World On Fire: Shadow Ops [a Fantasy WWII Quest]

Should I make a thread in CD&W for you to make characters and draft nations?

  • Ye

    Votes: 4 40.0%
  • Ne

    Votes: 0 0.0%
  • Put the system in this thread

    Votes: 6 60.0%

  • Total voters
    10
  • Poll closed .
Voting is open
A quick check reveals that while it isn't full, it does have a fair amount of fuel. Maybe half-full, or a little more?
Are the plane and trucks fully fueled up? If not, can they be from inside the hangar?

It's filled with avgas, so technically gasoline but it might not be a very good idea to fuel up the Kuroganes with it unless we have to.
And in that case...

@Icipall I would suggest that if the fuel truck is forced to be used, have it emptied on the way out anyway. If it's suitably dramatic the gas will finish draining on the road and we can ignite the trail under pursuers. ;P
 
@Icipall I would suggest that if the fuel truck is forced to be used, have it emptied on the way out anyway. If it's suitably dramatic the gas will finish draining on the road and we can ignite the trail under pursuers. ;P
Good idea. Adding that.

Edit.
Also, added a new part:

----[] If there is room in the Kuroganes, take the brooms with you. If not, destroy them.
 
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Vote closed
Scheduled vote count started by Zoosmell on May 31, 2024 at 11:15 AM, finished with 12 posts and 2 votes.
  • onyourseatssoldiersweareleaving

    [X] Plan: On Your Seats, Soldiers, We Are Leaving!
    -[X] Fly the plane yourself (You know how to do this)
    -[X] Who goes on the plane?
    --[X] Marian + Liselot + Indra +Harbir
    -[X] Who goes on the Kurogane? (Seats 4)
    --[X] Emmanuelle + Ethel + Roy + Arthur
    -[X] Fix the second Kurogane? (Seats 4, requires a Difficulty 2 Quick check)
    --[X] Doris + Weronika + Abigail + Simon (Have Abigail fix it)
    ---[X] If fix successful, open the fuel valve on the fuel truck and ignite it after you've gotten the doors open and are leaving to create chaos to cover your escape.
    ----[X] If there is room in the Kuroganes, take the brooms with you. If not, destroy them.
    ---[X] If fix not successful, Doris and Weronika on brooms, Abigail and Simon take the fuel truck. As you leave, open the spigot on the fuel tank and ignite the trail after it has emptied itself.
Zoosmell threw 4 6-faced dice. Reason: Quick check Total: 13
2 2 5 5 2 2 4 4
 
The Last Khagan Pt. XV
[><] On Your Seats Soldiers We Are Leaving

You hardly have any choice in the matter as to who goes on the plane. Unless the baron has surrounded this little fort with 88s (a disburbing possibility you immediately put out of your mind, because there is absolutely nothing you could do to save yourself if he has), the plane will be the fastest and smoothest way of getting Marian and Liselot to medical care.

"Load 'em into the plane," you say. "Emmanuelle, Ethel, Roy, Arthur, you're on the first Kurogane, the rest of you on the second. Abigail, how fast can you fix it?"

She wanders over to look it over as you headed for the plane. You don't see her head, but by the time you're at the hatch you have your answer.

"It doesn't look good," she says with a grunt, "frame's cracked in a few places. Nothing major, but I wouldn't be surprised if it breaks before we get to safety."

You sigh. "Can you keep it together for us to get out of here?"

"I can."

"Do it. Doris, Weronika, smash the brooms. Abigail, Simon, open the fuel truck's valve before we leave. The four of you take the other Kurogane, Abigail, you drive." As your fellow witches head towards the brooms, you pause and point at them. "Both of you, stand by the doors. I want you both to open it."

A few tense minutes pass as everything is readied. It turns out that the first Kurogane also required a bit of repair, but it's minor - it was a little low on oil.

At last, it is finally, finally time to leave. The doors start to grind open...

