, healthy and happy. Cobb’s still screaming though. Cops will be here soon.

.Mender |

I think it's down to me and Briar carrying the bone away. I'll try and carry the brunt of the weigh myself.
As Briar picks up one end, Mender grunts and he picks up the other end. He then pauses for a moment as he considers something.
I have a wierd idea I'd like to try: I want to try attuning to the bone to make it lighter to carry. Let me know if it's possible.

Felfiz Darner |

Hutch pauses in the foyer and checks his pocket watch.
Flashback!
"A parade, a race, a day of rest- we need that road closed or the neighbors on holiday... something. You know how trigger-happy Tarnikos can be." The magpie perched on Hutch's shoulder emits a trill like descending bars from a harmonica. "Even some hint of Dimmer activity..." He rearranges the documents on his desk for the hundredth time. They're community calendars and fliers mixed with copies of the crew's invoices and communications.
Study: 2d6 ⇒ (5, 1) = 6
I was thinking Hutch rerouted the cart to be part of a parade, and he forgot to tell anyone else.

Halthar's Voice |

Hutch
Clever! I’ll let that be a support move for their prowl move. It’ll be a controlled move. Gimmie 1 stress.
Roof Crew
The noises from inside are getting worrying. It went from the signs of a fight to...cheering and singing and...
The Moontide parade crests the hill, with a horde of revelers and their hastily made floats trailing along. It’ll be trivial to move the bone through this. People won’t look twice at you.

Halthar's Voice |

Everyone
In fact, now that I think about it, don’t even worry about the rolls. This is enough to cover your escape. Let’s call the end of the score here. No extra heat.
Downtime: Payoff
1 coin from Velaris’ raiding the attic. He might not share that.
There was only one bone. If you sell it you’ll make 4 coin. Or you can save it for Halthar’s dark purposes.
You earned 1 rep
Downtime: Heat
4 heat from two devil’s bargains
2 heat from a contained score.
Downtime: Entanglements
Wanted level 0: 2d6 ⇒ (4, 1) = 5 1
Flipped Jeren, Hutch’s Bluecoat archivist friend, is feeling a little too much heat to help any time soon. You can consort him or just wait for things to cool down.
Activities
Everyone gets two turns(buy more with coin or rep). Mender can roll your recovery but that’s your turn, not his. I find the recovery rules to be prohibitively difficult, so each result is worth one more segment (meaning you can clear a whole wound in one turn)
Don’t forget: Downtime is when you can clear your stress, recover from wounds, reduce heat. You can also gather assets and work long term projects. Let me know if you need help with how anything works.

Felfiz Darner |

Can the process of finding a contact, training a bird, and deploying that bird to the contact be a long-term project? The word temporary makes me wary of the "acquire an asset" move, and the magpies should mostly be a means for consorting with folks. I don't mind if it means it may be a while before I can make use of a bird in a score.
I know for sure that Hutch will be indulging his vice. I'd like to know what that entails.

Halthar's Voice |

Yes. Developing a new contact is a 4 segment LTP.
Your vice is prayer. An old Severosi priest does a special ceremony for you for a little Silver.
Roll your lowest attribute (1). That’s how much stress you remove. Don’t go into negatives. Going into negatives is bad.

.Mender |

Mender is going to spend one action healing Briar's arm and another indulging in his vice.
Tinker: 2d6 ⇒ (6, 4) = 10
Vice: 1d6 ⇒ 2