Post by markkrawec on Mar 15, 2014 18:05:32 GMT -5
Episode 1: When In Doubt, Kidnap
Back at the beginning of February my group volunteered to subject itself to a playtest of the Space Barbarians kit. There were three characters for this session. All the players (mazirian & Danny Hammer, late of Highlanders of Mars, plus Pulgasari) started with no prepared character concept & in Pulgasari's case no previous experience with the rules.
Character creation happened at the table & took up about half an hour. There were a few things I left off the quick reference sheet that quickly became obvious when someone else tried to use it, but the first real surprise of the evening (for me, anyway) was that all three players immediately loaded up their characters with weaknesses. I was worried for a bit that I would have to goose the power level of the opposition just to keep up, but they spent a good number of those extra character points on advantages.(1)
mazirian happened to pick up one of Danny Hammer's kids' Lego minifigs & it instantly inspired him to create Crockett, a survivalist mountain man who retreated to the deep woods to find solitude after his face was literally stolen right off his skull & replaced with a robot one. Gatch (played by Danny Hammer) is the electronics & thievery expert of the group. He's a compulsive gambler with terrible taste in gaming companions as evinced by the IOU for three cows he carries with him. It's not clear how he plans to collect since he also suffers a fear of animals. Dexter Kardust (Pulgasari) is a pilot & mechanic with a gambling habit, a weakness for women & a price on his head. The PCs fell almost naturally into some of the traditional action team roles, so much so that when they were finished it was generally agreed that Crockett was B.A. Baracus, Gatch was Murdock & Dexter was Face. "Great. We're the A-Team with no Hannibal."
The randomly rolled premise of the adventure is that someone's rival is about to make a big score & the PCs either want to prevent it or get there first. It's agreed that the main antagonist - Serafim do Vale, the local King of Thieves - is the bastard who stole Crockett's face. Do Vale keeps such a low profile that Crockett hasn't been able to find him & exact vengeance. This will be the first time since the theft that do Vale has broken cover long enough for there to be a chance of getting him.
The team have heard through the grapevine that do Vale is after something priceless in the Sacred City, an ancient ruin high in the mountains six hours outside of the metropolis in which our heroes live. Crockett is familiar with the place. It's a holy site for an ascetic sect called the Nivinites who live in a mud-brick village around the city. Hippies & new agers from around the world & even other systems make pilgrimages to the site to bask in its esoteric vibrations. The Nivinites permit no one to enter the city, though, since they use the outermost of its buildings as a necropolis for their dead.
It's also a scene of great interest to archaeologists. Crockett knows of one in particular from the local university who was always hanging around investigating the site, frustrated by his inability to go in & examine it up close. The team decide it's a fine idea to find this professor - one Gabor Horvath - kidnap him, & use him as a guide to the city. When they arrive at the professor's office, however, there's no one there but agitated students trying to hand in papers. The door is locked & no one is answering the phone. Gatch uses his low-level clairvoyance ability to listen to the room (which I guess makes it clairaudience, but never mind). The only sound is papers rustling in a breeze. Attempts at picking the lock are fruitless so Gatch & Dexter head outside to scale the wall & climb in through a window. Gatch slides back down like the building was greased, but the dice are on fire for Dexter tonight. He skitters up like a squirrel & lets the rest of the team inside.
The professor left in a hurry, without so much as shutting his computer down or taking his messenger bag with him. A quick search turns up bank records hidden in his desk showing a large recent deposit. There's also a diorama of the city that has been recently disturbed, as if someone removed its Plexiglas cover to point out features. Gatch uses his Perfect Memory advantage to memorize the street plan. With nothing else of interest at the office the team heads to the professor's home, his address helpfully at the top of the bank records.
The house is a small one storey job on a lot surrounded by a cinder block wall with iron gates, like all the other houses in this upper middle-class neighborhood. From his "possibles bag", a sort of backwoodsman's utility belt, Crockett produces some explosives and tries to blow the lock on the pedestrian gate. He rolls a failure, but I figure that means he overestimates the amount necessary. Bam! He blows a smoking hole in gate & wall beside it, setting off car alarms up & down the block. The boys have to work fast before the cops show up. They toss the house but find no sign of Horvath here either. It looks like do Vale got to him first with a fat retainer, then snapped him up straight out of the office when it came time for the job to go down. There's no sense hanging around so the boys pile into Dexter's car & head into the mountains.
When they arrive at the Nivinite village it's nearly nightfall. Rounding the corner on the approach to the village, the team sees that there's debris scattered about & one of the buildings is on fire. As soon as they see headlights a number of men take cover behind barricades & level rifles in their direction! The team are in no mood for a gun battle so they fade back a quarter mile or so, pull the car back into the woods & camouflage it. Crockett uses his night vision advantage to guide them through the woods (as fast as possible since Gatch's fear of animals disadvantage means the night noise of the forest is making him increasingly edgy).
The Sacred City & the surrounding village are on a promontory overlooking a 200 meter drop into the valley below. The City is at the very edge of the cliff, which means the village is spread out in an arc before it. The team sneaks up to one end of the arc & scans the village to see what's going on. Homes are shut tight & few people are on the streets. In the center of town is some kind of church or town hall that seems to be serving as a hospital for injured townsfolk. A broad plaza separates the village from the City walls & on some of the rooftops of the houses overlooking the plaza more villagers with rifles are standing guard. Looks like do Vale's crew wouldn't take no for an answer when the villagers tried to deny entry to the City. They shot & blasted their way through & now the townsfolk are waiting to try & gun them down when they emerge.