You must be somewhere mountainous, which does not really narrow things down any, but the wide, flat valley the gate opens out to makes you think Mongolia. The valley drops down steadily, steep enough to be a bit of a trek uphill but no issue down, with the long airstrip continuing level with it. Snow, of course, is everywhere. The airstrip is clear of it except for the ghostly wisps being blown over it by the steady wind (you think about twenty or so knots to the right, across and away from you), but to its sides the snow gradually piles up until it's about a foot deep. The mountains to either side just barely poke past the grassline to bare rock, and the ones beyond it are hidden by the driving wind and the falling snow.

What is not hidden is the small army arrayed against you. There must be at least a hundred men, all on horseback, all with bows, arranged in a vague fascimile of a pincer movement against you. The Baron is here, as you suspect he'd be. You make him out because he has the most pompously decorated horse, far in the back of the formation.

You have surprise on your side for the moment - the pincer is facing the completely wrong direction to prevent you from getting out, but it's close enough that it might not matter. You have seconds to react, either way.

[ ] Plan - this is the last vote of the chapter! You'll also need to make two Quick rolls (one with your bonus, one without), and one Careful roll (with your bonus)
 
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"Load 'em into the plane," you say. "Emmanuelle, Ethel, Roy, Arthur, you're on the first Kurogane, the rest of you on the second. Abigail, how fast can you fix it?"

She wanders over to look it over as you headed for the plane. You don't see her shake her head, but by the time you're at the hatch you have your answer.

"No good," she says with a grunt, "frame's cracked in a few places. I'd trust it in here, but not in any rough driving."
Wait, she couldn't fix it? I thought that she didn't even need to roll to do that?
You must be somewhere mountainous, which does not really narrow things down any, but the wide, flat valley the gate opens out to makes you think Mongolia.
Makes sense.
What is not hidden is the small army arrayed against you. There must be at least a hundred men, all on horseback, all with bows, arranged in a vague fascimile of a pincer movement against you. The Baron is here, as you suspect he'd be. You make him out because he has the most pompously decorated horse, far in the back of the formation.

You have surprise on your side for the moment - the pincer is facing the completely wrong direction to prevent you from getting out, but it's close enough that it might not matter. You have seconds to react, either way.
Wait, so he noticed that we were escaping, but instead of trying to stop us inside his fortress he decided to go with more "epic" path ambushing us with an army, but he misjudged the way we'd be escaping.
 
[X] Plan: Hightailing Out Of Hell
-[X] Start leading your little convoy to a direction that leads you away from the enemy army, them having to turn their horses around should buy you some time. Have someone on the Kurogane's ignite the fuel flowing from the truck just as you leave and have everyone start unloading on the enemy, with bullet and spell as you pass them, causing chaos and hopefully spooking the horses.

Now, doing the Quick roll with the bonus.

Edit.
1+0+0+1+4 (Shizuka's Quick bonus) =6
A massive success.

@Zoosmell
Are any of our rolls in regards to aerial combat, thus activating our Aspect: Witch Ace?
Icipall threw 4 6-faced dice. Reason: Quick roll with the bonus. Total: 19
6 6 4 4 4 4 5 5
 
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Fine, I'll do the final roll.

Edit.
0+0+0-1+3=2

A success, it seems.
Icipall threw 4 6-faced dice. Reason: Careful roll +3 Total: 13
4 4 3 3 4 4 2 2
 
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Vote closed
Scheduled vote count started by Zoosmell on Jul 2, 2024 at 7:34 AM, finished with 10 posts and 2 votes.
  • hightailingoutofhell

    [X] Plan: Hightailing Out Of Hell
    -[X] Start leading your little convoy to a direction that leads you away from the enemy army, them having to turn their horses around should buy you some time. Have someone on the Kurogane's ignite the fuel flowing from the truck just as you leave and have everyone start unloading on the enemy, with bullet and spell as you pass them, causing chaos and hopefully spooking the horses.
 
