Head Case
Now that you’ve gotten a sense of both the setting and the
rules of CthulhuTech, it’s time to give it a shot. The rest of these
Quick-Start Rules include a ready-to-play story, along with four
Characters.
Setting Background
Unknown to most, there are two wars being waged for the
survival of humanity. The Aeon War is the one reported on in
the news, where the brave soldiers of the New Earth Government
fight against the Migou and the Disciples of the Rapine Storm,
and to contain the Esoteric Order of Dagon. In a lesser sense, it
also encompasses the efforts of the Federal Security Bureau and
the Office of Internal Security to fight against the cults that lurk
underneath the surface of society.
On the other hand, there is a secret war, a Shadow War, being
fought on a level hidden to the world. The cult-infiltrated
Chrysalis Corporation, one of the most powerful companies in
the world, threatens the New Earth Government in ways it can’t
even dream. There is only one group that can stop them – the
mysterious secret society known as the Eldritch Society. They
are outlaw heroes, operating beyond the confines of the law,
distrusting a government they believe has been compromised.
Their primary soldiers are men and women who have chosen
to undergo the terrifying Rite of Sacred Union in order to join
in symbiosis with a creature from beyond time and space. They
become creatures known as Tagers, people who can instantly
shift from their mortal form to a monstrous humanoid predator.
The only problem is that the forces of the New Earth Government
will shoot to kill a Tager on sight. It’s not as if the NEG knows
what Tagers are, but if they see a monster they will try to kill it.
Fortunately, most of the time, Tagers can hide in plain sight.
The Eldritch Society maintains several important support
networks to assist Tagers in their tasks. The two that will
be most relevant for this particular story are the Operator
Network and the Lorekeeper Network. Operators are those
people assigned to help Tager packs on a moment’s notice.
They sit at terminals, finding information, making calls, hacking
systems, and whatever else can be done from a computer and
telecommunications console. Lorekeepers are those who are
charged with maintaining the Eldritch Society’s archives and are
those Tagers seek when what they need to know is of an arcane
or occult nature.
Since the First Arcanotech War, the New Earth Government
has worked to convert cities into arcologies. Arcologies are cities
in buildings. They are typically around fifty stories tall, with
ten arcology “levels.” Each level is five stories tall, typically filled
with four-story buildings and a story of space before the ceiling.
The ceilings are covered with liquid crystal so that a sky and sun
can be simulated within the building. The designers try to do
everything they can to make these structures livable. The streets
look like normal city streets, though narrower as only emergency
and utility vehicles are allowed inside arcologies. Plants and
trees and parks are cultivated to keep a somewhat organic feel.
Even weather is simulated – fans in the walls generate breeze and
sprinklers simulate rain showers. The temperature fluctuates
depending upon the season, but always remains in a pleasant
range. Everything – residences, shopping centers, parks, industrial
areas – is inside and each neighborhood is mostly self-contained.
They are places that are considered safe, as those coming
into an arcology must pass through a security checkpoint
that tests brainwaves and DNA before letting anything through.
It is much harder for unspeakable horrors to find their way into
arcologies. Most of what you’ll be up to in this story will take
place inside the Chicago arcology.
That doesn’t mean that people don’t live outside the arcology.
Some people suffer from what is known as Sick Building Syndrome
and cannot live most of their lives inside. Others don’t
like the eye of the government looking over their shoulder all the
time. Regardless of the reason, there is nearly always a city surrounding
the arcology, but such places are considered the suburbs
at best.
If you intend to only play this story, it’s in your best interests
to stop reading now. However, go ahead on and check out the
Characters, starting on p. 32. The general capabilities of Tagers
can be found on p. 33.
Story Background
Ancient tellings of Irish folklore once whispered hints of a rare
artifact known as the Orthanach Stone. It was said that the
innate power of this stone channeled such awesome arcane
energy that the people of the land would reap the benefits of
druidic rituals for miles around. These rituals appeased the gods
and the people enjoyed bountiful harvests across the land. It is
also said that the origin of the Orthanach Stone could be traced
back to a shard split from the famous Lia Fail (Stone of Destiny)
by the sword of Cuchulainn, a very disappointed king-apparent.
