Here is an example of Trail of Cthulhu combat, in which three plucky adventures confront a crypt-dwelling corpse-eater.
The consumptive Professor Oberon Lankwiller
Health 5, [no rating in Firearms], Scuffling 4
Weapon: Webley revolver +0
Hit Threshold: 3
The brash Tag Hunter
Health 13, Firearms 10, Weapons 8, Scuffling 2
Weapons: Remington M32 double barreled shotgun +1 (+2 point blank, +1 when fired both barrels), machette +0
Hit Threshold: 4 (Athletics is greater than eight)
The trigger-happy Anabelle Swift
Health 10, Firearms 8, Scuffling 6, Weapons 4
Weapons: Twin Colt Revolvers +0 (You can fire two revolvers in a Pulp game if your Firearms is 5+), hat pin (-1).
Athletics 9, Health 7, Scuffling 9
Hit Threshold: 4 (5 underground)
Weapon: two claws +1 and a bite +0. Two bites in a row means it latches on. Ghouls take half damage (round up) from firearms.
The Investigators are cautiously exploring a tunnel which runs under the Arkham municipal burial ground. They disturb a ghoul, partially concealed behind a stone slab, which is sucking the marrow from some cracked bones, .
They must all make a 4-point Stability roll when they see the ghoul (you see a supernatural creature up close). After Stability rolls, a combat ensues.
The order of action is determined at the beginning of combat, just once, according to the characters’ current pool in their chosen method of combat. This gives us:
- The Ghoul
- The Prof*
The Prof has no Firearms skill so goes last, and Larry has to decide in advance what to do. He chooses “shoot the Ghoul”
Tag gives the ghoul both barrels at point-blank range. It has partial cover, so the ghoul’s Hit Threshold is unchanged at 5. Tina spends four points from the Firearms pool to ensure a hit. She rolls a 2 for damage, +4 for the double barreled shotgun fired at point-blank range gives six, halved because of Ghoul Armor. The Ghoul’s Health tumbles to 4.
The Ghoul launches itself at Tag, and makes its three attacks.
The Keeper spends 2 points from Scuffling on the first claw and rolls a 3 making 5, a hit for 4 damage. He spends 2 on the second claw, rolls a 5, another hit for 5 damage. Then it’s a bite (2-point spend and 5 damage). The Ghoul’s Scuffling is now 3. Tag’s Health is now -1 – Hurt. (In theory, Tag must make a Conciousness roll but the Difficulty is 1 – an automatic success.)
Annabelle wants to distract the creature from its feast, so she jabs it with her hat pin, spending all of her 4 Weapons points to ensure a hit. She rolls a 3, causing 1 point of damage (you can effectively miss or do no damage with lesser weapons and fists). The Ghoul has 3 Health points left.
The Professor closes his eyes and squeezes the trigger of the unfamiliar Webley. He has no Firearms skill (see p. 60 sidebar), and unfortunately rolls a 1. The Keeper decides that he shoots himself in the foot. He rolls a 3 – minus 2 because of his unfamiliarity – knocking his Health down to 4.
Tag frantically wrestles with the ghoul, trying to hold its festering mouth away from his face. That’s Scuffling. He spends his remaining 2 points on his roll. The Difficulty is the ghoul’s Hit Threshold (5) plus 1 because Tag is Hurt. He needs a 6. He rolls a 2 plus the 2 for his Scuffling, a 4 – not enough. It’s not looking good for Tag
The Keeper decides to spend 2 on a ghoul claw roll to finish off Tag. He rolls a 1 – making 3, a miss. He spends 0 on the next roll and gets another 1. He spends the final point on the bite, rolling a 6. As this is is second succesful bite attack, he does double damage. He rolls a 3, for the bite for a total of 6. Tag’s Health tumbles to -7. Tina opts not to make a Conciousness roll for Tag (which would require Health expenditure) and Tag falls into merciful oblivion. He is Seriously Wounded, and requires First Aid and hospitalisation if he survives.
