{(set: $manawake="false")
(set: $weaponsgone="false")
(set: $listened="false")
(set: $searchedboxes="false")
(set: $key="false")
(set: $proposition="false")
(set: $picked="false")
(set: $rifleheard="false")
(set: $lockpick="false")
(set: $lookedinwindow="false")
(set: $weakness="false")
(set: $feather="false")
(set: $yellowdress="false")
(set: $pubvisited="false")
(set: $barclosed="false")
(set: $smalltalk="false")
(set: $envelopementioned="false")
(set: $cardgame="false")
(set: $alabaster="false")
(set: $seenenvelope="false")
(set: $attackplans="false")
(set: $madelaine="false")
(set: $weaponless="false")
(set: $dustpan="false")
(set: $barman="false")
(set: $wordin="false")
(set: $darkness="true")}The alley leads between two buildings which lean together as if sharing a secret. The gaslight flickers, illuminating the first few feet of the slick cobbles that lead [[into the alleyway]] before succumbing to the darkness.
You check your belt. Your sword rests in its scabbard, and your arc-pistol is holstered on the other side. According to the intelligence report from The Ministry, your quarry lies ahead: a local crime lord named Baker who is preying on the poor and downtrodden of the district, and who is - allegedly - selling secrets to The Republic.
Baker must be stopped, and you have been given that task.
You take a breath, remember your training and [[press on|into the alleyway]]. {
(if: $darkness is "true")[The alley is dark. You press the button on your torch mounted on your shoulder and after a few moments the arclight inside flickers into life, illuminating your path.
(set: $darkness="false")]
(if: $manawake is "false")[<br/><br/>A man lies slumped in a doorway to your left, his head bowed and his legs splayed. His regular breathing suggests he is asleep. You can [[wake him]] or [[rifle through his pockets]].]
(if: $manawake is "false")[<br/><br/>You could also ignore him and [[carry on ahead]], where you can see the alley branches to the left and right.](else:)[The alley is empty. You decide to [[carry on ahead]].]}{(set: $manawake="true")}The man awakes with a start.
"What..? Who are you? You're not Baker! What do you want?"
He appears flustered. You can try to [[placate him]] using your ''Charm'' skill, or [[intimidate him]] using your ''Coerce'' skill.
Alternatively, you could let him scrabble to his feet and run off, whilst you return [[to the alleyway|into the alleyway]].The man is sleeping soundly, probably as a result of having drunk far too much judging by the smell of stale gin surrounding him.
-----
[You must make a ''Stealth'' roll to see if you can search through the man's pockets without waking him. If you don't want to do that, you can [[go back|into the alleyway]].
If you look at your character sheet, you will see you have a ''Dexterity'' //attribute modifier// of -1 and you are //trained// in ''Stealth'', giving you a //skill modifier// of +1. That means you have a //total modifier// to your roll of ''0''.
You may decide to play a ''trick'' if you are able to. Refer to the rules for what different tricks do and discard the cards from your hand if you choose to do so.]
The ''Target Number'' for your ''Stealth'' roll is ''8''.
Roll a D20 and add your //total modifier//.
-----
[[Your final result is 8 or more, or you played a trick that gave you an automatic success|Your final result is 8 or more]].
[[Your final result is less than 8]].The alley ends in a t-junction, with another, narrower alley snaking to your right and a lit alleyway extending to your left.
You cannot see where the alley to your right might lead, but you can see a bustling establishment that is most likely a public house at the end of the alley to your left. The noise of drunken merriment, peppered with the occasional angry and colourful insult, carries from within its interior.
[[You take the alley on the right]].
[[You follow the alley to your left, towards the pub|You follow the alley to your left]].
{(set: $lockpick="true")
(set: $manawake="true")
Searching the pockets of the man's jacket and trousers, you find a clockwork-powered lockpick, which you quickly transfer to your own pocket.}
"Eh? Whassat?" The man stirs and gets unsteadily to his feet as you swiftly back away before he notices your actions. "Leave me be! I done nothing!"
He runs off in the direction you came from. Patting the outline of the lockpick in your jacket pocket, you [[return to the alleyway|into the alleyway]].
-----
//You can draw one card now thanks to your success on the Stealth roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//
{(set: $manawake="true")}"Leave me be! I ain't done nothing!" The man leaps to his feet before you can check his pockets.
He runs off in the direction you came from. You watch him disappear then [[return to the alleyway|into the alleyway]].You have a +1 ''Charisma'' //attribute modifier//, but are //untrained// in ''Charm'', giving you a 0 //skill modifier//. This means you have a //total modifier// of ''+1'' to your attempt to placate the man.
You may decide to play a ''trick'' if you are able. Refer to the rules for what different tricks do and discard the cards from your hand if you choose to play one.
He is flustered and anxious, and the ''Target Number'' you are aiming for is ''10''.
Roll a D20 and add your total modifier.
[[Your final result is 10 or more, or you played a ''trick'' that gave you an automatic success|Your final result is 10 or more]]
[[Your final result is less than 10]]
You have a +1 ''Charisma'' //attribute modifier// and are trained in ''Coerce'', giving you a +1 //skill modifier//. This means you have a //total modifer// of ''+2'' to your attempt to intimidate the man.
You may decide to play a ''trick'' if you are able. Refer to the rules for what different tricks do and discard the cards from your hand if you choose to play one.
He is anxious, and looks afraid of you already. The ''Target Number'' you are aiming for is ''9''.
Roll a D20 and add your //total modifier//.
[[Your final result is 9 or more, or you played a trick that granted you an automatic success|Your final result is 9 or more]].
[[Your final result is less than 9]].
"Praise be!" You can tell the man is nervous. "I thought you were one of Baker's goons. You be careful if you go parading about ahead, missy."
You ask him what he means.
"Baker has four lackeys working for him," says the man. "One of them's pretending to be the barman at The Four Feathers, and there's one on the gantry looking over the warehouse."
You ask him about the other two.
"They're the worst of them!" He spits on the ground, careful to avoid your boots. "Pair of hulking brutes they are and no mistake. Thick as two short ones, though!"
You thank him for the information. He nods, looking for a moment as if he's expecting you to give him a crown for his trouble. Then, obviously thinking better of it, he hurries off in the direction you came from.
You [[return to the alleyway|into the alleyway]].
-----
//You can draw one card now thanks to your success on the Charm roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//"Police! Murder!"
The man panics and runs off in the direction you came from. Fortunately his cries for help fade into the night, which is none too surprising given you are in the relatively lawless streets of Whitechapel.
You [[return to the alleyway|into the alleyway]]."I hope Baker and his lackeys gut you like a newborn lamb!" The man spits, perilously close to your boots, then turns and stomps off in the direction you came from.
You have no choice but to [[return to the alley|into the alleyway]]
"Alright, alright, just don't hurt me!" The man cowers at your threat, so pathetically that you almost feel guilty. "Here, take this! Just leave me be!"
You look down at what he's offering you. A small glass phial, containing a crimson-coloured liquid.
[[You take the phial|You take the feather]].
[[You refuse to take the phial|You refuse to. take the feather]].
-----
//You can draw one card now thanks to your success on the Coerce roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//
{(set: $feather="true")
You take the phial and examine it more closely. It contains a thick opaque crimson fluid that you recognise as being a health tincture.}
By the time you have finished examining it, the man has run off in the direction you came from. You [[return to the alleyway|into the alleyway]].
-----
You have gained a //tincture of healing//. Write it down on your adventurer log sheet - you can consume it at any time to recover 1 point of inflicted ''harm''. If you consume it during your turn in //combat mode//, it costs you one ''action point'' to do so.You shake your head, refusing to trust this man or any alleged 'gifts' he may have to give you.
"Fine," he says. "Don't say I didn't try to help-"
Both of you turn quickly at the sound of smashing glass coming from further ahead. By the time you turn back to look at where the man was standing, he has gone.
You decide to [[return to the alleyway|into the alleyway]].
The alley narrows to the extent that the walls of the buildings either side of it are almost brushing your shoulders. There is a smell of oil and magnesium, suggesting to you that there is a factory or other form of industry nearby.
Eventually the alley comes to an end at a closed and unmarked metal door.
{
[[Open the door|warehouse]].<br/><br/>
(if: $listened is "false")[
[[Listen at the door]].<br/><br/> ]
[[Return to the junction|carry on ahead]].
}
{(if: $pubvisited is "false")[
As you get closer to the building at the end of the alley, you confirm your initial suspicions: this is most definitely a public house.<br/><br/>
It is as you would expect one in this part of London to be: ramshackle, noisy, potentially dangerous ... and considerably more appealing and entertaining than the stuffy oak-panelled establishments of Whitehall close to the offices of The Ministry.<br/><br/>
A sign hangs above the door, carved in the shape of four black feathers and a curved glass window is so dirty that all it lets you see from this distance is the warm glow coming from the interior.<br/><br/>
[[Enter the pub]](if: $lookedinwindow is "false")[ or [[peer through the window|Peer through the window]]].<br/><br/>[[Return the way you came|carry on ahead]].]
(else:)[(if: $barclosed is "false")[You are outside the pub.<br/><br/>[[Go inside|Enter the pub]]<br/><br/>[[Return the way you came|carry on ahead]].](else:)[The bar is closed. You [[return to the junction of the alley|carry on ahead]] ]]}{(set: $pubvisited="true")The room smells of stale beer and homemade gin. The yellow light comes from a pair of grubby gaslamps mounted on opposite walls, illuminating a small room with four tables and a dozen or so chairs.}
A tall man with black hair stands with his arms folded behind a simple bar, and a group of four men in cheap-looking clothes are playing a game of cards in one corner, their voices growing increasingly heated as the stakes rise higher.