The Last Khagan Pt. XVI
[><] Hightailing Out Of Hell

Your hesitation lasts for a fraction of a fraction. You slam the throttles to full power, and the plane lurches forward. The cold was brutal enough in the hangar with the doors opening, but as the cockpit fully leaves the confines of the building it hits you like a physical wall, and you resist the urge to draw your wand and do something about it. The engine seems to handle it just fine without any further input, which surprises you. The cars start up behind you and quickly catch up after some difficulty starting. They swerve a bit from the icy airstrip, and you try to think very hard about not thinking about that, lest the same thing happen to you and bring your living career to a swift conclusion.

The sudden blitz has exactly the effect you want it to. The initial barrage of arrow fire is desultory, and by the time it picks up to a steady drumbeat against the skin of your plane, you're moving much too fast for them to be much threat - to you. You dare not look to your sides to see how the trucks are doing. You've no doubt passed them by now, and the wind is making the Vega fight you for every bit of speed.

The wind finally overcomes you right as the Vega leaps into the air, slewing you sideways for a heart-stopping second before you're free of the icy ground. You can practically hear the Baron's screams of rage as the arrows briefly intensify and you smell the ozone of magic being slung around. You hear the muted whump of of a fuel explosion, and there's a lull in the enemy fire, but only a lull, not a cessation.

The air intensifies to near-whiteout conditions, leaving you stuck at instrument-only - a very dangerous situation to be in at so low an altitude and in wholly unfamiliar terrain. Trees whip by under your wings, and at one point you can swear you nearly clip them on a huge outcropping of rock. And still, the arrows pursue you, the wind shaking the Vega constantly, your eyes only daring to leave the instrument panel when something actually appears through the fog and snow, and even then only long enough to haul on the stick and move out of the way.

The storm clears for a moment, just long enough for you to see a pair of rocky bluffs poking out of the snowy ground, forming a narrow V. Below, the trucks are still below, still being pursued by the Baron and a few stragglers as everything gets pushed towards the gap.

You wrench the stick to the side and feel something thump into one of the wheels, along with a sudden burst of arrows, then, nothing. You're through.

- .... . / .-.. .- ... - / -.- .... .- --. .- -.
The storm vanishes within minutes, though you almost wish it didn't. The endless snow under the equally endless blue skies of the Mongolian winter are almost blinding. More importantly they make finding a decent landing spot that much more difficult to the more reptilian parts of your brain; potholes and sinkholes could be anywhere. That's leaving aside how rugged the terrain clearly is. You're somewhere in that big patch of low mountains to the southeast of Lake Baikal, you're pretty sure, but that could be just about anywhere, and the maps on board the Vega naturally don't tell you where the base was. The mountains are no issue to the plane, but they are to the trucks, and that takes your route further and further off course of the true north you want to be following, and that costs fuel, time, and patience.

After what seems like ages (but is in fact only a few hours), you finally find a river valley wide and flat enough to consider putting down. Your landing is dicey, but you manage to slow down enough to only get bruises when one of the wheel struts decides to give up and sideways-faceplant the Vega into the snow.

It takes several minutes for the rest of your team to catch up to you, by which time you have fully extricated yourself from the cockpit. Upon stopping, the frame of the second Kurogane promptly breaks entirely, giving the vehicle a similar stepped-on appearance to the plane.

"Report," you wheeze, resting against the remaining functional strut as you wave for the strongest of your team to help unload the aircraft.

There are no serious injuries. Abigail had an arm struck by an arrow, but it was the metal arm so the arrow simply bounced off, though it did take off her entire sleeve. Indra lost his hat, as did Weronika, but beyond that, nothing to report, other than that the plane isn't going anywhere, and the Kurogane is likely to never move again.

As you are about to get up, you are approached by a small group of farmers. They start by asking you something in a language your Babel pins are quite incapable of parsing, then attempt again in stunted Russian, which sounds to you like stunted English with a bad Russian accent.

"You are - soldier, yes?" the eldest, an old woman, asks.

"Yes," you say, and start to say your name before realizing someone who didn't realize that right away might not realize that a Japanese woman could be fighting for the Allies. "I am Captain Williams," you finally say, and the Babel Pin helpfully has it come out in Russian.