Annabelle opts to fire both pistols at the creature (a Pulp-only option). She spends a Firearms point to do this. She spends 3 points on the each roll (as they are simulataneous Andrea needs to decide before rolling both dice), and she rolls 6 and 6 doing 2 (3 halved and rounded up) points and 1 point of damage. The ghoul only had 3 points of Health, so it is down.
Larry opt to spends two points of the Professor’s First Aid to stabilise Tag. If they can get him out of the crypt, Tag needs to spend a week in hospital recuperating.
In the shadows, creatures drawn by Tag’s pooling blood gather and watch for weakness.
A GUMSHOE core clue can be seen as a key, giving the PCs access to a door, behind which more of the story waits. With the key, they can interact with, change, master, and adjust that story.
Sometimes a core clue can be a literal key. Literal for the characters, that is, and imagined by the players and GM. The appearance of a mysterious key is all the premise you need for any GUMSHOE scenario, whatever the game.
To make this work you need two elements:
- a reason to think of the key as mysterious
- information allowing the investigators to find the door or box the key opens
The key might be mysterious because:
- The investigators know who sent it to them, and mystery already surrounds that person. The sender of the key could be dead or missing. Alternately, the sender might be an antagonist figure the heroes don’t expect to do them any favors. It comes from a mutant serial killer, a lackey of the hated Quandos Vorn, or Nyarlathotep himself.
- Something about the arrival of the key signals sinister purpose. Blood dots the envelope it arrived in. Or ichor. It comes with some other document or object of interest to the investigators: a compromising photo, a scrap from an arcane manuscript. Somebody tried to mug the mailman before he could deliver it.
The simplest way to move the investigators from the discovery of the key to the lock it opens is to have whoever sent it helpfully supply the address. In that case you should open the scenario with the investigators already there, with key in hand.
To make the transition interesting, give them a reason to gather additional information before going to the site. For example, if they know Quandos Vorn wants them to go there, they might want to scout for traps and evidence of his current crimes before arriving.
Alternately, the key becomes a pipe clue, to pay off later. Here the investigators are already on another case, and the key arrives without explanation or a means of finding its corresponding lock. Later their inquiries lead them to a locked door or box, and voila, they know what the key is for.
The big trick, and the exercise we leave to you, the GM, is to make sure that whatever they find when they turn that key justifies the build-up.
New creature for The Esoterrorists
The membrane between this world and the Outer Dark is everywhere. Even inside your computer. That’s where seepers break through. They sense the particular stink of paranoia and latent aggression stoked on the Internet’s blackest shoals. When you drink in conspiracy theory or wallow in mythologies of victimhood, they wriggle from the swirling chaos into your CPU, out through your motherboard, and into your keyboard cable. Using a wireless keyboard? A seeper is fine with that; it can transmit itself along your wi-fi connection. As you spiral down the rabbit hole of electronic disinformation, as you type your screeds against the government and You Know Which Ethnic Group, the seeper works its way under your fingernails and into your bloodstream. 9/11 was an inside job!
Once it infests you, the seeper doesn’t turn you into a rampaging maniac. Instead you become a vector for madness. You take that extra step from posting and commenting on conspiracy theories and start to network in person with fellow believers. When you meet an especially unstable hanger-on in the world of fringe politics, the seeper floods your brain with endorphins. Unconsciously seeking that biochemical reward, you befriend damaged, repellent people you’d normally shun. The seeper uses you as a broadcast beacon, intensifying the fragility of its secondary target. It might even require you to do things behind your new friend’s back to worsen his life and drive him further to the edge. Maybe you “accidentally” let his boss find out about his white supremacist views. Or you tell a story on him that gets him kicked out of his responsible gun club, or pushes him away from the one family member who still keeps tabs on him.