The Orthanach Stone remained an important focus of religious
ceremony until the final fall of druidic traditions in Ireland. It
soon disappeared from view and from memory for hundreds
of years, never to be seen by the eyes of man again – until very
recently.
The Eldritch Society in Ireland uncovered a plot by the Children
of Chaos almost three weeks ago. Archeological teams employed
by a subsidiary of the Chrysalis Corporation had been hard at
work digging up excavation sites near Bantry Bay in southern
Ireland for almost a year now. Intercepted communications
revealed to the Eldritch Society that the hard-sought target
of this archeological search might have actually been found.
Further inquiries exposed a plot to use what the Children of
Chaos thought was the actual and real Orthanach Stone to
conduct an unknown, but likely devastating ritual. A plan was
formulated and a Tager raid soon commenced to capture the
stone. They were successful.
The Tagers of the local Eldritch Society in Ireland knew that their
adversaries would soon scour the area in search of their lost
prize. The stone had to be taken to a safe place where experts
capable of translating the runic markings that adorned its
surface could examine it. The best man for the job was deemed
to be a powerful Eldritch Society sorcerer by the name of Reece
Abernethy. His exceptional occult knowledge and substantial
background in Celtic folklore would make him a perfect
candidate to study the stone. Abernethy, a resident professor
at Northwestern University, was well-versed in the research
of ancient artifacts and relics. Orders were received and the
Orthanach Stone was soon dispatched via courier to Chicago
and the safety of the powerful Eldritch Society presence there.
This was to be a simple, but top-secret mission. Only a handful
of people would know the details of the courier’s identity,
route, and rendezvous points. Every precaution was made
to prevent the chance of an information leak and a possible
interception by Chrysalis Corporation agents. A Phantom by
the name of Egan Walsh (callsign: Glass) was selected to carry
the stone to Chicago. He was quietly smuggled via a small boat
to a port facility in Bantry Bay. From there he stole aboard a
trans-atlantic freighter via a shipping container with enough
food and supplies to sustain him through the journey. It was
thought that this would be the best way to get him into North
America undetected and untraced. The plan was to have a team
of Chicago-based Tagers meet Walsh at the Port of Chicago to
escort both him and his valuable prize to safety.
The story opens with the Chicago-based pack of Tager
Characters on their way to rendezvous with the courier. It is just
about 10 pm and the dock areas of the Port are settled down
for a quiet night. The Team must sneak into the Port of Chicago
grounds, locate the courier and the planned rendezvous point,
and get him out without detection.
Act 1: Rendezvous
Goals: To infiltrate the secure port facility without being
detected. To find the shipping container in which the courier
was transported. To survive the Dhohanoid attack and escape
before authorities arrive.
Setting: The docks of Port Chicago on Lake Michigan, which
lie south along the lake waterfront and outside the walls of the
Chicago arcology.
Read the following to your players:
{“The message came in early today. Your pack’s Operator, a sharp and
savvy woman by the name of Michelle who runs a nightclub, told you
that the Eldritch Society needs you to undertake a critical mission tonight.
The Society recently stole a powerful magical artifact from the Chrysalis
Corporation in Ireland. The Orthanach Stone, as it is called, is arriving
via shipping container in the care of a courier – a Phantom Tager known
as Glass. You’re to discreetly meet Glass at the Port of Chicago at 10:00
PM tonight and escort him and the Stone to an Eldritch Society safehouse
near Northwestern University. If everything goes according to plan, it’ll be
an early night – but how often do things go according to plan.”}
Feel free to give the players a chance to talk among themselves,
to get a sense of who each others’ Characters are and their
different capabilities. Since this is designed to be a short,
targeted introductory game, going directly to the Port of
Chicago to meet the courier is the best course of action.
The first challenge will be getting into the Port undetected.
The facility is well-guarded with a high fence, security cameras,
security dogs, and security guard patrols. Three ships are
moored along the dock, one of them being the freighter from
Ireland. Shipping containers are stacked in gigantic rows
sparsely lit by street lamps. It’s 10:00 pm and a light and chilly
drizzle wets the entire area.