{(if: $yellowdress is "false")[A woman in a yellow dress sits alone, drinking from a metal tankard, and a](else:)[A] man with a dustpan and shovel systematically rearranges the sawdust, spittle and broken glass on the floor.}
{
[[Return to the alley outside|You follow the alley to your left]].<br/><br/>
(if: $barman is "false")[ [[Approach the bar]].<br/><br/> ]
(if: $cardgame is "false")[ [[Watch the card game]]. <br/><br/>]
(if: $yellowdress is "false")[ [[Speak to the woman]].<br/><br/>]
(if: $dustpan is "false")[ [[Talk to the man with the dustpan and shovel]].]
}{(set: $lookedinwindow="true")The window is so grubby you barely get a better view of the interior of the pub even when your face is almost pressed against it.}
You can however make out the individuals within. There are five people inside the public house and a tall man standing behind a simple bar.
As you watch, you see one of the patrons approach the bar.
-----
Make a ''Detect'' roll. Your ''Wits'' //attribute modifier// is 0 and you are trained in ''Detect'', giving you a //skill modifier// of +1. This means your //total modifier// is +1.
You can play a ''trick'' if you wish and are able to do so.
As the window is so dirty, the ''Target Number'' is ''12''.
Roll a D20 and add your //total modifier.//
-----
[[You rolled 12 or more, or played a trick that granted you an automatic success|You rolled 12 or more]].
[[You rolled less than 12]].
{(set: $seenenvelope = "true")As you watch through the window, you see the barman pour a drink for the patron - a woman in a yellow dress. As well as sliding the tankard towards her, the barman appears to give her a small envelope.}
The woman returns to her seat and you see nothing else of note.
[[You can enter the pub|Enter the pub]] or [[return to the alleyway|carry on ahead]].
-----
//You can draw one card now thanks to your success on the Detect roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//You can't make out anything unusual or interesting.
[[You can enter the pub|Enter the pub]] or [[return to the alleyway|carry on ahead]]."Here's one on the house. I always like to welcome new customers."
The barman smiles and slides over a freshly-pulled ale, the head foaming over the top of the tankard.
"Please, drink up," he says.
{
[[Take the drink]].<br/><br/>
[[Refuse the drink]].<br/><br/>
[[Ask about Baker]].<br/><br/>
(if: $attackplans is "true")[ [[Accuse the barman about the attack plans]].<br/><br/> ]
(if: $seenenvelope is "true")[ [[Ask about the woman in the yellow dress]]. <br/><br/>]
[[Return to the alley outside|You follow the alley to your left]].<br/><br/>
}
{(set: $yellowdress="true")The woman eyes you from beneath her black fringe as you approach. She doesn't speak, instead raising one eyebrow in a gesture that implies she will tolerate you, but not necessarily for long.}
{
(if: $seenenvelope is "true")[ [[Ask her about the envelope]].<br/><br/> ]
[[Ask her about Baker]]. <br/><br/>
(if: $smalltalk is "false")[ [[Make small talk]].<br/><br/> ]
[[Leave her be|Enter the pub]].
}
{(set: $dustpan = "true")It is only when you get close to the man with the dustpan and shovel that you realise he is not human.}
The workmanship of the automaton is exquisite, rivalling some that you have seen in the refined salons of Mayfair and Knightsbridge.
The suppleness of the skin, the smoothness of the movements and the variety of realistic expressions on its face would deceive many, and it is only because you are familiar with such constructs through your work with The Ministry that you recognise the creature's true nature now.
You [[turn back to the body of the pub|Enter the pub]], wondering how such a an expensive model found its way to performing menial tasks in a backstreet bar in Whitechapel.
{(set: $cardgame="true")
You watch the cardgame for a few minutes. You can tell the men are skilled, though one of them appears to either be consistently cheating, or be remarkably blessed with the hand of fortune.}
You sense a little of whatever magic he is using to make the cards appear to do his bidding seep into your own mind.
//You can discard up to two cards from your hand and draw the same number from the deck.//
[[You return to look at the rest of the pub|Enter the pub]].{(set: $yellowdress="true")(set: $envelopementioned="true")
As soon as you mention the envelope, the woman stands up and turns briskly away from you, exiting the pub via a small door towards the back of the room.}
[[Follow the woman]].
[[Ignore her|Enter the pub]].
As soon as you mention Baker's name, the woman puts a gloved finger to her lips.
"Not here," she says. "Meet me in the yard outside."
With that, she stands and walks to a small door towards the back of the pub. She opens it and walks through it, closing it behind her.
[[Follow the woman to the yard]].
[[Ignore her|Enter the pub]].{(set: $smalltalk="true")You introduce yourself and ask the woman her name.}
"My name is neither important, nor is it any of your business,' she replies, in an accent that betrays the fact she is not from these shores. "Please leave me to my drink."
{
(if: $seenenvelope is "true")[ [[Ask her about the envelope]].<br/><br/> ]
[[Ask her about Baker]]. <br/><br/>
[[Leave her be|Enter the pub]].
}
You follow the woman through the door and find yourself in a small square area. Barrels and crates are piled in one corner. The woman in the yellow dress is nowhere to be seen.
-----
Make a ''Detect'' roll. Your ''Wits'' is 0 and you are //trained// in ''Detect'', giving you a //total modifier// of +1. You can play a trick if you wish. The ''Target Number'' is ''10''.
Roll a D20 and add your //total modifier//.
-----
[[You rolled 10 or more, or you played a trick that granted you an automatic success]].
[[You rolled less than 10]]."Why do you want to know about Baker?" The woman's accent is hard to place. The yard is deserted, and out of sight and earshot from the pub.
[[Lie to her, telling her you have information that Baker will find useful|(Convince) Tell her you have information that Baker will find useful]].
[[Tell her that you are here to put a stop to him]].You spot the woman as she lunges towards you from behind one of the barrels, a stiletto blade in her gloved hand and a look of malice in her eyes.
-----
You may draw a card for succeeding on the ''Detect'' roll. If you have more cards in your hand than your ''hand size'', you must discard cards until you have that number or less in your hand.
You are in //combat mode//, which is divided into a number of rounds. Each participant in a combat can perform one ''action'' during their turn in a round.
''Turn order'' must be established to determine who gets to act first each round. Turn order is determined by drawing a card from the deck for you and one for the woman. If your card is higher than or equal to hers (Aces are high), you act first in a round. If her card is higher, she will act first.
Place the cards drawn to determinine ''turn order'' on the discard pile.
You have only had time to draw your sword for this combat. The only action you can take is the ''strike'' action, which is tied to your ''Fortitude'' and your skill with ''Blades''. Your Fortitude //attribute modifier// is +1 and you are trained in ''Blades'' which gives you a //skill modifier// of +1, giving you a //total modifier// of +2 when making the ''strike'' action with your sword.
You can play ''tricks'' during combat if you are able. You can draw another card from the deck at the end of your turn, discarding down to your ''hand size'' of 5 cards if you have more than that number in your hand after having done so.
The woman in the yellow dress is also only able to make the ''strike'' action. She has a //total modifier// of 0, which means you have the edge in this combat. She deals 2 ''harm'' with her blade.
The woman has a ''harm limit'' of 7 and has a ''Target Number'' of 10. This means you must meet or exceed 10 on your ''strike'' action to hit her. If you succeed, your sword will deal her 2 points of ''harm''. If you succeed by 5 or more on your ''strike'' action, you achieve a //special success// and inflict an extra point of ''harm''.
If you succeed by 10 or more, or roll a 20 on your D20, you achieve a //critical success// and deal 1 extra point of ''harm'' //and// activate your sword's //critical effect//.
Your sword's //critical effect// is ''bleed'', which deals 1 point of ''harm'' to the woman at the ''start'' of her next turn. She can make a ''natural Fortitude roll'' to attempt to stop the bleeding at the ''end'' of her next turn, aiming for a ''Target Number'' of 12. Her //total modifier// for her ''natural Fortitude roll'' is 0.
If she succeeds, she stops bleeding and the ''bleed'' effect is removed. If she fails, she continues to ''bleed'' and continues to suffer 1 point of ''harm''at the start of each of her turns until she passes the ''natural Fortitude roll'' at the end of each of her turns, or her ''harm limit'' is equalled or exceeded.
Run the combat in rounds, until either you or the woman have suffered harm equal to or in excess of your ''harm limit'' (7 points of ''harm'' for the woman, 10 points of ''harm'' for you.)
Remember, if you suffer 4 or more points of ''harm'', you will be //wounded//. If you suffer 7 or more points of ''harm'', you will be //injured//.
-----
[[You defeat the woman]].
[[The woman defeats you]].You cry out as you feel a sharp pain in your side as the woman lunges at you from the shadows with a stiletto blade.
-----
You take 1 point of ''harm'' from the woman's surprise attack.
You are in //combat mode//, which is divided into a number of rounds. Each participant in a combat can perform one ''action'' during their turn in a round.
''Turn order'' must be established to determine who gets to act first each round. Turn order is determined by drawing a card from the deck for you and one for the woman. If your card is higher than or equal to hers (Aces are high), you act first in a round. If her card is higher, she will act first.
Place the cards drawn to determinine ''turn order'' on the discard pile.
You have only had time to draw your sword for this combat. The only action you can take is the ''strike'' action, which is tied to your ''Fortitude'' and your skill with ''Blades''. Your Fortitude //attribute modifier// is +1 and you are trained in ''Blades'' which gives you a //skill modifier// of +1, giving you a //total modifier// of +2 when making the ''strike'' action with your sword.
You can play ''tricks'' during combat if you are able. You can draw another card from the deck at the end of your turn, discarding down to your ''hand size'' of 5 cards if you have more than that number in your hand after having done so.
The woman in the yellow dress is also only able to make the ''strike'' action. She has a //total modifier// of 0, which means you have the edge in this combat. She deals 2 ''harm'' with her blade.
The woman has a ''harm limit'' of 7 and has a ''Target Number'' of 10. This means you must meet or exceed 10 on your ''strike'' action to hit her. If you succeed, your sword will deal her 2 points of ''harm''. If you succeed by 5 or more on your ''strike'' action, you achieve a //special success// and inflict an extra point of ''harm''.