Negotiations proceed smoothly from there. There is a village nearby by the name of Zakharovo. There's no hospital, but there is a doctor, and more importantly a phone. There is also food, and though you try to turn them down, they insist on giving you all a "soldier's meal" of some freshwater fish and winter vegetable soup, and lots of it. You appreciate it, mostly because magic can only do so much to stave off the bitter cold of Siberia.

As you finally connect back to SHADOCOM Asia to report, the very idea of that city makes you dream of somewhere warm.



And that's that! There will be at least a month break until the next chapter, probably, mostly because for the first time I actually want to plan out the next few chapters. That, and I have some fanfics I want to work on, but mostly the former reason. Certainly not so I can play Fate/Stay Night. I will say this though, we're leaving Central Asia at last, and we're not going to Alaska.
 
You hear the muted whump of of a fuel explosion, and there's a lull in the enemy fire, but only a lull, not a cessation.
Boom goes the hangar!
And still, the arrows pursue you,
This plane is going to look more like a porcupine than a plane before this is over.
The mountains are no issue to the plane, but they are to the trucks, and that takes your route further and further off course of the true north you want to be following, and that costs fuel, time, and patience.
Hey, we would have out everyone on the plane if we could have.
Indra lost his hat, as did Weronika,

As you finally connect back to SHADOCOM Asia to report, the very idea of that city makes you dream of somewhere warm.
Out of the Vega's clutches and his mad plans. For now.
Certainly not so I can play Fate/Stay Night.
Heh, of course.
 
Sidestory 5: The Fable Of The Hag
THE FABLE OF THE HAG
(Written by @Agritum originally as the prologue to a WoF Sidestory RP)
North-Central Norway
Some time in the early 20th Century


An old woman lived in a dark forest, where winters were cold, and summers were rainy and grim. Her humble wooden abode, which her husband had built in their youth as the passion and hope of their teenage spirits flowed in their bodies, had since decayed after the kindly old man had gone for shopping in the noisy town next door, and fell from a flight of stairs. The woman of the forest, an herbalist, never smiled anymore.

The old woman had stopped being jovial, but she kept stalking the woods for herbs and lichens, which she would sell to the young wives of the noisy town. She did not dabble in love potions, or entrancing alchemy, but vital medicines and liquors, for which the hurried women of the noisy town always thanked her. But even then, the woman never smiled.

One night, a crying, meek figure in a cloak knocked on her door.

"Please, spare her the orphanage" was the teared whisper.

The old woman grimaced. The cloaked woman handed her a bundle. A newborn baby, the blanket she was wrapped in carefully covering its left eye. She gently moved the texture aside, and felt her heart sink. Emptyness. The cloaked woman fled, crying.

The herbalist clutched the small child close to her.

.-- --- .-. .-.. -.. / --- -. / ..-. .. .-. .​

The seasons passed, and the baby girl grew. She sprouted long and silky hair, dark as burnt oak, and her lone eye gleamed brightly in its reddish shade. The Hag took her to long walks, and as soon as she could speak, she taught her about the old gods of Heathenry, the gift of sorcery that Freiya had destined to womanfolk, the courage of Wotan, who gave his eye to the cosmic darkness, to acquire its wisdom.

"Mormor, can we see the feast of reindeers on Yuletide?" the young girl chirped one day. It was the thing the Hag most feared, for her unsightly face could be deemed weird, and upset the citizens of the noisy town. But the night of the feast, the girl's lone eye watched the holiday celebrations with all the wonder a small child could muster. "Mormor, thank you!" she chirped.

The Hag smiled again, after decades.

The girl grew, and dabbled in the complexities of witchcraft. "The body of man, my beloved, is paltry when it faces the wisdom of the many branches of Yggdrasil. It is with wisdom, and not eyes, that one sees its branches. Thus, Wotan felt pride, for he had bargained the lowly, wordly eye, for the perception of the True World. And it was that, which set him above others."