The instructions received by the Characters stated that the
courier would be waiting within one of the shipping containers
identified as TRLU4284746. There are seven major terminals,
each filled with rows of stacked shipping containers. The pack
may opt to randomly search for the container, but it will likely
take hours and a certain measure of luck to succeed before the
coming dawn.
As the team moves about the yard, they’ll need to make
Stealth and Observation Tests to find their target while
avoiding detection from the Port Security. Have each player
make a Stealth Test when they first attempt to enter the Port,
against an Average Degree – success means they get in without
complication. Have them make another as they move about
the shipyard, against a Challenging Degree this time – success
means they get to move about without triggering any one of the
Port’s security measures. Should they fail in their Stealth Tests
and be seen as intruders, the security guards will attempt to
apprehend them with tasers and guns. Should the Characters
reveal themselves as otherworldly creatures, the guards will
promptly notify the Chicago Police Department, and powered
armor will be dispatched to deal with them. The Tagers cannot
fight the powered armor – it most likely will kill them with a
single shot. Fleeing is the best option.
Security Guards
Experience Level: Experienced
Attributes: Agility 7, Intellect 5, Perception 8, Presence 6,
Strength 7, Tenacity 7
Secondary Attributes: Actions 2, Movement 13 mph (32/8 ypt),
Orgone 11, Reflex 6, Vitality 12
General Skills: Communications: Novice, Intimidate: Novice,
Language (English): Expert, Law Enforcement: Novice, Observation:
Expert, Persuade: Adept, Regional Knowledge: Adept,
Security: Expert, Stealth: Adept, Streetwise: Novice, Surveillance:
Adept
Combat Skills: Armed Fighting: Expert, Dodge: Adept, Fighting:
Novice, Marksman: Adept
Weapons & Armor: CS-44 Enforcer Hvy Pistol (Range 12/25/45,
- 2 Damage, 2 Shots, 15 Rounds), Snap Baton (0 Damage),
Sentrytech Mk-IV Armor – Lt (0/1 Protection)
Gear: Belt Holster, Night Vision Goggles with IR Illuminator, Security
Guard Uniform
The Characters, once they have evaded the Port’s security, may
search for the container. Doing this randomly will take hours
and require success at an Observation Test against an Average
Degree. However, there’s a port office near Terminal 5. Sneaking
into the office will give the pack access to shipping manifest
records stored on one of the computers. Whoever wishes to
try to bypass the simple security must succeed at a Computer
Test, against a Challenging Degree. If he does, he will pull up
the location of their target shipping container. TRLU4284746 is
located in Terminal 2, row 7.
Have all the other Characters present make an Observation
Test, against an Average Degree. Those who succeed will notice
that something is amiss here – there is a smattering of blood
around the computer console. If the pack takes a moment to
look around the room, they will find the body of a dockworker
in one of the storage closets. His guts will be hanging open in a
bloody mess. The kill looks fresh.
Finding the dead dockworker should heighten the sense of
urgency to find the shipping container. However, the pack must
continue to stay in the shadows and avoid detection from local
security. Once the Characters come into sight range of container
TRLU4284746, they’ll know they’ve found the right place. Signs
of recent violence surround its entrance. Two Human bodies
surrounded by explosive sprays of blood turn the scene into a
strange piece of butcher’s artwork. The door to the container
hangs open and, with the exception of certain modest survival
items, there is nothing of note inside. The courier is gone.
Have each of the Characters make another Observation Test,
against an Average Degree. Anyone who succeeds will notice
something important – that one of the corpses has an active
portable computer (known as a peek) on his arm. It is vital that
the Characters get a chance to grab this before the mayhem
begins in earnest.
The pack will barely have time to digest everything before a
group of Dhohanoids, waiting in ambush, springs their attack.
It’s as if they knew that the Tagers were coming and when.
The Dhohanoid force will consist of two Dua-Sanari, four
Ramachese, and an Elib – the statistics for these monsters
are found on p. 45. The resulting ruckus will no doubt alert
the Port Security detail to the fighting – and they will freak at
the monstrous battle before them and run away as quickly as
possible. It’s only a matter of time before powered armor police
units show up to deal with this public menace. The Tagers need
to deal with this new threat and make a quick escape before the
police show up. You should feel free to use the sounds of distant
sirens and squealing tires at the appropriate times of the struggle
to create the maximum level of tension.