The team really don't like the idea of trying to sneak through a whole village of antsy, armed religious fanatics. Some searching turns up a vertiginous goat track running along the cliff just out of sight. One harrowing creep later they've reached the edge of the plaza. Now all they have to do is get across the open space to the great main gate of the City, which is the only visible entrance.
This obviously calls for a distraction. Crockett hasn't blown anything up for hours, so he hatches a plan to sneak a little ways into the village, find a likely looking building & set it on fire. While everyone rushes to save it, the trio can rush the City. Crockett's Observation rating is highest (2), so he sneaks through the narrow streets until he comes to a woodworking shop. It's an easy job to jimmy the front doors & sneak in. The woodworker lives above the shop but Crockett avoids attracting notice. In a few minutes he's slipped a small incendiary into one of the bags of collected sawdust lying in a corner of the shop & tries to make a similarly quiet exit. Just his rotten luck though; as he steps out into the street a window across the way opens up & he finds himself exchanging stares of terror with one of the villagers. The villager starts to raise the alarm, but just then the incendiary goes off. The woodworker is trapped on the upper floor & leans out a window, yelling for help. Crockett takes off running down a dark alley as a crowd gathers to try & rescue the woodworker. Finally, desperate, he leaps to safety from the window just the building explodes in flame behind him.
"Well, you've had your Michael Bay moment," says Danny Hammer.
The fire at the shop occupies what was left of the village's attention. The boys dash across to the City and in through the gate. The City walls & all the buildings inside them are constructed with huge blocks of stone assembled without mortar, all fit so precisely you couldn't slip a sheet of paper between them. Gatch's eidetic memory tells them that single broadish street leads to a central plaza. Off this main street runs a rabbit warren of smaller streets, the widest of them maybe a little more than a tall human's arm span across.
The boys follow the main street a ways, then stop. There in the plaza sits a truck, its headlights illuminating the area in front of it. It’s some sort of decommissioned military rig with a canvas-covered rear space, big enough for maybe ten people or fewer plus a substantial amount of gear. Crockett remembers that do Vale runs with a crew of six or seven mid-rank villains so that makes sense. From here it looks like there’s one person, a bearded young guy Crockett doesn’t recognize, in the driver’s seat. The rest of the crew must be deeper in the city hunting for whatever do Vale came in search of. That suspicion is confirmed when the team sneak near enough to hear the driver conversing remotely with someone somewhere else.
Depriving them of use of the truck is the first logical step in sticking it to Crockett’s nemesis. The only question is how to deal with the driver? Plans are discussed until Crockett’s somewhat limited patience runs out. He decides he’s going to try to draw the driver out by popping up & mooning him. As expected, the driver starts & says “What the hell?” at the sight of the mountain man’s pasty butt heaving into view. As not expected, he jumps out of the cab, draws a pistol & tries to eclipse that moon with a few bullets. Luckily for Crockett the driver misses. Gatch & Dexter spring from the darkness & bring the man down. Dexter makes a knife attack & gets a heroic result, dealing the unlucky villain a specific wound to the chest. He has the bad luck to be an Enemy instead of a Foe & consequently dies on the spot.
The team search the truck cab for anything useful. Mounted on an arm fixed to the dashboard is a tablet whose screen currently shows a map of the city with two blinking red dots. Each dot must represent part of do Vale’s team since Just above the map are two live feeds from what appear to be person-mounted cameras. Each shows that there’s at least one other person with the one wearing the camera & each group has a lifter sled - a sort of anti-grav hand truck thing - with them. They’re obviously planning on hauling away something very heavy. Curiouser still, one of the feeds shows not just do Vale himself but the missing archaeologist Gabor Horvath, walking around apparently of his own free will. Looks like he was bought off, not snatched.
It also becomes clear that at least one of the people on the other end of these feeds has heard the commotion. “Rodrigue? Rodrigue! What’s going on?” The voice is coming from the tablet. There doesn’t seem to be a camera on it, so the team decide to try to maximize the confusion by keeping mum. The person on the other end, presumably do Vale, makes a few more attempts to get them to talk as the team ponder their next move.
They decide to use the tablet as a tracker to hunt down one of the groups. Unfortunately there’s nothing to indicate how many people are in each group or which one do Vale’s in so they have to pick a group at random. Still silent, they set off through the side streets toward their target. Gatch’s perfect memory of the city’s layout makes for easy going. What stops the team in their tracks is rounding a corner & finding skeletons lying in the street. The Nivinites lay their dead to rest in the buildings, so whoever these unfortunates were they weren’t villagers. The trio stop to examine them. Upon closer inspection they can see that each of the skeletons is covered from head to foot with miniscule striations running the length of the bones. Gatch succeeds on a Lore check; after a little brain wracking he remembers stories of people killed by runaway nanite clouds, stripped clean of meat & tendon & fat in an agonizing half minute or so.
Proceeding any farther into the City suddenly doesn’t sound like a very good idea. The team decide they’ll return to the plaza & lie in wait for the rest of do Vale’s crew - assuming whatever killed the people in the street doesn’t eat them alive too. However, just as they’re about to round the last corner Crockett & Dexter’s danger sense starts pinging something fierce. Something bad is waiting for them in there. But what?
(1) Since we're playing at home I incorporated Legends of Steel's advantages into the game. Those aren't on the handouts on the ZeFRS site because they're Jeff Mejia’s IP.
(2) Observation is used both to find a concealed opponent & to conceal yourself, I guess by using your knowledge of spotting hidden stuff to avoid being spotted. We ended up making a whole boatload of Observation checks this session since it involved a lot of sneaking around by everyone involved.