That way, when the secondary target embarks on his kill spree and shoots himself in the heart when cornered, or takes a sniper shot to the head, the seeper remains alive and in this world. You go on television to decry the way the media is exploiting this tragedy to score cheap political points. You mourn your friend and cultivate your sense of martyrdom.
Eventually the seeper impels you to move to another city, where it draws you to its next secondary victim. It teaches you to be careful, so no one ever puts it together, IDing you as the common factor connecting two, three or even four spree killers. Meanwhile, the seeper grows psychically fat on the grief and carnage it causes, sending its energy back through the membrane to grow offspring, which wait for their own chance to stoke the spree-kill epidemic.
The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.’
In the latest episode of their ENnie-winning podcast, Ken and Robin talk holy ashes, Mary Sues, a GUMSHOE fallacy and Immanuel Velikovsky.
Continuing Ken’s theme of looting 13th Age for GUMSHOE twists, let’s talk about monsters. In 13th Age, monsters have a sort of rudimentary AI – instead of the GM deciding to use their special abilities in advance, they’re triggered by the result of the attack roll. So, for example, if a ghoul gets a natural even hit, it gets to make its target vulnerable. If a frost giant rolls a 16 or higher when attacking, it also gets to freeze its foe.
For example, here’s a basic human thug:
13th Age Human Thug
1st Level troop [Humanoid]
Heavy Mace +5 vs AC – 4 damage
Natural even hit or miss: The thug deals +6 damage with its next attack this battle. (GM, be sure to let the PCs know this is coming; it’s not a secret.)
PD14 HP 27
Automating monsters like that makes the GM’s life easier. Instead of having to make decisions before rolling the dice, the GM can just attack and let the triggered abilities make the fight more interesting and complex. The thugs, for example, encourage the player characters to focus their fire or dodge away from the ones who have extra damage lined up for next round. Some of the work of making the monster cool gets shifted from the actual play part of the game to pre-game preparation, leaving the GM free to concentrate on evocative descriptions. tactics and other immediate concerns. (Triggered powers can also surprise the GM, which is always fun.)
GUMSHOE monsters and foes have a limited number of points to spend on their attacks, possibly mediated by an attack pattern. While the attack pattern does take some of the heavy lifting away, the GM still has to make decisions about when to spend the bad guy’s ability pools. Let’s try taking away as much resource management as possible from the GM. For general abilities, for every 4 points a creature has in its pool, give it a +1 bonus, to a maximum of +3, and modelling special abilities as special-case rules or powers triggered by a dice roll instead of the GM having to make a choice. Health, obviously, is unchanged.
Obviously, GUMSHOE’s smaller range of random results means that you’ll have to be a little more restrained when it comes to special powers – there’s a big difference between a power that triggers on a natural 20 in 13th Age and a natural 6 in GUMSHOE. Possible triggers for powers include:
- Natural even or odd rolls – good for alternate attacks or special effects
- Natural 1s or 6s
- 5s & 6s – generically ‘good rolls’, useful for foes that have a chance of doing extra damage or inflicting some special condition, like stunning or knocking prone
- Health reaches a certain threshold – perfect for countdown mechanics, where the fie gets nastier towards the end of the fight
- The attacking player character has no points left in a pool – if you’re out of Shooting, the alien monster breaks from cover and rushes towards yo
You can also have a power be limited to a certain number of uses – a ghoul in Night’s Black Agents might get an extra attack on the first three times it rolls a natural 6, but no more.
All these rules are just for monsters and NPCs – player characters still get to juggle points and manage their resources as per the standard GUMSHOE rules.
Esoterrorist Security Guard
General Abilities: Scuffling +1, Shooting +2,
Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +0
Damage Modifier: +0 (Pistol), -1 (nightstick)
Freeze!: +2 bonus to Shooting in the first round of combat if the security guard isn’t surprised.
Natural 1: The guard calls for backup. If help’s available, it’ll arrive in the next few minutes. The guard misses his next attack. Treat further natural 1s as simple misses.