If you succeed by 10 or more, or roll a 20 on your D20, you achieve a //critical success// and deal 1 extra point of ''harm'' //and// activate your sword's //critical effect//.
Your sword's //critical effect// is ''bleed'', which deals 1 point of ''harm'' to the woman at the ''start'' of her next turn. She can make a ''natural Fortitude roll'' to attempt to stop the bleeding at the ''end'' of her next turn, aiming for a ''Target Number'' of 12. Her //total modifier// for her ''natural Fortitude roll'' is 0.
If she succeeds, she stops bleeding and the ''bleed'' effect is removed. If she fails, she continues to ''bleed'' and continues to suffer 1 point of ''harm''at the start of each of her turns until she passes the ''natural Fortitude roll'' at the end of each of her turns, or her ''harm limit'' is equalled or exceeded.
Run the combat in rounds, until either you or the woman have suffered harm equal to or in excess of your ''harm limit'' (7 points of ''harm'' for the woman, 10 points of ''harm'' for you.)
Remember, if you suffer 4 or more points of ''harm'', you will be //wounded//. If you suffer 7 or more points of ''harm'', you will be //injured//.
-----
[[You defeat the woman]].
[[The woman defeats you]].The woman falls to the ground unconscious. You can tell that she will be out for some time. Your Ministry training prohibits you from taking further action, but it does not forbid you from searching her body.
You find a slim envelope in one of the pockets of her dress. Opening it, you find a single sheet of paper with numbers and letters on it.
You feel the sequence is important, and wrack your brain for some semblance of order or recognition.
-----
You must make a ''Knowledge'' skill roll. Your are trained in ''Knowledge'' and it is a ''Wits'' skill. Your //total modifier// is +1, and you can play a ''trick'' to help if you are able.
Roll a D20 and add your //total modifier//. You are aiming for a ''Target Number'' of ''11''.
-----
[[You meet or exceed 11, or you played a trick that grants you an automatic success]].
[[You roll less than 11]].The woman stabs you with her blade, twisting the handle of her stiletto and doing irreperable damage to your internal organs.
You gasp, then crumple to the ground. Above, the sky is black. Then, everything else fades to the same, empty shade.
[[You have failed|mission over]]You tell the woman that you have been tasked with putting a stop to Baker and his nefarious deeds.
She pauses, as if considering her options.
-----
This is an example of a situation where you must make an ''opposed roll'' against another character.
In this instance, the woman is weighing up whether she thinks you are enough of a threat to Baker to believe you, or if she thinks your words are empty and not worth heeding.
She will make a ''natural Wits roll'' to decide. She has a +1 //attribute modifier// in ''Wits''. Roll a D20 to determine what she decides - this becomes the Target Number you must then meet or exceed with a ''natural Fortitude roll'' , which represents your physical presence and bravado.
Your ''Fortitude'' //attribute modifier// is +1. Roll a D20 and add that to your result.
-----
[[You meet or exceed her Wits roll]].
[[Your result is less than her Wits roll|You fail on your Convince roll]].You must make a ''Convince'' roll. You have +1 in ''Charisma'', but you are untrained in ''Convince''. Your ''total modifier is'' +1.
You get the sense the woman is highly intelligent. The ''Target Number'' you need to meet or exceed is ''12''.
You can play a ''trick'' if you are able.
[[You suceed on your Convince roll]].
[[You fail on your Convince roll]].{(set: $madelaine="true")"Information, is it?" The woman raises an eyebrow again, though this time the gesture seems born of curiousity rather than suspicion. "Baker is always keen to learn of new information."}
You nod, knowing that she is hoping you are going to tell her what information you have to trade. Obviously, as you have none, you stay silent.
"I hope for your sake it is valuable, this information," she says. "I wish you good fortune in your trade with him, //mon ami//. In fact, mention you have spoken with me - Madelaine - and that should start your negotiations on the right foot."
You repeat her name and she nods.
"Yes, Madelaine." She gives a quick bow. "Now, if you please, I shall take my leave."
The woman smooths her dress and slips back into the pub. By the time you follow, [[she is gone|Enter the pub]].
-----
//You can draw one card now thanks to your success on the Convince roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//You cry out as you feel a sharp pain in your side as the woman suddenly lunges at you with a stiletto blade.
//Take 1 point of harm.//
You ready yourself for combat.
-----
You are in //combat mode//, which is divided into a number of rounds. Each participant in a combat can perform one ''action'' during their turn in a round.
''Turn order'' must be established to determine who gets to act first each round. Turn order is determined by drawing a card from the deck for you and one for the woman. If your card is higher than or equal to hers (Aces are high), you act first in a round. If her card is higher, she will act first.
Place the cards drawn to determinine ''turn order'' on the discard pile.
You have only had time to draw your sword for this combat. The only action you can take is the ''strike'' action, which is tied to your ''Fortitude'' and your skill with ''Blades''. Your Fortitude //attribute modifier// is +1 and you are trained in ''Blades'' which gives you a //skill modifier// of +1, giving you a //total modifier// of +2 when making the ''strike'' action with your sword.
You can play ''tricks'' during combat if you are able. You can draw another card from the deck at the end of your turn, discarding down to your ''hand size'' of 5 cards if you have more than that number in your hand after having done so.
The woman in the yellow dress is also only able to make the ''strike'' action. She has a //total modifier// of -1, which means you have the edge in this combat. She deals 2 ''harm'' with her blade.
The woman has a ''harm limit'' of 7 and has a ''Target Number'' of 10. This means you must meet or exceed 10 on your ''strike'' action to hit her. If you succeed, your sword will deal her 2 points of ''harm''. If you succeed by 5 or more on your ''strike'' action, you achieve a //special success// and inflict an extra point of ''harm''.
If you succeed by 10 or more, or roll a 20 on your D20, you achieve a //critical success// and deal 1 extra point of ''harm'' //and// activate your sword's //critical effect//.
Your sword's //critical effect// is ''bleed'', which deals 1 point of ''harm'' to the woman at the ''start'' of her next turn. She can make a ''natural Fortitude roll'' to attempt to stop the bleeding at the ''end'' of her next turn, aiming for a ''Target Number'' of 12. Her //total modifier// for her ''natural Fortitude roll'' is 0.
If she succeeds, she stops bleeding and the ''bleed'' effect is removed. If she fails, she continues to ''bleed'' and continues to suffer 1 point of ''harm''at the start of each of her turns until she passes the ''natural Fortitude roll'' at the end of each of her turns, or her ''harm limit'' is equalled or exceeded.
Run the combat in rounds, until either you or the woman have suffered harm equal to or in excess of your ''harm limit'' (7 points of ''harm'' for the woman, 10 points of ''harm'' for you.)
Remember, if you suffer 4 or more points of ''harm'', you will be //wounded//. If you suffer 7 or more points of ''harm'', you will be //injured//.
-----
[[You defeat the woman]].
[[The woman defeats you]].{(set: $weaponless="true")
You thank the barman and take the tankard. Raising it to your lips, you smell the hoppy aroma of beer. You take a sip ...}
... and when you regain consciousness, you are in a small stone room with an iron door, stripped of your weapons and with an ache in your skull that makes it feel like it's about to split.
[[Open your eyes|Open the door]].
"Ah, one of those Temperance sorts, are you?" The barman takes the tankard and grins. "Not many of them come to Whitechapel, truth be told. Now, what is it you're wanting?"
{
[[Ask about Baker]].<br/><br/>
(if: $attackplans is "true")[ [[Accuse the barman about the attack plans]].<br/><br/> ]
(if: $seenenvelope is "true")[ [[Ask about the woman in the yellow dress]]. <br/><br/>]
}"I'm not sure I recognise that name," the barman says, smiling all the while. "Why are you asking?"
[[Tell him the truth]].
[[Tell him you are an associate of Baker]].{(set: $weaponsgone="true")You awaken in darkness. As you regain a sense of your surroundings, you realise your weapons are gone (//remove any weapons you may have been carrying from your log sheet//)}.
Your shoulder-mounted arc-light is still in place and you switch it on, revealing a featureless stone room with no windows. A single metal door is set in one wall.
It is a simple matter to pick the lock and open it. Beyond, a corridor runs to the left and right. To the left, you can just make out a storage area piled with boxes and crates. To the right, the corridor extends for thirty feet or so before ending at a heavy-looking metal door.
[[Go left]].
[[Go right]].The boxes and crates are piled high from floor to ceiling.
{(if: $searchedboxes is "true")[You have searched the boxes and found everything of interest.<br/><br/>](else:)[ [[Search the boxes]].<br/><br/>]
[[Go back the way you came]].}
The corridor ends in a large metal door. Testing it, you find it is securely locked.
Another, less sturdy door is to your left.
{(if:$key is "true")[ [[Use the key you took from the barman to unlock the metal door|you open the door]].<br/><br/> ]
(if: $picked is "false") [
[[Try to pick the lock of the metal door]].<br/><br/>]
[[Open the door to your left]].<br/><br/>
[[Go back the way you came]].<br/><br/>
}
The door opens into a large, dark space piled high with wooden and metal crates. The boxes create a maze-like path and you can spy a gantry at the far side of the room overlooking the rest of warehouse, with another door at the top of a set of metal stairs.
{
[[Pick your way through the crates|You fail at the Stealth roll]].<br/><br/>
(if: $rifleheard is "true")[
[[Look for the source of the sound you heard|detect success]].<br/><br/>]
[[Return to the alley outside|You take the alley on the right]].
}
Alerted by the noise you heard outside, you crouch behind the nearest crate and scan the warehouse.
You spot a figure hiding in the shadows on the gantry, a rifle cocked and ready to fire.
[[Open fire with your arc-pistol]].
[[Try to sneak through the crates]].
[[Leave the warehouse|You take the alley on the right]].
You have failed in your mission.
Your name will be added to the bottom of a very long list, in very small letters, somewhere in a very secluded part of The Ministry in Whitehall.
