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It's been a while since Ness had decent food to eat, and Clunkrock and company have a suspiciously copious amount of it. I'm talking the good stuff, like quality-brand dog food, as well as dried and/or roasted varmint. Clunkrock for his part seems fine with her eating her body weight in chow. He uses the mealtime opportunity to quiz Ness about Mr. Tinker and where others might be found.
Ness is canny enough not to give everything away, but she has only a middling score in Cunning, so you have to forgive her if she's not one hundred percent sensible about what she does share. Clunkrock now knows there are a couple people hiding — Mr. Tinker and Scuttle, natch — even if he doesn't know where they are. And let's consider this: Clunkrock's not bone-stupid, and there can only be so many places within walking distance that provide enough shelter. But Ness is more concerned about immediate issues, like eating as much as possible before hightailing it out of there. Easy enough to do the former, but harder to do the latter when everyone's watching.
Eventually everyone has to rest, and Clunkrock's kind enough to provide her a semi-private place to lay her head. He has water for washing up, too, if she wants. A hell of a luxury in this blighted land. How does Clunkrock rate all this? Is it just because he's a black thumb, and their kind are as precious as the fuel which runs the vehicles they repair?
(9[d10]) Yes
Makes sense to me, oracle. Let's continue.
The workshop quiets down, but Ness isn't going to go to sleep so easily. There's also the question of whether she's been guarded. Is she?
(5[d10]) Yes,
but...
... the guard looks tired! And if she waits long enough, and gives him no reason for alarm, he's going to fall asleep any minute now. That'll be her cue to escape.
And so she waits. Does it take long for the guard to nod off?
(3[d10]) No
Excellent, he said, rubbing his hands together. Ness is finally catching a break after a lot of calamities. Though calamities are what make the game interesting, right?
With all the stealth she can muster, Ness creeps from the little tent-structure Clunkrock allowed her to use. I think it may be worth making a Deftness roll to be absolutely certain she doesn't wake the guard by accident. So that'll be the usual two dice, plus one die for a high attribute (Deftness 5), and the Fate Die.
Here we go!
15 = 4[d6]+1[d6]+4[d6]+6[d6]
Wow, talk about having your bacon saved. That's three failures, BUT the Fate Die overrides all others and it's a six. That guarantees a positive outcome regardless of the rest. So Ness is sneaking out when she accidentally bumps into something and makes a metal clanking noise, but the guard is so soundly asleep that he's undisturbed. Whew.
Her next task is gathering useful (and edible) stuff for Mr. Tinker and Scuttle. I'm not cruel enough to demand a string of rolls for that sort of thing, so Ness works quickly and quietly, getting some canned food and looking for medical supplies. Though we have to bear in mind that she's not an organic mechanic, and she's a fifteen-year-old girl, so she's not the best judge of what's helpful. I guess it's worth finding out if there's anything useful in the first place.
(1[d10]) No,
and...
... what she does find shakes her to her very core.
She's searching Clunkrock's stores when she discovers a metal trap door of sorts leading to a chamber carved from the earth. Back in ye olde days people used to use stone or earthen pits to keep food (relatively) cool in environments where they might otherwise spoil in a hurry. It turns out Clunkrock's using the same technique for his collection of body parts. Arms and legs, plus choice cuts of meat. Some are salted, some hung to dry. The whole pit smells of decay, though it's a controlled rot designed to keep the meat flavorful and, more importantly, non-toxic.
This game reminds me of the moment in the film
Doomsday where the heroine encounters a graffito which says, PEOPLE HAVE ALWAYS EATEN PEOPLE.
Anyway, this story keeps coming around to cannibalism, and I'm not taking responsibility for that because the random tables are at fault. Whatever the case, Clunkrock's got a lot of meat stored away, and Ness is horrified. Is this corner of the wasteland truly so overrun with those who subsist on human flesh? It seems so, though you have to wonder if Clunkrock himself indulges, since he has so much other stuff.
This seems like a good time to check for a nasty surprise, like the sudden appearance of Clunkrock or one of his men. What say you, oracle?
(3[d10]) No
More good luck for Ness! And it's pretty clear she needs to get the heck out of here before someone DOES figure out what she's doing and she ends up parted out in Clunkrock's meat locker.
And so she climbs up into the warship's superstructure, picking her way by the light of the stars, until she's completely clear of Clunkrock's guarded section. She then flees across the desert back to the supermarket. Though without any medical supplies to help Mr. Tinker, his situation isn't going to improve much. In fact, did he survive the day?
(2[d10]) No
Ah, well, that solves that problem. Ness returns to discover a distraught Scuttle mourning over Mr. Tinker's body. All Ness can think about is how Clunkrock and his people would probably already have carved the man into pieces for storage. That's not going to happen here, because she's not some kind of savage. A crazie like all the other crazies out in the wasteland, but not THAT insane.
By this time it's got to be close to morning. Scuttle needs to eat in order to gain strength, and then the two of them need to get out of there. Where they go isn't as important as not being near to Clunkrock's warship when he discovers Ness gone and his stores robbed. So Scuttle can eat her fill, but she needs to do it in a hurry.
Are they ready to head out before dawn?
(1[d10]) No,
and...
... they hear the sound of an engine when first light breaks. Ness climbs out onto the supermarket's broken roof to have a better vantage point. Is it Clunkrock's men?
(6[d10]) Yes
It's the same vehicle which carried the procurement expedition. It didn't take long for them to figure out what happened, it seemed, and they're determined to catch their thief. Of all the things to abscond with in this world, there are two things worth killing for: food and fuel. Ness knows this, and given what she saw back there, she knows what her fate will be if they catch her.
But are the men coming to the supermarket? Like I said, there are limited places Ness and Scuttle could be, so it won't take a genius to narrow them down. Still, this might not be their first choice for a search. Is it?
(2[d10]) No
Ness watches as they pass out of sight. She's gotten yet another reprieve in a string of lucky rolls that can't possibly last. And now it's time for her and Scuttle to move out, taking as much of the potable water they can carry from the supermarket's source. She has no possessions of her own after what's gone down in previous sessions, and Scuttle doesn't have much, either. They're not going to be able to put up any real fight against these men if they're caught, that's for sure.
And we have a problem here: Ness has nowhere to go. She doesn't know the region, and we've already determined that Scuttle isn't much help when it comes to anything. So it seems to me there's only one real option, and that's going back to the raceway.
At first blush this seems like an insane thing to do, but it's the only guaranteed island of civilization Ness knows that's within distance of their capabilities and supplies. And there's the possibility that they could avoid the masters of the raceway and connect with others who have the mobility to get them somewhere relatively safe. It's a risk, a BIG risk, but it's less so than wandering out into the wastes and hoping to run across something.
So the decision is made: head back and hope for the best. And also hope they can make it before Clunkrock's men catch up to them.