Night’s Black Agents Thug (pg. 70)
General abilities: Athletics +2, Driving +1, Hand to Hand +2, Shooting +1, Weapons +2
Hit Threshold: 3
Alertness Modifier: +0
Stealth Modifier: -1
Damage Modifier: -2 (fist), +0 (club), +1 (9mm pistol)
Wall of Fire: If three or more thugs shoot at the same target, the last thug gets +1 Shooting
Gang Assault: If three or more thugs attack the same target with Hand to Hand or Weapons, they all get +1 damage.
Night’s Black Agents Bodyguard (pg. 69)
General abilities: Athletics +3, Driving +2, Hand to Hand +3, Medic +1, Shooting +2, Weapons +2
Hit Threshold: 3
Alertness Modifier: +2
Stealth Modifier: -0
Damage Modifier: -2 (fist), -1 (flexible baton), +1 (9mm pistol)
Armor: -1 vs bullets
Protect the Principal: On a natural 5 or 6 when making an Athletics, Driving or Shooting test, the Hit Threshold of whoever the bodyguard’s guarding increases by +2 for the rest of the round.
Stunning Blow: On a natural 6 when making a Hand to Hand attack, the target loses their next action unless they spend 3 Health or Athletics.
Ashen Stars All-Shredder Klorn
General abilities: Athletics +3, Scuffling +3
Hit Threshold: 3
Alertness Modifier: +2
Stealth Modifier: -3
Damage Modifier: +6
Natural Even Roll: +2 bonus to Scuffling
Natural Odd Roll: Smash! The klorn destroys some obstacle or object nearby – it breaks through a wall, kicks over a computer console, smashes its spiked tail through the engine coolant tanks, knocks over a nearby ground car or something equally cinematic.
Natural 6: The klorn’s target is impaled on its spear-teeth; +4 bonus damage
Frenzy: When the klorn’s reduced to 10 or less Health, it immediately makes a free Scuffling attack on the nearest foe.
Special: Refreshes health pool when struck by non-lethal disruption fire
See P. XX
A column on roleplaying
by Robin D. Laws
As a general rule, writers learn to avoid repetition. In the immortal words of David Byrne, say something once, why say it again?
When writing roleplaying material I have to keep reminding myself to strategically violate that general rule.
If there’s one thing playtesting has taught me, it’s that you can write a rule or piece of guidance once, twice, or even three times and still have readers miss it. And roleplayers belong to a pretty elevated class of readers.
But roleplaying texts are dense, and are often read in a non-linear order.
Also, some best practices, even ones we all think we know deep down in our gaming bones, remain elusive in the heat of the moment. Basic common sense they may be, but playtest comments remind us that they need constant hammering home.
One of them is that, although scenarios link clues to a specific ability or abilities, the players can always get the clue if they present you with a credible alternate method. This means credible for the genre, not for our prosaic reality.
Another point you might consider basic to the hobby but nonetheless frequently requires reinforcement is that the GM may have to improvise new material, from minor details to whole scenes and branches, in response to unexpected player choices.
Along with these, here are two more things I often find myself writing into GUMSHOE scenarios, wondering if I should prune them back in favor of a general word in the introduction. In the end I wind up putting each reference back in. Because they can’t, it turns out, be repeated quite enough.
In Response to Specific Questions
A block of scenario text will often provide a set of bullet points a particular witness, suspect or other target of Interpersonal abilities might provide. For example:
After enough Streetwise to convince him you won’t rat him to the cops, Lou says:
- He was down at the docks to collect a debt from a guy. You know, the kind of debt you collect at 2 am on a lonely pier.
- He found the mope he was looking for and was in the middle of applying persuasive means to his sensitive parts when a strange glowing figure flew overhead.
- It had arms and legs and a head, like a person, but was real long and stretched out, with a set of what looked like freaking moth wings.
- The glow reminded him of a firefly, except it was all over and not just coming from one place.
- He was so distracted he let the guy go to chase after it.