ACT II : Turncoat
Goals: To crack the Dhohanoid peek and discover the tip-off
message. To find the mole within the Eldritch Society. To discover
where the courier and the Orthanach Stone have been taken.
Setting: Vision, a hot downtown Chicago dance club on
Dearborn Street. The Tareda residence on the second level of
Dickens Avenue, Lincoln Park, Chicago. Outside the Abernethy
home in Evanston.
Read the following to your players:
{“With your mission dashed, you are left with the question of what to
do now. There’s no doubt that you must pick up the trail of the missing
courier and safely retrieve the Stone. All signs point to it once again being
in the possession of the Chrysalis Corporation. Now that you have slipped
the authorities, there’s only one thing to do – examine the only piece of
evidence you’ve got. That is, unless anyone has any other ideas.”
}
Players, being who they are, may have other ideas. Feel free to
indulge them in any way you see fit. However, there really is only
one piece of evidence that will point them in the right direction
– unless you choose to create another.
The Characters now have a chance to examine the confiscated
peek. Have anyone who wants to play with it make a Computer
Test, against an Average Degree. Success allows the Character to
access the previous owner’s message list – he fortunately wasn’t
very diligent in securing his data.
One of the recent messages hidden within the captured peek
turns out to be an exact duplicate of the message sent to the
pack to rendezvous with the courier. It contains the exact
location and time of their rendezvous. The pack was clearly setup
from the inside.
To their knowledge, the Characters know of only three people
who were aware of this mission and who would have had access
to this message. These are the pack’s Operator Michelle Gatien,
Reece Abernethy, the Eldritch Society sorcerer who was going to
take possession of the Orthanach Stone at Northwestern, and
someone named Tareda. The pack knows that the origin of the
message is with Michelle, and she is normally the Characters’
first point of contact, so she is a logical place to start. With a
mole inside the Society, the pack must move quickly in order to
find a clue regarding the courier’s whereabouts.
Michelle Gatien, the Pack’s Operator
Michelle is a 34-year-old ex-model turned business owner.
She is sharp, business savvy, and beautiful. She chose to take
on the family business when her father died a few years ago in
an accident. It turns out that the accident in question was an
explosion rigged by the Children of Chaos as an assassination
attempt – her father was collateral damage. The business she
took on was owner and manager of one of the hottest nightclubs
in Chicago – Vision. A surprising amount of information flows
through her club and she tries to use it to the best advantage of
the Eldritch Society. Her office at the club is filled with powerful
computer and telecom equipment, all cleverly concealed.
Read this to your players:
{“You’ve only started working with Michelle recently, so you haven’t
had a chance to develop a full rapport with her. You know from video
conversations that she’s a beautiful woman in her mid-thirties, but you’ve
never actually met in person. You also know that she runs a happening
nightclub in Chicago, where she uses the information that floats through
to help the Society. At this point, she could very well be the person who set
you up. Even if she isn’t, she’ll most likely be able to point you in another
direction.”}
The Characters could legitimately just go check out several of
the hottest nightclubs in the city and they’ll probably be able to
figure out which one is Michelle’s. More likely, they’ll simply call
her to ask for a face-to-face meeting. She will seem surprised at
the request and ask why they need to do such a thing so suddenly.
If the Characters relay the details about what happened tonight,
she will urge the pack to meet her at her club to discuss the
next steps. She will also offer to contact the other people on
the compromised message – Tareda and Abernethy – unless the
pack tells her otherwise.
It is well after 11:00 pm once the Characters return to the
Chicago arcology. When they head down to Vision, they find
the nightclub in full swing – crowds, the latest dance music,
cocktails (and more) running through libidos like a virus, and,
of course, the wide spectrum of ever-shifting light displays that
twist shadows like grotesque torture victims.
Michelle’s office is on the top floor, where they have been most
likely instructed to meet her. The club’s security has been told to
expect them, so the Characters have no trouble gaining access
to her office. Have each of them make an Observation Test as
they walk through the club, against a Challenging Degree. Those
who succeed are left with the feeling of being intently watched,
though it is hard to tell by whom with the throng of patrons
dancing all around the group. This visit may be legit or it may
be a trap – the pack will need to deal with that however they
choose.