If you would like to [[start again|The streets]], you may do so.
{(set: $attackplans="true")With a growing sense of unease, you recognise the numbers and letters as a code that is used by the Department of Exterior Defence, a division of The Ministry.}
This letter contains coded attack instructions for The Empire's airship fleet for an incursion into Republic territory, something that is not uncommon, but the details of which are military secrets.
Somehow, these secrets found their way into the hands of the barman of the pub, and then into the pocket of this woman.
Pondering on what to do next, you [[return to the pub|Enter the pub]].
Try as you might, you can find no meaning in the numbers and letters on the sheet of paper. Folding it and putting it and the envelope in your pocket, you [[return to the bar|Enter the pub]].She places a gloved finger to her lips.
"I can see how you might be the person to finally do that," she says. "Even if not, it would appear that Baker's use is nearing an end."
You ask her what she means.
"Let me just say that he has been most generous in delivering to me the information of utmost value." She pats a pocket of her dress and nods her head towards the pub. "Even if he does not personally deliver it."
The woman laughs, a high-pitched trill that reminds you of a caged bird. "Now, //mon ami//, this is where we part company, I think? You will let me return to my business now, no?"
[[Let the woman go and return to the pub||Enter the pub]].
[[Shake your head, and refuse to let her go|You fail on your Convince roll]].
-----
//You can draw one card now thanks to your success on the natural Fortitude roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//"She's a regular," he says. "Comes in here once or twice a week, sits on her lonesome and drinks one mug of ale then leaves again."
You can tell he's lying. Rather than accuse him directly, you ask him if he thinks it odd a lone woman comes to an establishment like his.
"There's all sorts of //odd// in Whitechapel, my friend. And one of the reasons people are fond of coming to an //establishment like mine// is that people don't ask too many questions."
His smile fades and his eyes narrow. "Now, what is it you're //really// here for?"
[[Ask about Baker]].
[[Make your excuses and leave|carry on ahead]]."Attack plans, is it? I don't know anything about attack plans. If you mean the list I gave to that charming young lady in the yellow dress, it's a set of chess moves, that's all."
[[Accuse him of lying]].
[[Drop the subject]]."Now that's a pretty serious accusation," says the barman. "I don't suppose you have evidence to back that up?"
He looks around the pub and smiles.
"In fact, it doesn't look like you have //anything// to back you up now, does it?"
[[Drop the subject]].
[[Press the matter]].
"Anything else?" The barman's smile is unshakeable.
{
[[Ask about Baker]].<br/><br/>
(if: $seenenvelope is "true")[ [[Ask about the woman in the yellow dress]]. <br/><br/>]
}"You know what," says the barman, "you're right. You've caught me bang to rights and no mistake."
You listen as he continues.
"It's Baker," he says. "Everyone round here is terrified of him. Let me show you what I mean."
[[Stop him from saying any more]].
[[Let him carry on]].
You tell the barman you have heard enough. In response, he lunges for you.
You get ready to [[defend yourself]].The barman bends down to get something from beneath the counter.
When he stands up, you have a split-second to realise he has a pinch of some powdery substance in the palm of his hand, which he proceeds to blow in your face.
-----
//You must now make a ''natural'' ''Fortitude'' roll against the barman's attempt to drug you. Your ''Fortitude'' is +1 and the ''Target Number'' you are aiming for is ''12''. You can play a ''trick'' if you are able.
-----
[[You pass the natural Fortitude roll, or play a trick that grants you automatic success]].
[[You fail the natural Fortitude roll]].You manage to resist the effects of whatever it was the barman has attempted to drug you with.
As he lunges for you, you get ready to [[defend yourself]].
-----
//You can draw one card now thanks to your success on the natural Fortitude roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//Everything goes black. When you regain consciousness, you find yourself in [[unfamiliar surroundings|Open the door]].You and the barman are now in unarmed combat. Neither of you intends to kill the other, so the damage you will inflict on each other is ''nonlethal''. If you inflict ''5 points of harm'' on him, he will be knocked unconscious. If he inflicts ''10 points of harm'' on you, you will do the same. ''Nonlethal'' harm is removed as soon as you regain consciousness, and ignores the ''wounded'' and ''injured'' conditions.
Combat starts with you and the barman drawing a card from the deck to determine ''turn order''. Whoever draws the highest card acts first. If you both draw the same value card, you act first.
You are trained in ''unarmed'' combat, so your total modifier for the ''Strike'' action you are able to make is +2. The barman is also adept in street-fighting techniques and also has a +1 to his ''strike'' action. The ''Target Number'' you need to meet or exceed to hit him is ''10''.
By default, your unarmed attacks deal 0 ''harm'', as do the barman's. If either of you succeed on your ''Strike''actions by 5 or more, you will inflict 1 point of ''harm''. If you succeed by 10 or more (or roll a 'natural 20') you will inflict 1 points of ''harm'' and //stun// the barman, causing him to miss his next ''Strike'' action. The barman's unarmed attacks do not have the //stun// //critical effect//, so if he exceeds your ''Target Number to Hit'' by 10 or more (or rolls a 'natural 20') he will inflict 1 point of ''harm'' on you without any additional effect.
Proceed to run the combat until either you or the barman are defeated.//
[[You defeat the barman]].
[[The barman defeats you]].
{(set: $barman="true")}
{(set: $alabaster="true")(set: $barclosed="true")(set: $key="true")The barman falls to the ground, unconscious.}
Rifling through his pockets, you find a small bronze key and a calling card with a symbol of an owl engraved on one side. On the other, in fine and elegant handwriting, is a message:
//"My dearest colleague. Our continental friends continue to be most generous. This week's codeword is 'alabaster'"//
You commit the message to memory before burning the card in the flame from one of the gaslamps of the bar.
In the fracas, the rest of the bar's patrons have scattered. You bind the barman and leave him unconscious behind the counter, before [[leaving the pub|You follow the alley to your left]], closing the door behind you.
You lose consciousness as the barman strikes you on the side of the head. When you awaken, you find yourself in [[unfamiliar surroundings|Open the door]]."Put a stop to him, you say?" The barman's smile evaporates. "Very interesting. Perhaps I have something here that might help."
He bends down to reach for something under the counter.
When he stands up, you have a split-second to realise he has a pinch of some powdery substance in the palm of his hand, which he proceeds to blow in your face.
//You must now make a ''natural'' ''Fortitude'' roll against the barman's attempt to drug you. Your ''Fortitude'' is +1 and the Target Number you are aiming for is 12. You can play a ''trick'' if you are able.//
[[You pass the natural Fortitude roll, or play a trick that grants you automatic success]].
[[You fail the natural Fortitude roll]].
"An associate? Of this person I've never heard of? How interesting. So what line of business might you be in?"
[[Tell him you trade in secrets]].
[[Tell him you aren't at liberty to say]].
"Secrets can be dangerous things to trade in. You should be careful, especially around these parts." The barman has lowered his voice and leans over the counter towards you.
"Shall I put a word in for you with Mr Baker, then? Let him know there's a new trader in town?"
[[Tell him that would be most courteous]].
[[Tell him not to trouble himself and that you'll speak to Baker yourself]].
"Of course, of course."
The barman bends down to get something from beneath the counter.
When he stands up, you have a split-second to realise he has a pinch of some powdery substance in the palm of his hand, which he proceeds to blow in your face.
//You must now make a ''natural'' ''Fortitude'' roll against the barman's attempt to drug you. Your ''Fortitude'' is +1 and the Target Number you are aiming for is 12. You can play a ''trick'' if you are able.
[[You pass the natural Fortitude roll, or play a trick that grants you automatic success]].
[[You fail the natural Fortitude roll]].
"I am nothing but not courteous, my friend. I shall contact Mr Baker presently and let him know you are coming to speak with him." The barman gives an inscrutable wink. "Now, I had better close up, I hear it's going to be a long night."
{(set: $barclosed="true")(set: $wordin="true")And with that, he [[ushers you outside|You follow the alley to your left]].}
"Oh, it is no trouble at all, trust me." The barman has stopped smiling. "In fact, I insist. Now, if you excuse me whilst I close up."
{(set: $barclosed="true")[[Attack him|defend yourself]].}
[[Leave the bar|You follow the alley to your left]]."And who the hell are you supposed to be?"
One of the two men stands from the table, knocking over the bottle of wine between him and his companion. A livid red scar twitches from his eyebrow to his chin as he sneers at you.
You can see that both men are large and muscular, and appear to be armed with cudgels. That said, you can tell from their movements and speech that they both appear to be somewhat inebriated.
{(if: $alabaster is "true")[
[[Use the passphrase 'alabaster']].<br/><br/>]
[[Try and convince them you are meant to be here]].<br/><br/>
[[Attack them]].}
The opening leads into a stone corridor that leads forward for a few feet before making a sharp turn to the right. You are preparing yourself for what you are about to face when you hear a voice coming from ahead.
"Ah, you have made it." The voice is deep, the tone mocking. "I am so looking forward to making your aquaintaince. Please, come forward."
You hear a click, then a grinding sound from behind you. You turn to see an iron grille slam down from ceiling to floor, blocking any possible retreat.
"A precaution," the voice purrs. "Nothing to worry about."
You have no doubt that this is Baker. The report from The Ministry was clear: he is a dangerous, ruthless individual and most certainly not to be trusted.
{(if: $madelaine is "true")[
[[Reply that you are here after having spoken to Madelaine|madelaine]].<br/><br/>]
[[Ask that he come to you instead]].<br/><br/>
[[Walk around the corner]].
}
{(set: $listened="true")Carefully, you place your ear against the cool metal of the door and listen.}
-----
You must make a ''Detect'' roll. Your ''Wits'' is 0 and you are trained in ''Detect'', giving you a //total modifier// of +1. You can play a trick to help if you are able.
The door is thick and the noises of Whitechapel compete for your attention. The ''Target Number'' you are aiming for is 14.