The girl learned, and practised the rites. Her potential was high, the Hag expected, and her art was refined. The Hag rewarded her, and let her be a normal girl, as much as she could. She lived in the noisy town, away from the dark forest of her Mormor, and meddled with the mundanes.

But the world of industry was darker than any forest, and after many months away from the Hag, the girl came back, and her words were fierce. "Mormor, why do we sit back while the Norsemen are endangered? My mates sent me this book, for which the author is in jail! And there is much conspiracy against our kind, and our roots!"

The Hag scoffed at the book. "If this man has fought battles in his life, it was against mere worms. How many valiants have succumbed, for a chieftain who wasn't worth his title? "
The girl was silent, but they drifted apart. She started to come less and less to the hut in the woods, and whenever she did, sweet words for her Mormor came no more.

"You said my eye puts me above others, Mormor! Then why must I sit in this forest, hearing you wax on the virtues of medical herbs, while, while….while our race succumbs? Should warriors wait out like cowards, as the end of the world comes, and the fight against the treachery of Loki and his spawns starts?"

The Hag looked away from her. "If this is what you have become, I think that Loki's treachery has hit us first."

The Hag weeped all night after she left, and her smile was sealed, for the second time in her life.

.-- --- .-. .-.. -.. / --- -. / ..-. .. .-. .​

June 10th, 1940
The Forests of Narvik


Minni took a deep breath, and pushed away anything happy she remembered about that hut in the woods. Empty, empty words, honey-coated promises that had never done anything to benefit her life. She gazed down at the vivid red armband she donned, and the pitch black Odal rune over it, and the hut before her. The night was silent.

She smiled, for she didn't belong to that woman anymore.

"When the sword arm falters, the longboat's wood creaks, and the hall of the gods decays, the passing of the chieftain has come. Your life was long, deserved, but it faltered in its end. Walhalla will not open the gates for you, my teacher..."

Her finger flicked. The shine of gas mask visors in the surrounding woods glistened in the moonlight. Fire erupted from the trees, chemical one, as armored men inundated the hut of the Hag with the heat of their flamethrowers. Minni watched, unfliching, as a flinching, half-carbonized shadow screamed and shook, as the weight of the burning wooden structure pinned her down.

Minni gave her back to the scene.

"...but I hope Hel will take pity in you"



And before you ask, no, we're not going to Norway. Yet. A raid on the Vermork is planned, eventually, but it's not where we're going next. This was to serve as the prologue to a short(ish) side-RP to World on Fire, set during WW2, focusing on a group of of Soviet espers. Sort of a psionic Dirty Dozen, but with a lot more psychic women. And Marxism. Though whether the characters would all be Loyal to the Party was another matter...

This little sidestory is, honestly, simply here because one of the other sidestory authors has asked to be given time to give his sidestories a once-over. It has been quite a while since they were written, after all.
 
Well, that was a sad one. And then Nazis came and burned everything.
 
A Trip To Bald Mountain Pt. I
CHAPTER SIX: A TRIP TO BALD MOUNTAIN
OPERATION SOUNDER (JANUARY 29-FEB 2, 1943)

Men go out into the desert, and they are like ships at sea; no one knows when they will return.
J. M. G. Le Clézio
Alexandria
January 29, 1943
Afternoon


Once upon a time, the Egyptian city of Alexandria hosted the greatest library in the Ancient World, lasting for centuries from copying every book that passed through the city.

Today, more than two and a quarter millennia after its founding, as far as you can tell there are zero libraries in Alexandria. Well, that's not entirely true - Alexandria University and the French-speaking College Saint Marc both have libraries. Libraries that are closed, and even if they weren't, they are both research libraries, and unlikely to let you borrow anything for a bit of light reading between missions.

Which brings you here.

When you had heard of a "souq" described as a bazaar, you had expected a huge set of buildings, arcades lining every wall, and shops selling every conceivable item known to man. Especially here, in one of the Arab world's busiest ports even with the war on. Everything from (fake) nails of the Cross to hydra blood, from orichalchum ingots to stones from the mountain that came to Mohammed. All this and more mundane rarities, gold and saffron from India, state-of-the-art carpets from Persia or Afghanistan, rare woods from the heart of the Congo (or Madagascar now that it's been liberated).