When the Characters get to Michelle’s office, they find her a little
manic. She seems to be packing documents and other items
of importance, as well as backing up data drives and wiping
information off others. When asked, read the following to your
players:
{“Listen, it’s great to finally meet you in person and all, but I am getting out
of here. If our communications really are compromised, then who’s next?
Me? You? The other guys?”}
Somebody may ask her about Tareda, who is unfamiliar to
the Characters, or why she sent the rendezvous message to
Abernethy and Tareda.
{“I needed Abernethy to know things were going down tonight, so he could
be ready to get the Stone from Glass. Tareda is the Lorekeeper who got
Abernethy involved in the first place. He wanted first crack at cataloging
what they could discover about the artifact. He’s legit, so I kept him in
the loop.”}
The Characters may or may not trust Michelle at this point. They
may have other questions, so give them the opportunity to ask
at least one before having them make Observation Tests, against
a Challenging Degree. Those who succeed will suddenly notice a
small red dot painting the side of Michelle’s head – the business
end of a laser scope pointed through her office window from a
terrace across the street from the club. Whoever notices the dot
must then make an Initiative roll. The shooter has an Initiative of
12 – one of the Characters will have to beat that in order to push
Michelle out of the way and save her life. Failure means that
her brains will be splattered across the room by a high-velocity
needle.
Once the needle has burst through the window, regardless of
outcome, the Characters are likely to search for the shooter.
Success at an Average Observation Test will reveal to the
Characters a Human man of average build running back into the
building across the street from the terrace. The shooter is a hired
assassin contracted by the Chrysalis Corporation to silence links
to their activity. He will run instead of staying to fight, trying
desperately to get away from the Characters. However, the pack
has the advantage of being Tagers and it will be difficult for him
to evade for long.
The Shooter
Experience Level: Experienced
Attributes: Agility 7, Intellect 7, Perception 8, Presence 6, Strength
5, Tenacity 7
Secondary Attributes: Actions 2, Movement 11 mph (27/6 ypt),
Orgone 12, Reflex 7, Vitality 11
General Skills: Athletics: Adept, Communications: Adept, Computer:
Adept, Criminal: Adept, Culture: Novice, Language (English):
Expert, Language (Nazzadi): Adept, Literacy: Adept, Misdirect:
Expert, Observation: Adept, Regional Knowledge: Adept,
Stealth: Adept, Surveillance: Adept
Combat Skills: Dodge: Novice, Fighting: Adept, Marksman: Adept
Weapons & Armor: CS-40 Defender Med. Pistol (Range 15/30/50,
- 1 Damage, 2 Shots, 15 Rounds), RG-21 Rail Sniper Rifle (Range
105/530/1030, +3 Damage, 2 Shots, 15 Rounds)
Sentrytech Mk-IV Armor – Lt (0/1 Protection)
Gear: Wireless Communication Earpiece, Digital Video Recorder,
Concealable Holster, Night Vision Goggles w/ IR Illuminator, Silencer,
Ordinary Clothing
The excitement of the ensuing chase scene is up to you. If you’ve
got the time and your players are up for it, make it count.
Catching up to the shooter in the first place requires success
at both an Average Observation Test and an Athletics Contest,
as the assassin heads out through the back alley. Chasing him
through a labyrinth of back alleys requires both an Observation
Contest (vs. the shooter’s Stealth) and another Athletics
Contest. If the Characters blew these rolls, give them one last
chance at these same Contests. If the Characters succeed in
catching up with him, or severely wounding him, the assassin’s
life expectancy will unfortunately be very short as he will swallow
a poison pill. He will die within minutes, foaming at the mouth
and convulsing. He has nothing to identify him.
If Michelle survives the attempt on her life, read the following:
{“Oh my god, thank you, thank you, thank you, thank you! I don’t even
know what to say. You guys are permanently on the list here and you
drink for free – forever. Listen, here are Tareda’s and Abernethy’s home
addresses. Good luck. I’m getting out of here. Don’t expect to see me again
until this all blows over.”}
She then leaves in a rush, before the police can arrive and start
asking inconvenient questions.
