Starforged with Tarot Cards - Bounty Hunters Everywhere
Ironsworn Rolling Solo Actual Play Solo Season 3

Starforged with Tarot Cards - Bounty Hunters Everywhere

Duncan Thomson

Lorimer's new career as a bounty hunter gets complicated pretty quickly. Following on from the Starting Scenes.

Starforged solo - intro | start | partway | finish | all season 3 | all rolling solo

Disclosure - I'm a DriveThru RPG affiliate

Thoughts on Starforged

electric bastionland thoughts | solo tools | scenes | characters

Continuing on from last time's notes.

I've been enjoying Starforged, but it can be a lot of effort compared to some other solo games. This is partly because I'm often playing later in the evening, playing for short periods with a day or two between sessions.

I gave Lorimer the Bounty Hunter asset even though he doesn't have the XP. It felt like he should have it in the narrative, so I decided I'd pay for it when he had enough boxes ticked.

Compared to Ironsworn there's quite a lot to take in between the relationships and expeditions tracks and I think more moves and options. I haven't used the Session moves at all, as it always feels like I'm dipping in and out of my game. I'll try them out for the next part!

While it sometimes feels frustrating to learn lots of bits, doing the Actual Play (these blog posts) forces me to get on with learning the game. If not for that, I might have put it off for another time or avoided it by playing something else.

I tried out the Starforged combat but didn't enjoy it much. It's similar to Ironsworn and can be frustrating when you want to bring it to some kind of resolution. Actually I think the combat rules are fine, but for this particular game I'd rather concentrate on Exploration and scenes. I'll stick to using the Battle action instead for this run of Starforged.

I've also found my plot threads spiralling, but that's not uncommon for solo games in the middle bit. Later on you'll often find yourself cutting threads of a solo game and keeping what works for you.

I'm guessing that anyone reading it finds it a bit of a mess. Welcome to many solo games!

Solo Tools - Tarot Cards

electric bastionland thoughts | solo tools | scenes | characters

Building on previous Tarot Notes.

I've been using the tarot cards a lot more. They've been useful when the questions are open-ended. Sometimes in solo games it's easy to roll several times on ideas / sparks / action / theme tables until something materialises.

With the tarot cards, I'm finding the variety of answers easier to interpret.

It was a challenge to use them offline, until I printed out A4 cheat sheets for each suit. Shown below!

A4 Reference Sheets for Tarot Cards

Adventures of Lorimer and Greaves

electric bastionland thoughts | solo tools | scenes | characters

Continuing from Starting Scenes.

The viewpoint character is Lorimer. His ego wouldn't have it any other way!

Scene 5 - Heading to Eventide

Another vision invaded my dreams. A gathering of leaders and champions, bound by friendship. But one among them upturns it all, through impulsive actions.

(Drew cards for new vision. 3 of Cups, King of Swords and King of Staves - Reversed)

Lorimer sits in the Trinket and plays with the alien cube.

Move - Gather Information, Weak Hit (Momentum 4)

One set of runes reoccurs, and Lorimer remembers them from research his Family did on this artifact. Remembers an expert who is in this sector. Should be on the remote outpost of Eventide.

Seeing if he could combine trip with any bounties, he checks (Ask the Oracle) and finds one out that way. Ogre finds him a bounty on a pilgrim, an old adventurer of dubious reputation named Nashida. He's stolen a religious relic, a personal power shield. They'd by a Formidable foe!

Scene 6 - Bounty Hunter to Be

Being a bounty hunter gives me lots of options. I can earn money, mingle with important people, work on the edges of the law, go to far-flung places, enter places others cant. All on the path of restoring my place in the Family. There's just a little danger.

At the Green Ship Inn in Greater Molton, Lorimer meets Ogre, who's recovered from their recent battles. Lorimer asks about getting support to become a licensed bounty hunter.

Move - Forge a Bond, Weak Hit

Ogre thinks for a while, then agrees on one condition. Lorimer must listen to Ogre talk about his faith and consider it's teachings. It's a faith based on the blue glowing void squid and seeking wisdom in dead stars.

At the facility of Greater Molton, Lorimer is given credentials as a bounty hunter. Starting off his first bounty hunt with a (Formidable) vow

"I swear to find Nashida and retrieve the relic she stole"

Move - Swear a Vow, Strong Hit (Momentum 6)

With a holo of Nashida and Greaves picks out her image. Ogre has heard she was on Eventide last. He wishes Lorimer luck as he's heading to Angharad on other business.