You really should have known better. It was barely two months ago that Alexandria was at serious risk of being under siege itself, and even if dread Rommel has been rolled back almost to Tunisia (Tripoli was liberated less than a week ago), all the luxury merchants have still been slow to return. The mage and witch merchants have come back, sure, but even they only have local items at present. One commented offhand that Alexandria had not seen barometz hearts since the Axis entered Egypt, and probably wouldn't see it again until they left Africa entirely.

There are, however, plenty of books. The stand you're at is the most promising one yet, with what must be at least a hundred or more, most of which are in Arabic, which you can't read a word of. The Babel pin can help with that, but it does feel a bit like cheating. Ah, but there is a copy of A Thousand And One Nights with quite detailed illustrations, among dozens of other more recent novels translated into Arabic, including what you're pretty sure is a bootleg copy of Dracula, and a Hemingway novel. There is a smaller French section, and you do know a little French, but here the novels are less Fitzgerald and Forester and more Sabatini and Tolkein. Lastly, there is an English section, larger than the French but smaller than the Arabic, but through it you think you can feel the shop owner's contempt for either the language or the English-speaking reader. Stacks upon stacks of pulp magazines, comic books, and children's serials. There is something twistedly impressive about finding the entirety of Stratemyer Syndicate's catalogue in a semi-open-air bookshop in Egypt.
Keep in mind it's 1943, and while Lord of the Rings is certainly being written, its first part will not be finished until 1954. The Hobbit is Tolkein's so-far only well known work.
[><] Get something in Arabic (The most Real Literature, but you can't read it without a Babel pin, yet)
[ ] Get something in French (You can read better French, but most of the books are adventure stuff aimed at younger audiences.
[ ] Get something in English (All kids books, comics, and pulp magazines, but there's a lot)

The Stratemyer Syndicate is a now-defunct American publisher that created the Hardy Boys, Nancy Drew, Thomas Swift (of electric rifle fame), Rover Boys (famously parodied in 1942 as
You check your watch, and realize there isn't too much time between now and when your briefing is. M is usually a little lenient with timing (by the standards of the British Army), but you do still have at least a little time. There's enough time to make your purchases, and-
The Dover Boys), and the now-largely forgotten Bobbsey Twins. Even by 1943, that is a lot of kid's books, and High Literary Society had such low opinions of them all that libraries were banning
Out of the corner of your eye, you spot two women, obviously SHADOCOM, in an American and British Army uniform, respectively. One you know outright - the American, Esther Rosenberg, is part of Baker Company and an expert golemancer. The other you don't, and you can tell Esther doesn't seem to know her that well, either from their body language. As they're heading in the direction of the base, you decide to follow them, and catch a snippet of their conversation as you do.
them for being 'unworthy trash', causing 'mental laziness' and 'blowing out the boys' brains' as early as 1901, a trend which continued for decades and a trend Edward Stratemeyer didn't give one damn about.
"-work the land a lot, share our riches, study, defend ourselves from raiders... that's something you Texans did in the far west, right?"

The Brit speaks with very slight German accent and something you can't place - vaguely Middle Eastern. Someone from the Levant, perhaps? You're about to dismiss it from your mind, when you hear the definite sounds of an argument between customer and salesman brewing, and growing rapidly from about the same direction - an Australian voice, by the sounds of it. You could leave it be - Rosenberg is an officer now, even if she is quite young, and you're sure there are plenty of other officers nearby, and you don't exactly have much time to play diplomat.

On the other, Rosenberg might not be the right person to defuse an argument. Not here, not now.