If Michelle does not survive, the Characters then must make
Observation Tests to find the information they need. The Degree
for this will be Challenging, as they need to get it done and be
gone before the cops arrive.
They can now investigate either Tareda or Abernethy – the order
does not matter.
Tareda, the Society Lorekeeper
The address Michelle gave the Characters pegs Tareda living in
the Lincoln Park area of North Chicago. Lincoln Park sits on
the northernmost edge of the Chicago arcology, back inside
the arcology, so taking a mag-lift to their destination will not
be difficult. If they attempt to contact Tareda via a voice, there
will be no answer.
If the Characters saved Michelle, let them recollect this
information, given by her just before she took off. Please read
this to your players:
{“Tareda’s government job as a public records keeper gives him a great
cover for his work as a Lorekeeper. He’s pretty much a natural loner –
which is a nice way of saying he’s completely lacking in social graces. He
sticks to his books and research and avoids people as much as he can.
Personally, I don’t think he’s just weird. I think he’s full-blown obsessive.
Which is a bonus in his line of work, I guess.”}
Tareda’s place might remind someone of the modern expression
of old architecture – it looks similar to an old Brownstone-style
building that would have been seen in major cities a hundred
years ago. It’s dark outside, with the street modestly lit by lamps.
The front door is locked. If the Characters attempt to knock or
ring the doorbell, there will be no answer. Shifting into Tager
form and using brute strength to enter will likely be noticed by
neighbors (your choice, based on how hard things have been for
the Characters so far). There appears to be an open window on
the third floor if the pack can’t find any other way to enter.
The house is quiet inside with only a few lights burning. There
seems to be no sign of life. It’s only when the pack reaches the
kitchen that they find Tareda – read this to your players:
{
“Finally, the kitchen yields some sign of life. Or at least, former life. A
skinny Nazzadi male corpse hangs there, pinned to a cabinet by a large
kitchen knife that’s been driven through his forehead. His eyes bulge in a
deathly echo of fear and surprise. Blood trails down from his head, over his
body, across the kitchen counter, to finally drip into a crimson pool on the
tile floor. The blood is still wet – this kill is very recent.”}
You may have the Characters make Observation Tests to see
if they can find anything. All they need to beat is an Average
Degree, because there is no visible sign of forced entry into the
building and no immediate clue pertaining to the killer.
The only information that the pack can find is a journal that he
kept on his computer. Whoever wants to find something useful
on the machine must succeed at a Computer Test, against an
Average Degree. Anyone who succeeds finds Tareda’s latest
journal entries. Read the following to your players:
{“Over several dates are Tareda’s latest series of journal entries. It takes a
while to go through all of them, but you find several important details in and
among the musings and personal thoughts. It turns out that it was Tareda
who recruited Abernethy to assist with the deciphering of the Orthanach
Stone. The two had met in academic circles in and around Northwestern
University and hit it off quickly. Tareda comments on how immediately
comfortable he was with Abernethy and how the two seemed to connect on
a deep level. Discovering Abernethy’s natural talent for research and the
practice of magic, Tareda believed that the man would make an excellent
addition to the Eldritch Society. He began the recruitment process and
ultimately brought Abernethy into the fold. It’s been less than a year since
this all began and Abernethy has barely been let into the Society, privy only
to its most surface secrets for now. Tareda seems beside himself that his
friend is now a true colleague.
Though it’s written between the lines throughout, Tareda finally admits to
his attraction to Abernethy. The Nazzadi seems surprised at his desire for a
seemingly straight family man, as he’s been pretty much asexual for a long
time. Abernethy’s dedication to his family is what prevented Tareda from
saying anything. However, it turns out that Abernethy’s wife went missing
about a week ago and the police could find nothing that suggested foul
play. Tareda did what he could to console his devastated, yet withdrawn
and distant, friend.
The last journal entry states that Tareda had invited Abernethy over
tonight. He was planning on sowing the seeds that he felt might lead to
something more intimate in their relationship.”}
最終更新:2011年01月08日 19:57