After close to 2 years of family illnesses and other issues in our group, we finally played game 3 last night. I had originally planned this to be a 12 game story arch, but clearly that was a bad idea. Even without delays, I think that’s just too long for what is essentially the same adventure. So in writing last night’s game up, I decided to get some closure on this chapter of the campaign.
This was our first GURPS campaign. We were, and are still, just learning the system. The ability to start with simple rules and gradually add complexity as you see fit is a great feature of GURPS. Rather than a very tactical wargame style of play, I envisioned this campaign as more driven by the story, and less about technical combat rules. GURPS lends itself to this for a number of reason, some of which I will probably forget here, but including the following:
- Deadly. GURPS combat tends to be a bit more lethal than many systems, especially when guns are involved. If you get into too many shoot-outs, you will not last long. This seems to really force a lot more role-playing, skill use, and problem solving in the game. It also mean the GM can’t just throw together a bunch of fights and call it a game.
- [insert other reasons here — hahah — I guess the first one pretty much covers it]
I decided when I got into this that as a GM I wanted to raise my level of storytelling, and really treat adventure design and gamemastering as an “art” in itself. I know many people already do this, but I have to admit that most of my previous gamemastering tended toward just going from one fight to another. That’s just not a lot of fun, actually, and it makes each battle less important.
In the future I want to incorporate more of the PCs backstories into the game. The guys came up with some good stuff, and it will provide lots of opportunities for fun.
OK, Game 3…
The PCs begin where they left off, at the hacking lab of Reilly. The cranial chip they took from Jake the Painter successfully hacked, they discover the schematics and location of a building downtown — Childers Tower.
They go check out the building. It’s about midnight. Light rain, The streets are crowded. It’s a highrise residential tower, with some retail in it too. There’s train station up on the 8th floor, and it is connected to other buildings in the area by many pedestrian bridges that span the street at high levels. The sides of the building, like most in this area, are covered by advertising and neon. Information overload on steroids. They enter the building lobby and see a few lightly armed security guards, but there are many people around and the PCs are really not noticed. Joe and Max “stealth” over the known location of the express elevator to the 40th floor. It’s disguised as a freight elevator. They have no pass card. Hawk uses his enhanced senses and notices that one of the cleaning crew appears to have an access card. They tell the janitor that someone has puked in one of the common areas — a more secluded one. When he goes to clean it up, Inuyama grapples him and quickly chokes him out – unconscious – not dead. They hide him in a storage crate, get in the elevator, and go up.
Arriving on the 40th floor, guns drawn and expecting action, they find themselves in a long corridor apparently spanning much of the length of the building. Leaning against the wall, arms crossed casually, is a young man dressed like a futuristic cowboy, a gun on each hip, and cowboy hat tipped down. Remaining casual, he looks up and says “Mr. Childers has been expecting you.” The PCs notice a red reflection from one of his eyes. “Not very friendly to come up here with your guns drawn, friends. Y’all can put ’em away and follow me.” The PCs, realizing they are in no danger, comply. As the cowboy turns around they notice a hole the back of his hat allowing a cybernetic eye implant to keep an eye on them.
The cowboy leads them into a large room. Three walls are “monolith black”, with monitors at various points around the room. On each side of the room is an additional guard — a woman on one side dressed as a classic cyberpunk razor girl, and a burly man in fatigue pants, a Kevlar vest. Both are armed. Both look confident and relaxed, just like the cowboy.
“Here they are Mr. Childers.”
Behind the fourth wall — a wide and tall glass window — is the withered form of Lester Childers. He floats in a tube of nutrient fluids, tubes and wires protruding from his body, connected to machines above and below that maintain his bodily functions.
The PCs greet Childers and inquire about Dr. Salazar. Childers sounds like the actor Strother Martin. Childers says that Salazar once worked for him, trying to grow him a new cybernetically enhanced body to replace is failing natural body, but when Salazar got too involved in some “pervert shit” he fired him, and has not seen him since. He allows the PCs to search the lab. Hawk gets the woman’s phone number. She says “Nice eye”, to which he replies “I have an eye for beauty” (reference to his cybernetic eye). In the lab, they see 4 “grow tubes”, which containing a living, but mindless and misshapen human body, the failed attempts to create a new body for Childers. They discover an unusual computing system, that uses DNA to encode information into a living data matrix. Searching the rest of the lab, they find flyers of various occult oriented events — mostly bands — playing around town. Finally, amongst the many scientifically labeled vials of compounds, is a small jar of green goo labeled “R’leyh”. After much discussion, Hawk hacks into the computer and enters the word. A slot opens with a receptacle and a message appears on-screen that says “insert media”. He pours a bit of the goo into the slot, and an address appears on-screen. It matches the address of one of the clubs on a band flyer.