Roll a D20, and add your total modifier.
-----
[[You succeed at the roll, or play a trick that lets you automatically succeed]].
[[You fail at the roll]].
{(set: $rifleheard = "true")You hear the very faint but unmistakable sound of someone loading a weapon. To your trained ears, it sounds like some kind of rifle.}
[[Open the door|warehouse]]
[[Return to the junction|carry on ahead]].
-----
//You can draw one card now thanks to your success on the Detect roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//You don't hear anything.
[[Open the door|warehouse]].
[[Return the way you came|carry on ahead]].You must now determine the ''turn order'' for the combat that is about to commence. Draw one card for you and one card for your opponent. Whoever drew a higher value card gets to act first in each turn. If you drew the same value card as your opponent, you get to act first.
This combat begins as a //ranged combat//. Your opponent will stay on the gantry, attempting to ''fire'' at you each round. They would normally have a //total modifier// of 0 to their ''fire'' action, but the crates give you cover and impose a penalty on their roll, meaning that they have a //total modifier// of -1 to their ''Fire'' action.
Each round, you can also make the ''fire'' action, attempting to shoot the enemy with your arc-pistol. Your ''Dexterity'' is -1, and you are trained in ''Small firearms'', giving you a 0 modifier to your ''fire'' action. You can play ''tricks'' if you are able.
The ''Target Number'' you need to hit your opponent is ''11''.
You can also ''move'' once per turn, in addition to making the ''fire'' action. It will take you two ''moves'' to reach the enemy: one to reach the gantry, and another to ''engage'' with your opponent. You may spend your turn moving twice. If you so so, you cannot also make the ''fire'' action.
Once you are engaged with your opponent, you can use your sword to make the ''Strike'' action against them. With a ''Fortitude'' of +1 and your training in ''Blades'', this gives you a +2 //total modifier// and a better chance of defeating them.
Your opponent only has their rifle as a weapon, which deals 2 points of ''harm''.
They will continue to try and ''fire'' at you, even when you are ''engaged'' with them. When engaged, they suffer a -2 penalty to their ''fire'' action, giving them a //total modifier// of -2 when they try to shoot at you (as you are on the gantry at that point, you are no longer in cover, so the additional -1 modifier for that does not apply.)
The enemy can withstand a total of 7 points of ''harm'' before being defeated.
If you or your opponent roll a //natural 1// for a ''fire'' action, your arc-pistol or their rifle is ''out of ammo''. A weapon that is ''out of ammo'' can no longer be used to make the ''fire'' action. If your enemy's rifle is ''out of ammo'', they will move towards you and attempt to make an unarmed ''strike'' against you.
They have a total unarmed ''strike'' modifier of -2 and inflict a default of 0 harm with their unarmed attacks (they will only damage you if they achieve a //regular success// or a //critical success//.) .
The number of ''move''actions they must make to reach you depends on where you are and if you have moved towards them. They must make at least one ''move'' action to ''engage'' with you.
Run the combat now, referring to the rules above and the additional rules in the pamphlet.
-----
[[You inflict 7 or more points of harm on your opponent]].
[[Your opponent inflicts 10 or more points of harm on you]].You try to sneak stealthily through the maze of crates towards the gantry.
-----
Your ''Dexterity'' is -1 and your are trained in ''Stealth''. Your //total modifier// is 0. You can play a trick if you are able.
The ''Target Number'' you are aiming for is ''12''.
Roll a D20 and add your //total modifier//.
-----
[[You succeed at the Stealth roll, or play a trick that grants you success]].
[[You fail at the Stealth roll]].You pick your way through the maze of crates and approach the steps that lead to the gantry.
Above, you can tell that the figure with the rifle hasn't noticed you.
[[Attempt to sneak past them and through the doorway at the top of the gantry]].
[[Draw your sword and try to take them by surprise]].
-----
//You can draw one card now thanks to your success on the Stealth roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//You try to sneak through the maze of crates towards the gantry, but accidentally bump into one. It makes a scraping noise.
A split-second later, a much louder noise explodes through the warehouse as a shot rings out.
-----
Roll a D20 to represent ''Fate''. On a 10 or less, the shot misses you. On an 11 or more, the shot hits you, dealing you 2 points of ''harm''. If you now have 10 or more points of ''harm'' inflicted, your [[mission is now over|mission over]].
You must now determine the ''turn order'' for the combat that is about to commence. Draw one card for you and one card for your opponent. Whoever drew a higher value card gets to act first in each turn. If you drew the same value card as your opponent, you get to act first.
This combat begins as a //ranged combat//. Your opponent will stay on the gantry, attempting to ''fire'' at you each round. They would normally have a //total modifier// of 0 to their ''fire'' action, but the crates give you cover and impose a penalty on their roll, meaning that they have a //total modifier// of -1 to their ''Fire'' action.
Each round, you can also make the ''fire'' action, attempting to shoot the enemy with your arc-pistol. Your ''Dexterity'' is -1, and you are trained in ''Small firearms'', giving you a 0 modifier to your ''fire'' action. You can play ''tricks'' if you are able.
The ''Target Number'' you need to hit your opponent is ''11''.
You can also ''move'' once per turn, in addition to making the ''fire'' action. It will take you two ''moves'' to reach the enemy: one to reach the gantry, and another to ''engage'' with your opponent. You may spend your turn moving twice. If you so so, you cannot also make the ''fire'' action.
Once you are engaged with your opponent, you can use your sword to make the ''Strike'' action against them. With a ''Fortitude'' of +1 and your training in ''Blades'', this gives you a +2 //total modifier// and a better chance of defeating them.
Your opponent only has their rifle as a weapon, which deals 2 points of ''harm''.
They will continue to try and ''fire'' at you, even when you are ''engaged'' with them. When engaged, they suffer a -2 penalty to their ''fire'' action, giving them a //total modifier// of -2 when they try to shoot at you (as you are on the gantry at that point, you are no longer in cover, so the additional -1 modifier for that does not apply.)
The enemy can withstand a total of 7 points of ''harm'' before being defeated.
If you or your opponent roll a //natural 1// for a ''fire'' action, your arc-pistol or their rifle is ''out of ammo''. A weapon that is ''out of ammo'' can no longer be used to make the ''fire'' action. If your enemy's rifle is ''out of ammo'', they will move towards you and attempt to make an unarmed ''strike'' against you.
They have a total unarmed ''strike'' modifier of -2 and inflict a default of 0 harm with their unarmed attacks (they will only damage you if they achieve a //regular success// or a //critical success//.) .
The number of ''move''actions they must make to reach you depends on where you are and if you have moved towards them. They must make at least one ''move'' action to ''engage'' with you.
Run the combat now, referring to the rules above and the additional rules in the pamphlet.
-----
[[You inflict 7 or more points of harm on your opponent]].
[[Your opponent inflicts 10 or more points of harm on you]].{(set: $key="true")Your opponent slumps to. the ground, mortally wounded.}
You can take their rifle. It is a ''large firearm'' (a skill you are untrained in), and it deals 2 ''harm''. It has no //critical effects//.
If you take it, add it to the ''weapons'' section of your log sheet. Your base modifier to hit with it is -1 (-1 from your ''Dexterity'' and 0 from being untrained in ''Large firearms'').
There is also a small key in one of the pockets of the body, which you also take before [[going through the door]].Your opponent deals you a mortal blow and you crumple to the ground, feeling your life force fading away.
[[Your mission is over|mission over]].This will be a challenge of your skill, so close to an alert enemy.
-----
You must make a ''Stealth'' roll. Your ''Dexterity'' is -1 and you are trained in ''Stealth'', giving you a modifier of 0. You can play a trick if you are able.
The'' Target Number ''you are aiming for is 15.
Roll a D20 and add your total modifier.
-----
[[You succeed at the stealth check]].
[[You fail at the stealth check]].You creep up the stairs with your blade drawn and try to take the enemy by surprise.
----
Make a ''Stealth'' roll. Your ''Dexterity'' is -1 and you are trained in ''Stealth'', giving you a modifier of 0. You can play a trick if able.
The ''Target Number'' you are aiming for is ''12''.
If you succeed, you are able to land a strike before the enemy reacts, inflicting 2 points of ''harm'' on them (they have a ''harm'' ''limit'' of 7).
If you fail, they spot you.
You must now determine the ''turn order'' for the combat that is about to commence. Draw one card for you and one card for your opponent. Whoever drew a higher value card gets to act first in each turn. If you drew the same value card as your opponent, you get to act first.
You are able to ''strike'' with your sword. Your ''Fortitude'' is +1 and you are trained in ''blades'', so your modifier is +2.
Your opponent only has their rifle as a weapon, which deals 2 points of ''harm''.
They receive a -2 penalty to their attempt to ''Fire'' at you at such close range (you and the enemy are ''engaged''). Their modifier for their ''Fire'' action is -2.
If your opponent rolls a natural 1 for a ''Fire'' action, their rifle is ''out of ammo''. A weapon that is ''out of ammo'' can no longer be used to make the ''Fire'' action. If your enemy's rifle is ''out of ammo'', they will attempt to make an unarmed ''strike'' against you.
They have a total unarmed ''strike'' modifier of -2 and inflict a default of 0 harm with their unarmed attacks (they will only damage you if they achieve a //regular success// or a //critical success//.)
Run the combat now, referring to the rules above and the additional rules in the pamphlet.//
[[You inflict 7 or more points of harm on your opponent]].
[[Your opponent inflicts 10 or more points of harm on you]].
The enemy spots you and prepares to attack.
-----
You must now determine the ''turn order'' for the combat that is about to commence. Draw one card for you and one card for your opponent. Whoever drew a higher value card gets to act first in each turn. If you drew the same value card as your opponent, you get to act first.
You are able to ''strike'' with your sword. Your ''Fortitude'' is +1 and you are trained in ''Blades'', so your modifier is +2.
The enemy is in an exposed position and is not wearing any armour. The ''Target Number'' you need to hit them is ''11''.