Scene 7 - Preparations

We've been joined on the Trinket by an ally of Asha. A smuggler called Dusk who's friendly. He's got some cargo he's taking where we're heading!

In the bars of Greater Molton, Greaves and Lorimer seek info about Eventide and Nashida.

Move - Gather Information, Weak Hit

Nashida has a dangerous reputation. Easy to find but she's taken out several who've hunted her before, using lethal force. The relic she stole belongs to the same faith as Ogre's.

Back on the Trinket Lorimer spends a bit of time with Dusk, their new companion from Asha. The former fugitive is living in luxury as she pays off the legal system.

Move - Make a Connection, Weak Hit (Momentum 8)

Dusk loads up some cargo with Greaves. Lorimer shares how smugglers worked for the Family to get his Arm, which is a custom job.

Won't reveal what the cargo is, but it needs some of the power of the Trinket to maintain (Resources - 4).

And then it's time to leave behind Moltonia Segundus for a new destination.

Scene 8 - The Expedition to Eventide

The faith of Ogre is...interesting. The Inklings of the Void believe that void squids are the heralds of a time yet to come. That the blue energies that carry them between the stars are taken from dead stars. That studying them can bring wisdom. The Inklings have become strangely popular. I guess it's not really different to my following visions of the future...

Get underway with nav data from Ogre.

Move - Undertake an Expedition (Dangerous expedition), Strong Hit with a match.

Come out of the jump near rocky planets. There's a distress beacon from one, and moving near find a group of Kirali. Insectoid mercenaries who Lorimer has worked with before via the Guardian Guild. They hibernate during space travel and stun others with electric bursts in combat.

The Trinket translated the Kirali screeches, who wanted to leave the area. Lorimer agreed to town them in exchange for a few serving as mercenaries under contract until we reach a larger settlement.

Move - Compel, Weak Hit

The Kirali agree, bit need provisions from the Trinket (Supply 3). Draft the contract and agree between Lorimer and their leader. Leave copy with both parties.

Green Beetle is their leader, bringing a few mercenaries onto the Trinket. The Kirali often take insect callsigns as their language is unintelligible to humans.

Lorimer tries to get measure of Green Beetle.

Move - Make a Connection, Weak Hit (Momentum 9)

Green Beetle is easy to work with, but reveals they were also travelling to Eventide, to work for someone there. Hook up the Kirali pod to the Trinket.

Scene 9 - A Strange Barrier

We used to employ Kirali back in the Family. Good troops, loyal for mercenaries. Lots of humans don't like working with them. This is a sign things are back on track for me...

Move - Undertake an Expedition, Miss

Come out early from their jump, to rift zigzagging through space. A jagged pulsating tear, which has seemingly cut a planet in half. One half has crumbled and the other is entombed in strange strands of the tear.

Tarot - Knight of Swords, 8 of Swords (reversed) - action, impulsive, release, freedom, empowerment.

Lorimer can see that something had been trapped in the "planet", is now released. Brings the Trinket closer to investigate. Dusk unhappy at this, but brightens when told it could be valuable.

Move - Explore a Waypoint, Strong Hit

Tarot - the Sun (XIX), the Fool (0), Queen of Cups - reversed, joy, success, new beginnings, wonder, freedom, martyrdom, insecurity, dependence

There are signs near the planet of Precursor tech or energies. A membrane of energy encircles half the planet. There's one pod that drifts toward the Trinket. Wrapped in fine orange strands, the crew can see fiery eggs of green energy.

Lorimer knows these are very valuable. Especially to some factions of the Forge. This could be a route to regaining his place within the Family. What he doesn't know is that they give out some kind of faint beacon too.

Created a clock - Someone comes for the eggs. ☐☐☐☐

Take the eggs on board and take a look. They are formed of an undulating precursor energy. Lorimer's companions are unsure what they are. He marks the locations in star charts. Unsure if others will be here soon or not, as this is an out of way part of the sector.

Continues on way, keen to offload Dusk and the Kirali soon!

Scene 10 - Bounty Hunter Skirmish

These precursor eggs are the key to restoring my status. The right people would pay enough for a small planet if they are what I think they are. Of course the wrong person would happily kill us all, but best to keep that to myself...

Move - Undertake an Expedition, Miss, Burn Momentum for a Weak Hit (Momentum 2)

Come out of the jump near asteroids in deep space. Built into one is a derelict settlement, showing signs of limited power. It's sending out a message that "flame shuttles are ready for collection". No-one knows what a flame shuttle is, but go nearer to take a look.