A little research reveals that the clubs is in the old Deep Ellum area of Dallas. It is called “the Hunger”. It’s a CyberGoth club. They go there and enter the club. It is shoulder to shoulder with people. The band plays Bauhaus’s “Bela Lugosi’s Dead”. Lots of flashing lights. People jacked into cyberspace terminals, tripping out to the music. Joe goes to a spot with good visibility on the balcony. The rest of the team begins to look around. Eventually, Hawk notices several people in the club that look much like the cult members the team has encountered. Same kind of clothing and facial tattoos. He sees via IR vision that there are two people in what is probably an office behind the bar. He counts 5 cult members in the club, and texts the info to the rest of the group. Joe sneaks down from the balcony, and quietly garrotes the cultist near the stage, drawing no attention in the crowd of stoned goths.
A person comes out of the office. Inuyama intentionally bumps into him. The man gets a good look at his face. He continues to a table with two cultists and leans down to speak to them. Hawk successfully using his parabolic hearing to listen in. He moves through the crowd. “That big guy is one of the ones the Master wants us to find”. The man begins to return to the office. Hawk notices that now the office is devoid of human heat signatures. The two cultists start moving toward Inuyama. Hawk taps one on the shoulder with his cybernetic hand, injecting a knock-out poison. He drops. By this time Joe is moving toward the bard and office door, a bit behind the others. He is able to see that the remaining cultist, having seen his companion drop, begins to pull a gun. Joe quickdraws and uses his gunslinger skill, blasting the cultist in the back of the head.
The place goes wild. Screaming and panicking goths in a fire-trap club. The PCs take advantage of the confusion to enter the office, in which they find a hidden stairwell down. They go down the stairs and find themselves in an occult library/shrine. There is a cyberspace portal station in the middle of the floor. The walls are covered with occult art. On the many monitors is a constant stream of video imagery — primitive occult ritual, scenes of human disaster and atrocities from history There is a door a the other side of the room, with a cyberspace jack next to it and an intercom panel. Hawk jacks in and successfully hacks the door opening it. In doing so, his mind is taken through cyberspace corridors he didn’t know existed, and feels his sanity slipping away. He makes a save vs. Will and retains his identity.
Beyond the door is a large room. Toward the other end is an instrument panel and a man furiously working the controls. Beyond him is a massive window, beyond which the PCs can tell is some sort of huge vault. The turns to look at the group, and in panic returns to his controls. They see that it is Salazar. Joe quickdrawns and shoots him in the ass, dropping him before he can release the 2 mini-shoggoths he has engineered to guard this lab — protoplasmic monstrosities kept alive in chambers to either side of the controls panel. The PCs rush to capture Salazar, and see the monsters behind the two windows. Looking at the control panel, they see the constantly changing image of a tentacle-faced being staring out from a cyberspace monitor. Beyond the massive window they see Salazar’s project — an almost complete but as yet mindless colossal body — 100 feet long, tentacles faced, wings, claws, slimy green flesh — floating and twitching in a massive grow tube.
Hawk successfully deactivates all life support for the abominations Salazar has created, and as the mindless creatures begin to die, the Inuyama throws Salazar over his shoulder and the team makes it way back up the stairs and out of the club. The deliver Salazar to the Pinky, who pays them in cash, and as he leaves says “Mr. Childers appreciates your hard work.”
5xp per PC.
During post game wrap up, I told the players a few things that I wanted them to discover but couldn’t quite work it all in. In game 2, Jake the Painter was set up by the cultists. The info on Childers Tower was disinformation. They were hoping the PCs would kill Childers, and stop coming after Salazar. Salazar was indeed working for Childers, but over time had become a member of the Cthulhu cult, and engineered his own kidnapping so he could disappear and work for them full time, to create a corporeal body for the cyberspace entity they know as Leviathan, but in reality Cthulhu. Also, they never discovered the identity of the “evil man” they had seen in pictures, who they thought was the cult leader. There was some additional info encoded into the DNA in the R’leyh bottle of good, but they didn’t continue hacking it. No biggie – they found the main clue. Also, the bodies of Salazar’s monsters are still down there.
Lots of plot holes, I’m sure, but GMing a game like this ain’t easy. Honestly, we played for 5 hours, and had done everything I had planned, it would have been a 10 hour game and I’m just not practiced enough at GMing right now to pull it off. Still, everyone seemed to have fun.