Your opponent only has their rifle as a weapon, which deals 2 points of ''harm''.
They will continue to try and ''Fire'' at you, even when you are ''engaged'' with them. When engaged, they suffer a -2 penalty to their ''Fire'' action, giving them a //total modifier// of -2 when they try to shoot at you.
The enemy can withstand a total of 7 points of ''harm'' before being defeated.
If your opponent rolls a natural 1 for a ''Fire'' action, their rifle is ''out of ammo''and can no longer be used to make the ''Fire'' action.
If your enemy's rifle is ''out of ammo'', they will attempt to make an unarmed ''Strike'' against you.
They have a total unarmed ''Strike'' modifier of -2 and inflict a default of 0 harm with their unarmed attacks (they will only damage you if they achieve a //regular success// or a //critical success//.)
Run the combat now, referring to the rules above and the additional rules in the pamphlet.
-----
[[You inflict 7 or more points of harm on your opponent]].
[[Your opponent inflicts 10 or more points of harm on you]].{(set: $key="true")[Holding your breath tight in your chest, you creep up the stairs, passing close to the unaware figure. You see a key dangling from their belt and manage to grab it without them noticing, then [[slip through the door at the top of the gantry without making a sound|going through the door]].]}
-----
//You can draw one card now thanks to your success on the Stealth roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//The door opens to reveal a corridor that stretches ahead for a few feet, then turns to the right. You can hear voices up ahead, which appear to come from at least two individuals. They are discussing what they're going to do with what they are referring to as 'the blood money' they are looking forward to being paid.
The corridor is in shadow and the flickering light ahead suggests the way forward is dimly lit.
[[Attempt to sneak past whoever is ahead]].
[[Walk ahead and confront whoever is ahead]].
[[Return the way you came|Go right]].
The room you awoke in is at your back and the corridor stretches left to the storage area and right to the metal door.
[[Go left]].
[[Go right]].{(set: $searchedboxes="true")(set:$weaponsgone="false")You find a dagger at the bottom of one of the crates. A bladed weapon, it will be deadly in your hands.}
-----
Add the Dagger to your log sheet. It has the ''blade'' tag, meaning your training in ''Blades'' will apply when you use it to ''Strike''. It deals 1 point of ''harm'' and has the //bleed// //critical effect//.
-----
[[Return the way you came|Go back the way you came]].{(set: $picked = "true")
You try to pick the lock, realising it is a complex and sturdy mechanism.<br/><br/>
You must make a ''Stealth'' roll, against a Target Number of 14.<br/><br/>
(if: $lockpick is "true") [
You use the lockpick you found on the man in the alleyway. It clicks and whirrs into life and starts to work on the tumblers inside the mechanism, granting you a +3 //gear modifier// to your attempt to pick the lock.<br/><br/> ]
Roll a D20 and add your //total modifier//.}
[[You fail to pick the lock]]
[[You pick the lock]]{(set:$picked="true")You curse as, no matter how often you try, you cannot pick the lock.}
[[Open the door to your left]].
[[Go back the way you came]].
The door opens into a small corridor which ends at another, sturdier looking metal door. Testing it, you find it is securely locked.
{(if:$key is "true")[ [[Use the key to unlock the metal door|you open the door]].<br/><br/> ]
[[Try to pick the lock of the metal door]].<br/><br/>
}You open the door to find yourself standing on a gantry overlooking a warehouse of some kind. Not only that, but you are face to face with a man armed with long-barelled rifle.
-----
You must now determine the ''turn order'' for the combat that is about to commence. Draw one card for you and one card for your opponent. Whoever drew a higher value card gets to act first in each turn. If you drew the same value card as your opponent, you get to act first.
{(if: $weaponsgone is "false")[You are able to ''Strike'' with your blade. Your ''Fortitude'' is +1 and you are trained in ''blades'', so your modifier is +2.](else:)[You are only able to ''Strike'' using your skill in ''unarmed'' combat. Your ''Fortitude'' is +1 and you are trained in ''unarmed'', so your modifier is +2.]}
The enemy is in an exposed position and is not wearing any armour. The ''Target Number'' you need to hit them is ''11''.
Your opponent only has their rifle as a weapon, which deals 2 points of ''harm''.
They will continue to try and ''Fire'' at you, even when you are ''engaged'' with them. When engaged, they suffer a -2 penalty to their ''Fire'' action, giving them a //total modifier// of -2 when they try to shoot at you.
The enemy can withstand a total of 7 points of ''harm'' before being defeated.
If your opponent rolls a natural 1 for a ''Fire'' action, their rifle is ''out of ammo''and can no longer be used to make the ''Fire'' action.
If your enemy's rifle is ''out of ammo'', they will attempt to make an unarmed ''Strike'' against you.
They have a total unarmed ''Strike'' modifier of -2 and inflict a default of 0 harm with their unarmed attacks (they will only damage you if they achieve a //regular success// or a //critical success//.)
Run the combat now, referring to the rules above and the additional rules in the pamphlet.
-----
[[You inflict 7 or more points of harm on your opponent]].
[[Your opponent inflicts 10 or more points of harm on you]].This will be true test of your ability to keep to the shadows and move silently.
-----
You must make a ''Stealth'' roll, against a Target Number of 15. You can play a trick if you are able. You are trained in ''Stealth'' and have a ''Dexterity'' of-1, giving you a modifier of 0.
Roll a D20 and add your //total modifier//.
-----
[[You roll equal to or over 15, or play a trick that grants you an automatic success]].
[[You roll less than 15|Bodyguards]].You stride confidently forward and [[turn the corner|Bodyguards]], preparing yourself for whatever lies ahead.With your heart in your mouth, you hug the wall and inch forward. You turn the corner and see two burly men sitting at a table, a bottle of wine between them. They don't notice you as you creep forward, making for an [[opening that leads onwards|entrance to BBEG]].
-----
//You can draw one card now thanks to your success on the Stealth roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//'Ala...abal...alaba" The man with the scar mumbles and scratches his chin. "I never know what these damn words are supposed to mean."
"It's the right word though." The other man nods, as if imparting secret wisdom to his companion. "She must be meant to be here."
"Got business with Baker?" The scar-faced man thumbs towards an opening to your right.
You nod.
"Best get on with it then," he says, "you don't want to be keeping him waiting."
You nod again and start walking towards the opening, keeping one eye on the two men.
"Now, you lunk-headed muttonmonger," says the scar-faced man to his companion. "Go get us some more wine."
Quietly and without drawing any more attention to yourself, [[you head for the opening|entrance to BBEG]].
You explain that you are here to see Baker and that he is expecting you.
-----
As that is a blatant lie, you will need to make a ''Convince'' roll to attempt to deceive them. Your ''Charisma'' is +1 but you are untrained in ''Convince'' giving you a //total modifier// of +1.
Fortunately both men are inebriated, and neither appear to be particularly sharp-witted. The ''Target Number'' you are aiming for is 11. You may play a trick if you are able.
Roll a D20 and add your //total modifier//.
-----
[[You successfully convince them that Baker is expecting you]].
[[You fail to convince them|Attack them]].
The man with the scar lunges towards you whilst his companion gets to his feet.
-----
You must now determine the ''turn order'' for the combat that is about to commence. Draw one card for you and one card for each of your opponents. Whoever drew a higher value card gets to act first in each turn. If you drew the same value card as one or both of your opponents, you get to act first. If your opponents drew the same value card as each other, randomly determine which one gets to act first.
The man with the scar is already ''engaged'' with you and will make a ''Strike'' action with his cudgel during each of his turns. Due to his inebriated state, he suffers a -2 modifier to his ''Strike'' action.
His companion will spend his first turn making two ''move'' actions: one to get to ''close'' range with you, and the other to move into ''engaged'' range. He will not be able to make a ''Strike'' action during his first turn, but will take the ''Strike'' action for each of his next turns (he also suffers a -2 modifier due to his drunken state).
The men are also slow due as a result of having consumed so much alcohol. The ''Target Number'' to hit them is 9, and each of them can withstand 7 points of harm before they are defeated. Their cudgels deal 1 point of ''harm''and have no //critical effects//.
Run the combat in rounds, until either you or both men have suffered harm in excess of your limits (7 points of harm for each man, 10 points of harm for you.)
Remember, if you suffer 4 or more points of harm, you will be //wounded//. If you suffer 7 or more points of harm, you will be //injured//.
-----
[[The men defeat you]].
[[You defeat the two men]]."Right you are," says the man with the scar. "He's just through there. Best not keep him waiting, eh?"
He flashes you a grin that is more gums than teeth and you nod, making your way [[through the opening he pointed to|entrance to BBEG]].
-----
//You can draw one card now thanks to your success on the Stealth roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//mmYou fall beneath a heavy cudgel blow and breathe your last.
[[Your mission is over|mission over]]Performing a quick search of the men's bodies, you can take their cudgels. You are untrained in ''Blunts'', so you will be less effective with this weapon than with a blade.
The man with the scar also has a phial of azure liquid that you recognise in one of his pockets.
//You have gained a tonic of restoration. Write it down on your adventurer log - you can consume it at any time to recover 4 points of inflicted harm. If you consume it during combat mode, it costs you your ''action'' to do so.//
[[You go through the opening that leads further into the building|entrance to BBEG]].
"Ah, Madelaine. Such a charming young creature." Baker pauses. You get the impression he is thinking, considering his next move.
"Tell me," he says at last. "Do you share Madelaine's allegiances?"
[[Tell him you do not]].
[[Tell him that you do]].
"I don't think so." Baker's tone shifts, becoming darker and more threatening. "Now, I shall count to ten, and if you have not come forward by then, well ... let us just say you do not wish for that to happen."
"One ... two ..."
[[Walk around the corner]].
[[Wait for Baker to count to ten]].You turn the corner to see the corridor open up into a square room. It is furnished with opulent pieces, several of which appear to be Republican in origin.