- It looked like it landed between the warehouse and the propane depot over there, but by the time Lou got to the spot it was gone already.
I always wind up inserting a phrase into that intro line, so it goes like this:
After enough Streetwise to convince him you won’t rat him to the cops, Lou answers specific questions as follows:
This serves several purposes.
One, it encourages you as GM to break up the information into bite-sized pieces. The scene becomes a back-and-forth between you and the players and not a pause to paraphrase or read text from the scenario.
Two, it requires the players to do more than name the Interpersonal ability they’re using and sit back for a flood of exposition. They still have to ask the right questions to get the info they need.
I’d like to treat this as a given but the lure of text on paper makes it all to easy to forget to keep it interactive.
No Need to Squeeze the Rind
The basic area-clearing adventure many of us cut our teeth on instilled certain expectations about the amount of scenario text that actually comes into play at the gaming table.
In a dungeon crawl, the PCs might miss out on entering particular rooms. But once in a chamber, you expect most of the stuff listed in its entry to happen: the heroes fight the monsters, encounter the traps, and strip the room for loot. Later innovations, like “taking 20” in D&D 3E and its heirs, go further to ensure that everything that can happen in a room, does.
In an investigative scenario, the writer needs to cover more material than any one group will ever uncover. GUMSHOE gives players lots of information, requiring them to sort out the incidental and flavor facts from the core clues required to move to the next layer of the mystery. It must anticipate the most common questions a group will ask.
But that doesn’t mean that any one group will ask all the questions the scenario answers. Some may efficiently ask only the one or two germane questions and move on. Others will pose every query they can think of. No two groups will come up with same list of queries. In a well-designed scenario the logic of the situation leads the players to ask the question that prompts the witness to mention the core clue.
By its very nature, any adventure genre scenario that allows for plot branching has to include text for more scenes than any one run of that scenario will touch on. If it gives you the option to form a bond with the vicar over your mutual interest in pagan sculptures, but no one in the group chooses to pursue that, that’s the price of true choice. Even if the scenario writer included some really cool stuff featuring the vicar.
The players haven’t failed to engage in all possible interactions. They’ve made the choice to interact with other things—the family who live near the graveyard, or the folklorist staying with them at the inn, or whatever.
Nor has the scenario failed to force them to do everything. If an adventure eventually requires you to exhaust every alternative, they’re not really alternatives.
A scenario that provides freedom and choices must include more material than any single group could possibly activate. If that means you as GM see the potential for cool scenes that your players never touch, that’s not just acceptable. That’s a non-linear scenario working as designed.
From the planet Sumter the call goes out: the wargames are on. Before the Mohilar War, Sumter existed as a synthculture planet. It appealed to both permanent and transient populations wishing to relive the period of the US Civil War, including its major battles. Those reenactments took place with fake weapons and robust technological safeguards.
Sumpter’s new martial sports unfold in a hail of live, lethal fire. They attract damaged and discontented veterans of the past war who feel they fit in only when fighting for their lives. Remaining 19th-century trappings include uniforms and energy beam rifles shaped like muskets. Most combatants regard these as irrelevant curiosities. The war they’re here to relive isn’t ancient history, but is torn from their own biographies.
Your laser crew has been hired to find an enlistee in the upcoming wargames. Former atmospheric paratrooper Xino Voss intends to fight until she dies. Haunted by the wartime loss of her comrades, for which she blames herself, she aims to go down in a blaze of glory.
Her rich and terminally ill mother has other ideas. She wants the lasers to find her daughter, administer her anti-trauma meds (forcibly if necessary) and extract her before she achieves her death wish. That requires them to wade onto the games’ vast playing field, half a continent of live fire zone. There the green and purple teams fight to the death as pieces in a brutal struggle devoid of strategic goals or political meaning. Once the lasers step into the playing space, they become targets for both sides. If they’re there, they’re worth points, even if they wear the armbands of neither side.