[ ] Head straight to the meeting
[ ] Investigate

It's a new chapter, so you get the new chapter upgrades. Since this is the start of a new Act, you can:

[ ] Switch the ratings of any two Approaches
[ ] Rename one Aspect that isn't your High Concept or Trouble
[ ] Exchange one Stunt for a different Stunt
[ ] Raise the bonus of one Approach by 1
[ ] Raise your Refresh by 1 (cannot be chosen with below)
[ ] Choose a new Stunt without lowering your Refresh (cannot be chosen with above)
[ ] Alter your High Concept

ID: Captain Shizuko Saitou-Williams
Pronoun: She/Her
Refresh: 3
Fate Points: 3
Approaches:
Careful: 3
Clever: 2
Flashy: 0
Forceful: 1
Quick: 4
Sneaky: 2​
Aspects:
Witch Ace (High Concept)
You've got experience, you're one of the best there is in the air on a broomstick. +2 bonus or reroll to whatever roll is used for aerial combat, with the higher of the results being used.​
My Brother's Keeper
Assisting/rescuing a dying or severely wounded comrade gets a flat +2 bonus AND reroll to whatever roll is used, with the higher of the results being used.​
Born Under a Red Sun (Trouble)
Listen - MLK is still in high school, and the US Army is still segregated. Doesn't help that your homeland is currently at war with the US. Some people will use that against you and slap you with a -2 when you try to negotiate with them.​
Stunts:
Trained Swordsman
+2 Clever when using a sword you're trained with (Cutlass, Katana) in melee combat​
Wind Specialist
+2 Forceful to offensive rolls using wind magic when equipped with wand, +1 without​
Oakwind Shield
+2 Forceful to defensive rolls while equipped with wand, +1 without​
Disarming Wind
At start of combat OR with a successful Sneaky roll, can disarm a single opponent with a blast of wind when equipped with wand, -2 to roll without wand​
Motorized Broom
Flight up to 350 knots at sea level. +3 to all Quick rolls in the air involving movement, -1 to Careful rolls involving movement in the air due to inferior turning ability compared to a regular broom. Can be dismissed.​
Standard Wand
Allows access to magic Stunts at full strength​
Magic Katana
A magic katana that will not break under normal conditions. Can be infused with potions/spells for additional effects, lasts 1 combat session OR 24 hours unless otherwise specified.​
Stress:
[0/1]
[0/2]
[0/3]​
Consequences:
Mild:
Moderate:
Severe:
 
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Alexandria
January 29, 1943
Afternoon
It has been a little over week since our last adventure.
Keep in mind it's 1943, and while Lord of the Rings is certainly being written, its first part will not be finished until 1954. The Hobbit is Tolkein's so-far only well known work.
The Stratemyer Syndicate is a now-defunct American publisher that created the Hardy Boys, Nancy Drew, Thomas Swift (of electric rifle fame), Rover Boys (famously parodied in 1942 as

You check your watch, and realize there isn't too much time between now and when your briefing is. M is usually a little lenient with timing (by the standards of the British Army), but you do still have at least a little time. There's enough time to make your purchases, and-

The Dover Boys), and the now-largely forgotten Bobbsey Twins. Even by 1943, that is a lot of kid's books, and High Literary Society had such low opinions of them all that libraries were banning

Out of the corner of your eye, you spot two women, obviously SHADOCOM, in an American and British Army uniform, respectively. One you know outright - the American, Esther Rosenberg, is part of Baker Company and an expert golemancer. The other you don't, and you can tell Esther doesn't seem to know her that well, either from their body language. As they're heading in the direction of the base, you decide to follow them, and catch a snippet of their conversation as you do.

them for being 'unworthy trash', causing 'mental laziness' and 'blowing out the boys' brains' as early as 1901, a trend which continued for decades and a trend Edward Stratemeyer didn't give one damn about.
So much invisitext. Neat historical tidbits for literature.


Do you want plan votes, or singular ones? I think we should get a new Stunt since we have the chance. We have so few Aspects that I'm not sure if it is wise to raise our Refresh.
 
[x] Get something in English

There's nothing wrong with pulp magazines! Besides which, I'm a little curious how magic and sorcery have influenced what's supposed to be the Golden Age of Science Fiction.

[x] Investigate
[x] Raise the bonus of one Approach by 1
- [x] Clever
 
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