Sat behind a desk of poilshed wood is a smiling, corpulent man with a bald head and a black monocle in his left eye. He matches the description of Baker from The Ministry's report.
Smiling, he extends a hand, gesturing to an empty chair opposite where he is sitting.
{(if: $wordin is "true")[<br/>"The barman told me you were coming and that I would be most interested in hearing what you have to tell me," he says.]}
{(if: $proposition is "true")[
[[Ask about his proposition]].<br/><br/>]
(if: $attackplans is "true") [
[[Confront him about the attack plans]].<br/><br/>]
(if: $wordin is "true") [
[[Concoct a story about meeting the barman]].<br/><br/>]
[[Demand that he surrender]].<br/><br/>
[[Listen to what he has to say]].
}"... ten."
You tense. feeling a change in the air. Though you are not trained in the ways of the aether, you can tell that something is happening, that an invocation is taking place.
Ahead, the light casts a flickering shadow on the wall of the corridor. As you watch, you see the shadows darken and coalesce into a hideous, misshapen form.
Then, as the shadow inches along the surface of the corridor, Baker - or the thing that once was Baker - slithers into view.
[[Prepare to defend yourself]].You recoil in shock as a hideous creature comes into view. Human-sized, it has the head of a snake and wields a sharp, curved blade in its left hand.
You prepare for combat against the creature that was once Baker.
-----
You must now determine the ''turn order'' for the combat that is about to commence. Draw one card for you and one card for your opponent. Whoever drew a higher value card gets to act first in each turn. If you drew the same value card as your opponent, you get to act first.
The creature is able to perform the ''strike'' action twice per turn. It will make one ''strike'' with its dagger, which it makes with a +1 modifier and which inflicts 1 point of harm and has the //bleed// //critical effect//.
Its second attack is a //bite// from its snake-like jaws. It receives a -1 modifier to this attack. If it succeeds, you take 1 point of harm and must make a ''Fortitude'' natural roll against a Target Number of 10. If you fail at the ''Fortitude'' roll, you are poisoned and suffer 1 point of ''harm'' at the start of your next turn. You can make the ''Fortitude'' natural roll again at the end of your next turn, and each turn thereafter. If you succeed, you shake off the poison. If you fail, it continues to course through your veins and you suffer 1 point of ''harm'' at the start of your next turn.
The creature that was Baker is able to withstand 10 points of ''harm'' and has a ''Target Number'' to hit of ''12''.
Run the combat now, until you have suffered 10 points of harm or more, or you have inflicted 10 points of harm or more on the creature that was Baker.
-----
[[You are defeated]].
[[You defeat Baker]]."A pity."
You tense. feeling a change in the air. Though you are not trained in the ways of the aether, you can tell that something is happening, that an invocation is taking place.
Ahead, the light casts a flickering shadow on the wall of the corridor. As you watch, you see the shadows darken and coalesce into a hideous, misshapen form.
Then, as the shadow inches along the surface of the corridor, Baker - or the thing that once was Baker - slithers into view.
[[Prepare to defend yourself]].{(set: $proposition = "true")Then I have a proposition for you," says Baker. "One that I think you will find most interesting, not to mention profitable. Please, enter."}
[[Tell him that you're not interested|Tell him you do not]].
[[Walk towards Baker's voice|Walk around the corner]] "I can see potential in you," he says, his eye twinkling in the gaslight. "Join me, my friend. Work for me. Together we can become quite the thing, you and I. And over time, you will learn the truth about those that you work for."
[[Refuse his offer]].
[[Ask what he means about the truth]].
"Attack plans? I have no idea what you mean."
[[You show him the sheet of paper]].
[[Tell him you must have been mistaken]]."Surrender?" His laugh fills the room. "Whyever would I want to do such a thing?"
Then he catches your eye, and appears to waver.
-----
Make a ''Coerce'' roll. Your ''Charisma'' is +1 and you are trained in ''Coerce'', giving you a total modifier of +2. You can play a trick if you are able.
Baker is a formidable adversary, but neither is he a fool. If he suspects you have the might of The Ministry at your disposal, there is a chance he may comply. You are, however, little more than a raw recruit. The Target Number for you ''Coerce'' roll is 16.
Roll a D20 and add your //total modifier//.
-----
[[You succeed in your attempt to coerce Baker]].
[[You fail in your attempt]]."Do you wish to know the truth?" He smiles, steepling his fingers.
[[Tell him you do]].
[[Tell him you aren't going to fall for his lies]]."I may be guilty of certain things,' says Baker, "but I am no fool. I have no wish to bring down the wrath of the Empire upon my head."
You stare at him, nodding to the dagger attached to his belt.
"Here," he says, taking the sheathed blade and handing it to you. "A gesture of goodwill, and a sign that my surrender is true."
You tap your communicator, contacting your superiors at The Ministry. Then turn to Baker and demand he open the grille blocking the exit from his lair.
"Of course, of course." He presses something underneath his desk and you are relieved to hear the grinding sound of the grille rising back into the ceiling.
It has scarcely done so when three uniformed officer of The Department of Interior Affairs arrive, clap Baker in irons and start to drag him away.
He catches your eye as he is manhandled past you.
"Perhaps," he says, "you shall discover the truth one day, my dear. I hope for your sake that you do."
And with that, Baker is gone, even if his words linger in your mind long afterwards.
-----
You have succeeded at your mission.
//You gain ''growth points'' as a result of your success. Each time you gain 5 ''growth points'', you gain a level.
In this mission, you have gained the following://
<ul><li>''one growth point'' for defeating Baker</li>
{(if: $attackplans is "true")[<li>''one growth point'' for retrieving the attack plans</li>]}
</ul>
----
''Thank you for playing! Keep up to date on The Aether Throne and my other ttrpg creations at
<a href="https://www.keithdedinburgh.com" target="_blank">www.keithdedinburgh.com</a>''
"It is you who should consider surrendering," he says. "In fact, I give you that chance now. Lay down your arms, pledge allegiance to me, and we shall forget about any ... //past indiscretions// you may have made.
What say you?"
[[Refuse to surrender]].
[[Surrender]].
"Such a shame," he says, almost convincing you he means it.
[[Prepare to defend yourself against Baker]].
"Excellent, excellent. Never let it be said you did not do so willingly."
He makes a gesture with his left hand. You see a glow from behind his monocle and feel the air begin to change. You recognise the unmistakeable energy of aether begin to form.
Looking down, you see your feet are trapped, covered in vines and branches that have sprouted from the floor. Before you can react further, the tendrils snake up and over your body, wrapping themselves around you and immobilising you utterly.
You watch as Baker rises and walks towards you, drawing a curved blade from inside his jacket pocket.
"Let this be a message to your masters," he says, stepping close to you and holding the blade to your throat.
You tense. Although you are not trained in aether, you try with all your will to resist the effect of Baker's invocation.
-----
You must make a ''natural Wits'' roll to try and overcome Baker's invocation. His spell is powerful, but not insurmountably so. Your ''Wits'' is 0, and you can play a ''trick'' if you are able.
The ''Target Number'' you are aiming for is 14. You can play a trick if you are able.
Roll a D20 and add your total modifer.//
[[You resist Baker's invocation]].
[[You are unable to resist]].You focus your mind and close your eyes.
When you open them again, the vines and branches have vanished and you are facing Baker, able to move and [[defend yourself|Prepare to defend yourself against Baker]] as he readies his attack.
-----
//You can draw one card now thanks to your success on the Wits roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//You are powerless. You feel Baker increase the pressure of the blade at your throat.
"Fool," he says. "Poor misguided fool."
His words are the last thing you hear.
[[Your mission is over|mission over]].'That is such a pity,' he says, standing a drawing a wicked-looking curved blade.
You [[Prepare to defend yourself against Baker]] as he advances towards you."You think The Ministry and The Empire are the bastions of all that is just and good in the world?" His shoulders shake with silent laughter. "You think Queen Valentina is interested in the welfare of her people?"
[[Tell him the Empire is a beacon of light against the darkness]].
[[Ask him to continue]]."A beacon, she says!" His laughter increases. "More like a pyre upon which all that is right has been sacrificed.
It is possible you are beyond help, my friend. I sense The Ministry has already corrupted your mind."
[[Tell him to shut up]].
[[Tell him that your mind is your own]].
"Very well," he says, steepling his fingers. "Listen carefully. Queen Valentina --"
You jump at the loud crack of gunfire.
Turning, you see three uniformed members of The Department of Internal Affairs, two cutting the metal grille blocking entrance to Baker's lair, the other holding a smoking revolver.
"Lady McAlpin," says the man holding the gun. "Thank you for leading us to Baker. The Ministry will be pleased with your efforts."
You turn back to see Baker, a bullet hole in his forehead. The monocle has fallen from his face, and both eyes are still open. You stare at him for a few seconds, wondering what it was he was about to say, then turn and walk back out into the cold Whitechapel night.
-----
Your mission is over.
//You gain ''growth points'' as a result of completing a mission. Each time you gain 5 ''growth points'', you gain a level.
In this mission, you have gained the following://
<ul><li>''one growth point'' for surviving the mission</li>
{(if: $attackplans is "true")[<li>''one growth point'' for retrieving the attack plans</li>]</ul>}
----
''Thank you for playing! Keep up to date on The Aether Throne and my other ttrpg creations at
<a href="https://www.keithdedinburgh.com" target="_blank">www.keithdedinburgh.com</a>''"I see your mind is already theirs." He shakes his head. "Such a shame. I'm afraid that leaves me only one option."
[[Prepare to defend yourself against Baker]]."Then prove it to me." He walks towards you. "Lay down your arms. Denounce the Empire."
[[Do as he says]].
[[Refuse to comply]]."Excellent," he says. "Now, listen carefully. The Empire is a-"
His voice is cut short by a loud gunshot.
Startled, you turn round to see one of your superiors from The Ministry standing beside the raised iron grille, a smoking arc-pistol in their hand.