Investigation involves finding the target, identifying a safe way to approach her, figuring out how to get her out against her will, and then escaping intact. Along the way, they might also discover the formless energy parasite who is stoking the wargames in order to nourish itself on the agony of death and the adrenaline of combat. Neutralizing the parasite ends the wargame, as the vast majority of players realizes they’ve been acting not out of their own desires, but due to the siren psychic call of an alien intelligence.
Ashen Stars is a gritty space opera game where freelance troubleshooters solve mysteries, fix thorny problems, and explore strange corners of space — all on a contract basis. The game includes streamlined rules for space combat, 14 different types of ship, a rogues’ gallery of NPC threats and hostile species, and a short adventure to get you started. Purchase Ashen Stars in print and PDF at the Pelgrane Shop.
As vengeful space effectuators of the Gaean Reach, you know what the interplanetary war criminal Quandos Vorn did to you—and what you must do in return to him, when you catch him.
That part remains more easily said than done.
Rejoice, then, in these latest intercepted transmissions. They detail some of the identities Quandos Vorn has recently traveled under in his never-ending quest for greater acts of barbarity. As is well documented, the chameleonic Vorn gains and sheds disguises with frustrating ease. Some of these people might be real individuals he has impersonated; others, his entirely fictional creations.
Elbin Throm, collector of rare militaria. The stooped, shaggy-haired Throm walks with the aid of a cane. Demanding and quick to take offense, Throm uses his wealth and expertise to bully finders, brokers and auctioneers of antique armaments. The tip of his cane contains a paralyzing toxin that dissolves its victims from the inside out, leaving the brain and screaming nerve endings as the last portions of the body to die.
Gascade, poet and troubadour. Famed for his quatrains in praise of Quandos Vorn. Of willowy frame and limpid blue eyes, he exerts a powerful sexual magnetism on women and men alike. His bright purple goatee precedes him into art festivals and bacchanals throughout the Reach. Dogged by accusations that he drugs his famous paramours in order to sell their organs to collectors. Evidence has yet to substantiate these rumors. May be a henchman of Vorn’s who occasionally lends him his identity.
Jebbas Mrin, hero of the rebellion on the planet Quane against starmenter (pirate) usurpers. Bald, broad-shouldered, with a musical baritone speaking voice. Never goes anywhere without the halberd he used to behead the starmenter Brerum Sosk. Though revered by the people of Quane, the taint of corruption surrounds his administration as its World President.
Castrel Flogg. A shadowy identity known chiefly as a set of signatures on documents claiming ownership over the platinum mines of Vesro.
The Ebbast, champion fencer and high priest of the religious order of Kolf. Won the tournament of Vosto by applying a neurotoxin to his epee. Described as possessing a skull-like countenance with deep-set eyes and a grinning, scarred mouth. By becoming a criminal and fugitive he invalidated the Kolf credo, leading to dozens of devout suicides. A schism among the surviving Kolfites centers around the question of whether the crimes were committed by the true Ebbast, or an impostor.
The Gaean Reach, the Roleplaying Game of Interstellar Vengeance, brings to your tabletop the legendary cycle of science fiction classics by the great Jack Vance. An ingenious hybrid, it fuses the investigative clarity of the GUMSHOE system with the lethal wit of the Dying Earth Roleplaying Game. Purchase The Gaean Reach in print and PDF at the Pelgrane Shop.
The GUMSHOE Preparedness ability, which lets you test to see if you happen to already have the crucial bit of equipment you want, lets you skip the aggravation of equipment shopping with an on-the-spot moment of creativity in play.
Although the book definitions of Preparedness refer specifically to gear, GMs may find it plot-forwarding to expand it cover in-the-moment revelations of other prior planning.
Do the investigators need a car to pick you up in a desolate spot in the woods? A player can make this happen by a) supplying a credible retroactive explanation of how she arranged it, and b) scoring a Preparedness success.
- “Naturally I tampered with the elevator as we stepped out of it.”
- “Might I have set the sick bay diagnostic bot to sedate anyone with transferant DNA?”