No sign of people or responses to hails. Then pickup a pair of stub fighters, one hails them on vid and Lorimer recognises the bounty hunter from the Green Ship Inn (Scene 2). Identifies themself as Wade and demands the cube taken from Bloodshot Asha.

Lorimer refuses and battle ensues.

Move - Enter the Fray (Strong Hit, Momentum 4)

The Trinket quickly disables the other stub fight, but Wade proves to be a difficult foe. Dusk loses consciousness, one of the eggs starts glowing with precursor energy and is ejected. The fight moves past the derelict settlement to another asteroid (on the ships). The Trinket takes a battering, Lorimer tries a foolhardy close up against Wade's ship.

Battle Moves - Strike (Weak Hit), React Under Fire (Miss), Withstand Damage (Strong Hit with a Match), Check Your Gear (Weak Hit), React Under Fire (Weak Hit), Clash (Miss), Endure Harm (Weak Hit), React Under Fire (Weak Hit), Clash (Miss), Endure Harm (Miss), React Under Fire (Strong Hit), Take Decisive Action (Weak Hit)

They finally manage to shake Wade, but find the alien cube has gone. Wade sends a mysterious message thanking them, and is gone into the void...

Trinket - (Integrity 2 of 5), Lorimer (Spirit 4 of 5, Health 2 of 5, Supply 3 of 5, Momentum 1)

Expected next scene - Considering the Options

Characters and Adventure Notes

electric bastionland thoughts | solo tools | scenes | characters

Still just the one character, going it alone(-ish) to become famous.

Lorimer

Once a feared man of power and standing, guided by powerful visions. After a time he veered from those visions, spending widely and freely, until nothing was left. Banished by his Family after bringing them ruin, he now seek to understand his visions again, and reclaim the status he once had. Recently been studying

He's tall and solid, with a metallic arm covered in writhing runes. He holds himself with a stubborn pride, but his battered appearance tell of harder times.

Edge 1, Heart 2, Iron 3, Shadow 1, Wits 2

Assets - Augmented (arm), Bounty Hunter, Seer, Sidekick (Greaves), Starship

Starship - The Trinket (inherited from Grandfather, strange symbols scrawled on deck and bulkheads of main corridor), Integrity 2 of 5

Greaves (Health 4) - A servant who has stayed with him through rise and fall, they are an expert in finding people.

Health 2, Spirit 4, Supply 3, Momentum +1

Vows and Clocks

  • Restore my status as head of my Family (Epic) - 0.75 of 1 box marked
  • Uncover the Secrets of the Cube and Share What I Find (Dangerous) - 1 of 10 boxes marked
  • I will hunt down Nashida and retrieve stolen relic (Formidable) - 2 of 10 boxes marked
  • Expedition - Reach research planet of Eventide (Dangerous) - 4 of 10 boxes
  • Clock - Someone comes for the eggs ☑☐☐☐

Connections and Extras

  • "Ogre" Bounty Hunter (Dangerous - bond 4/10), Spread faith, addicted to Azure Kickers, a bubbly blue energy drink. Creative, large and amour covered in self-made patterns.
  • Bloodshot Asha - Powerful Mystic, Greedy, Integrity, Materialistic, Rep for Honesty, Spiritual Leader, Stolen a Precursor Artifact, Bounty on her, People want her advice.
  • Dusk - Smuggler, (Dangerous - bond 1/10), ally of Asha, paid a debt, cooperative, has a cargo
  • Green Beetle, Kirali mercenary (Formidable - bond 1/10), insectoid, leads group of Kirali mercenaries, working with Lorimer until Eventide and then has another contract.
  • Wade, Rival Bounty Hunter after Bloodshot Asha. A shabby, weathered, warrior with the look a bounty hunter. Has alien cube, taken from Lorimer (and Asha)
  • Nashida, Pilgrim, old adventurer, stole a relic, personal power shield
  • Faction - Stellar Coalition, scattered across several planets. They have a varied leadership and are trying to obtain a needed commodity. They are in conflict with the Legion of the Elder Swarm.
  • Faction Legion of the Elder Swarm, a fringe group, a group of raiders known as the Legion of the Elder Swarm, attempting to break the cohesion of the coalition.
  • Faction - Inklings, a faith that believes in glowing blue void squids as heralds of a new age. And seeking wisdom in dead stars. Ogre is a member.

Finishing Up

Should complete writeup tomorrow! I'm liking the revised format for the scenes. No idea the challenges that face Fireborn next!