"I see," says your superior, "that you weren't quite up to the task in hand. Perhaps you should return to your training."
Before you can reply, your superior holds up their hand to silence you.
"There will be ample time to discuss your performance during your debrief. For now, it is best you say nothing.
Follow me, Lady McAlpin."
-----
Your mission is over.
//You gain ''growth points'' as a result of completing a mission. Each time you gain 5 ''growth points'', you gain a level.
In this mission, you have gained the following://
<ul><li>''one growth point'' for surviving the mission</li>
{(if: $attackplans is "true")[<li>''one growth point'' for retrieving the attack plans</li>]</ul>}
----
''Thank you for playing! Keep up to date on The Aether Throne and my other ttrpg creations at
<a href="https://www.keithdedinburgh.com" target="_blank">www.keithdedinburgh.com</a>''"Very well." He sounds disappointed for a moment, then his voice and expression harden.
"So be it."
[[Prepare to defend yourself against Baker]]."Come closer," he says, beckoning you towards him. "One can never tell who might be listening."
[[Lean closer towards him]].
[[Refuse his request]].
"Lies, is it? If only you knew, my friend. However, I see you have left me with only one option."
[[Prepare to defend yourself against Baker]].Baker advances on you with his wicked-looking curved blade.
-----
You must now determine the ''turn order'' for the combat that is about to commence. Draw one card for you and one card for your opponent. Whoever drew a higher value card gets to act first in each turn. If you drew the same value card as your opponent, you get to act first.
Baker, as an acolyte of the //Court of Spades//, has an aether invocation at his disposal: ''Power of the Serpent''.
Each turn, he will make a ''Wits'' roll, aiming for Target Number of 12 (''Power of the Serpent'' is a level 1 invocation, requiring a 12 to successfully cast). He has a +2 modifier to his roll. Each attempt to cast the invocation costs him 1 of his 3 available ''aether points''.
If he succeeds at the invocation, he will transform into a serpent-headed monstrosity. If he fails, he will instead perform a ''Strike'' with his dagger, which he makes with a +1 modifier and which inflicts 1 point of harm and has the //bleed// //critical effect//.
If he fails to cast the invocation 3 times, he will have spent all of his ''aether points'' and will be unale to attempt to cast it again, in which case he will continue to ''Strike'' with his dagger each turn.
If Baker transforms into the serpent-headed creature, it is able to perform the ''strike'' action twice per turn. It will make one ''strike'' with its dagger as described above.
Its second attack is a //bite// from its snake-like jaws. It receives a -1 modifier to this attack. If it succeeds, you take 1 point of harm and must make a ''Fortitude'' natural roll against a Target Number of 10. If you fail at the ''Fortitude'' roll, you are poisoned and suffer 1 point of ''harm'' at the start of your next turn. You can make the ''Fortitude'' natural roll again at the end of your next turn, and each turn thereafter. If you succeed, you shake off the poison. If you fail, it continues to course through your veins and you suffer 1 point of ''harm'' at the start of your next turn.
The creature that was Baker is able to withstand 10 points of ''harm'' and has a ''Target Number'' to hit of ''12''.
Run the combat now, until you have suffered 10 points of harm or more, or you have inflicted 10 points of harm or more on the creature that was Baker.
-----
[[You are defeated]].
[[You defeat Baker]].Everything grows dim. Baker's triumphant laughter is the last thing you ever hear.
[[You have failed in your mission|mission over]].
Baker clutches at his chest and gasps.
"You fool." His voice cracks. "You don't know the truth. If only you realised ..."
He crumples to the ground, dead.
Searching his body and pockets, you find evidence that Baker was in the pay of a spy from the Republic, and used his influence as a crimelord in Whitechapel to extract secrets and information from those who frequented its pubs, brothels and gambling dens.
The Ministry will be pleased with what you have found, and to learn that you have put a stop to Baker. No doubt they will task you with another mission soon, perhaps even one that requires you to work with others to complete.
For now, you compose yourself and prepare to update your superiors at The Ministry using your crystal communicator radio device.
-----
You have succeeded at your mission.
//You gain ''growth points'' as a result of your success. Each time you gain 5 ''growth points'', you gain a level.
In this mission, you have gained the following://
<ul><li>''one growth point'' for defeating Baker</li>
{(if: $attackplans is "true")[<li>''one growth point'' for retrieving the attack plans</li>]}
</ul>
----
''Thank you for playing! Keep up to date on The Aether Throne and my other ttrpg creations at
<a href="https://www.keithdedinburgh.com" target="_blank">www.keithdedinburgh.com</a>''"Thomas told me you had something very interesting to tell me," says Baker, then leans forward expectantly. "What is that?"
[[(Convince) Make up a story to get him to confess]].
[[Deny you have anything to say|Refuse to surrender]].To trick Baker into confessing, you must succeed on a ''Convince'' roll. With your +1 in ''Charisma'' and your lack of training in ''Convince'', you have a total modifier of +1 (you can play a trick if you are able).
Baker is, of course, wise to most attempts to trick him. The ''Target Number'' you are aiming for is 15.
Roll a D20 and add your total modifier.
-----
[[You succeed in your attempt to convince him]].
[[Your story doesn't wash with him]]."I see," he says. "I see."
He runs a finger along the edge of his long, curved blade.
"Well that certainly makes things clearer."
[[Prepare to defend yourself against Baker]] ."Let me see that." He reaches out for the paper.
[[Give him the paper]].
[[Refuse to give him the paper]]."Indeed you must have been," he says. "Tell me, friend - would you like to know the truth about your precious Empire?'"
[[Ask what he means about the truth]].
[[Tell him the Empire is a beacon of light against the darkness]]."Interesting. Very interesting." Before you can react, he touches one corner of the paper to the flame of the gaslamp on the table and burns it to ash.
"Now, only one piece of evidence left to clean up," he says, advancing towards you with a gleam in his eye.
[[Prepare to defend yourself against Baker]]."Ah, you wish to strike some kind of deal, is that it?" Baker's mouth curls up in a sly smile. "You are my kind of woman, my dear."
You say nothing, keeping the paper close to your chest.
"What is it you want?" he says.
[[Tell him you want him to confess to his crimes]].
[[Tell him you want a bribe to leave him in peace]]."Ah. I see exactly where your allegiance lies." He advances towards you with a menacing glint in his right eye.
[[Prepare to defend yourself against Baker]]."There, that's better."
Before you have a chance to stop him, you realise he has switched off your crystal communicator device.
"Now we can talk more plainly," he says. "The Empire you serve is a lie. A fabrication of deceit, murder and blasphemy."
[[Defend the Empire|Refuse his request]].
[[Ask him to continue]].
"The Empire is a-"
His voice is cut short by a loud gunshot.
Startled, you turn round to see one of your superiors from The Ministry standing beside the raised iron grille, a smoking arc-pistol in their hand.
"I see," says your superior, "that you weren't quite up to the task in hand. Perhaps you should return to your training."
Before you can reply, your superior holds up their hand to silence you.
"There will be ample time to discuss your performance during your debrief. For now, it is best you say nothing.
Follow me, Lady McAlpin."
-----
Your mission is over.
//You gain ''growth points'' as a result of completing a mission. Each time you gain 5 ''growth points'', you gain a level.
In this mission, you have gained the following://
<ul><li>''one growth point'' for surviving the mission</li>
{(if: $attackplans is "true")[<li>''one growth point'' for retrieving the attack plans</li>]</ul>}
----
''Thank you for playing! Keep up to date on The Aether Throne and my other ttrpg creations at
<a href="https://www.keithdedinburgh.com" target="_blank">www.keithdedinburgh.com</a>''<img src="https://i0.wp.com/www.keithdedinburgh.com/wp-content/uploads/2023/01/Screenshot-2023-01-06-at-21.12.48.png?w=1083&ssl=1" width="400" class="center"/>
You are about to embark on a solo tutorial adventure for ''The Aether Throne'', a pulp steampunk tabletop roleplaying game.
You should have a copy of ''Lady Jessica McAlpin'''s //adventurer log sheet// to hand, as well as a copy of the //Quickstart Rules// that accompany this adventure. You can <a href="https://keithdedinburgh.itch.io/welcome-to-the-aether-throne" target="_blank">find the rules and log sheet here</a>.
Together, they contain all the information you need to play as a daring fortune hunter in the employ of the Empire, investigating dark deeds on the shady streets of London's Whitechapel district.
You will also need a single twenty-sided die (a 'D20') and a deck of normal playing cards, including the two jokers. Deal yourself five cards from the shuffled deck now, which will be your ''hand'' to play ''tricks'' from, if and when you are able to do so.
You may also wish to use some scrap paper to keep track of things such as the harm suffered by Lady Jessica, her ''hero points'' and any notes you want to take during the course of the adventure.
Once you are ready, [[click here to begin|The streets]].
//For Queen Valentina and The Empire!//You smile as the tumblers inside the lock move and the door opens with a soft click.
[[Push the door open|you open the door]]
-----
//You can draw one card now thanks to your success on the Stealth roll. If you now have more than 5 cards in your hand, you must discard cards until you have 5 or less.//Make a ''Coerce'' roll. Your ''Charisma'' is +1 and you are trained in ''Coerce'', giving you a total modifier of +2. You can play a trick if you are able.
Baker is a formidable adversary, but neither is he a fool. If he suspects you have the might of The Ministry at your disposal, there is a chance he may comply. You are, however, little more than a raw recruit. The Target Number for you ''Coerce'' roll is 16.
Roll a D20 and add your //total modifier//.
-----
[[You succeed in your attempt to coerce Baker]].
[[You fail in your attempt]]."Ah, spoken like a true inhabitant of this fine borough," laughs Baker. "Now, let me see what I might have for you."
You wait as he leans under his desk. When he straightens himself again, you see he is holding a wicked curved dagger.
"This may suffice," he says, a malevolent glint in his eye as he advances towards you.
[[Prepare to defend yourself against Baker]]