- “I had time to put flowerpots on the fire escape, right?”
You might combine ordinary Preparedness (having a piece of gear) with the planning to have it in the right place, already doing its job.
“Well, of course I brought along a webcam and set it up by the door to catch video of anyone leaving after we came in.”
If Preparedness as planning seems to give a greater advantage than simply having a particular item on hand, increase the Difficulty above the baseline of 4. If it substitutes an anti-climactic moment for an exciting one, make it exorbitantly expensive. Or better yet, let the players have their moment of coolness and competence and find another, unrelated crisis to throw at them soon afterwards.
If not, don’t make it cost more just for abstract world logic reasons. As always, GUMSHOE cares more about emulation than simulation.
Night’s Black Agents GMs might rule that instances of Preparedness as planning involving the intercession of a GM character also require the expenditure of at least 1 Network point. Or maybe you charge the Network point only if the agents try to squeeze an additional benefit from having the character on the scene.
For example, the driver of the car costs 0 Network if you only have him take you out of the woods, as per the original framing of the Preparedness use. But if you then ask him to accompany you into the motel, to make sure you don’t get jumped by a pack of Renfields on the way in, you have to fork over some Network points to mark his transition from passive background character to source of active, ongoing, risky assistance.
Night’s Black Agents by Kenneth Hite puts you in the role of a skilled intelligence operative fighting a shadow war against vampires in post-Cold War Europe. Play a dangerous human weapon, a sly charmer, an unstoppable transporter, a precise demolitions expert, or whatever fictional spy you’ve always dreamed of being — and start putting those bloodsuckers in the ground where they belong. Purchase Night’s Black Agents in the Pelgrane Shop.
Given the persistent weirdness of FIFA, world soccer’s governing body, it should come as no surprise that they were the first major sports administration to permit the use of mutant powers in professional competition. In the DNA-twisted future of Mutant City Blues, only one thing has changed about the world’s love of football: America now adores it too. After all, the US team boasts such world-class players as Kirk “Force Master” Larson, Lyle “Nonstop” Watts, and Shane “the Ghost” Lowe.
Larson uses his concussion beam to move the ball around, and kinetic energy dispersal to fizzle the opposing team’s kicks. Thanks to his pain immunity and endorphin control (self), Watts simply doesn’t tire. And, attracting the greatest hate from rival fans, Lowe’s mutant brain makes lightning decisions, instantly evaluates threats posed by the other side, and allegedly reads their minds from time to time, too.
This year the World Cup has come to Mutant City, with all the revelry and security issues needed to keep a police officer up at night. HCIU officers have been pulled from normal duty to keep the city safe for visiting fans from around the globe.
The juxtaposed atmospheres of celebration and terrorism fear that accompany any high profile sporting event might hang as a background element over several other cases the squad pursues as the World Cup rolls on.
After sufficient foreshadowing, a case puts the tournament center stage. Options include:
- The squad gets evidence of a credible death threat against one of the above-named players. FIFA won’t hear of a star player being pulled, so the players have to track down the would-be killer without being able to stash the victim safely.
- Anti-mutant terrorists, angry that non-mutant players have been pushed to the sidelines, regard the games as a prime target. This allows you to stage your super-powered, footie version of Black Sunday.
- Trinidad Güngör, the FIFA board member most responsible for bringing mutation into the game, is found brutally murdered in his hotel suite, with several underage prostitutes dead for being in the wrong place at the wrong time. Initial indications point to an attack by a non-mutant player whose career declined after the genetically enhanced were permitted on the field. Investigation points to another possible angle— Güngör was about to implicate fellow board members in a bribery scandal over the bid to hold the next games.
Mutant City Blues is an investigative science fiction roleplaying game by Robin D. Laws where members of the elite Heightened Crime Investigation Unit solve crimes involving the city’s mutant community. Purchase Mutant City Blues in print and PDF at the Pelgrane Shop.