This post originally appeared on DyingEarth.com between 2004 and 2007.
A column on roleplaying
by Robin D. Laws
We join a session of The Esoterrorists already in progress. The characters are FBI agent Juan Marino (played by Rich), science writer Martina Kruta (played by Lynne), and shady club owner Oscar Yorba (played by Tim.) In a storyline you, the GM, have ripped from the headlines, they are investigating a plot to mail human body parts to unsuspecting ordinary people throughout the nation. They have already determined that the first documented instances were the result of a horrible mistake on the part of a medical shipping company, and that presently unknown Esoterrorist operatives piggy-backed on the gruesome and surreal news story to foment public panic. Now the body parts are no longer misdirected medical samples intended for various tissue banks, but those of unidentified murder victims.
The previous scene’s core clue brought the group to a deserted former Christmas tree farm in the middle of nowhere. Entering the scene at night, their flashlights play across a battered old mail truck.
(Dialogue spoken in character appears in quotation marks.)
RICH: “Okay, are we ready to open the door?”
TIM: “Before we check it for booby traps? Are you kidding?” I use Surveillance to look for nasty surprises in or around the door.
Although Tim is arguably gathering information, a trap constitutes a plot obstacle, not a clue, and is therefore discovered with a general ability, Surveillance. Indeed, there’s a pipe bomb on the other side of the door, set to explode with a crude motion activator. The Difficulty of the test is 4. You are using the stringent, designer-approved option of requiring spends of general points before die rolls are made.
TIM: I spent 2 Surveillance on the attempt.
Tim rolls a 6; he succeeds.
YOU: There’s definitely something on the other side of the door. A pipe bomb, looks like. It would have gone off if you’d opened the door without checking.
TIM: “Pipe bomb, folks. Stand back.” Do I use Explosive Devices to defuse it?
YOU: No, that’s an investigative ability. You can use that to gather information about the bomb afterwards. But to actually defuse it, you need a general ability-Infiltration.
TIM: Right. I spend 2 Infiltration on it.
The Difficulty of the test to defuse the bomb is also 4. Tim rolls a 5, succeeding.
YOU: By sticking a screwdriver through the gap in the door, you manage to unhook the top of the bomb from the activator device. The door to the truck is safely open.
TIM: Okay, so now that I have a deactivated bomb in my hand, is there anything my Explosive Devices ability tells me about it?
Merely by mentioning that he has an applicable ability, Tim gets all the basic information gleanable from the bomb.
YOU: It’s a garden variety pipe bomb, the kind any maladjusted kid could put together with time and access to a copy of The Anarchist’s Cookbook. However, the neatness of the execution suggests that it was put together by an experienced, meticulous maker.
TIM: My street smarts haven’t really come into play so far. I really want to impress the others with some serious bomb knowledge. Can I learn more with a spend?
You hadn’t considered this, but quickly make up an additional cool-though only marginally germane-fact about the bomb.
YOU: Not of Explosive Devices, but are you able to make a 1-point Streetwise spend?
YOU: From the blue tape on the handle, the style of the bomb seems at first glance to match that of the notorious Blue Tape Bomber, who struck a number of mob-run businesses along the eastern seaboard between 1987 and 1990. But, being the streetwise guy you are, you know for a fact that those were made by Sal “Four Fingers” Maldonado, who died after coronary surgery nearly ten years ago. So whoever made this bomb is trying to throw you off track.
LYNNE: “Very good, then, let’s check out the van.”
YOU: The air inside is rank-filled with the smell of rancid blood and wet cardboard.
LYNNE: [miming a handkerchief placed over her nose] “Auggh!”
RICH: We step inside. What do we find?
YOU: Blood spatters on the floor and walls. Several empty, half-assembled cardboard boxes, in the packaging style of well-known courier companies, sit stacked by the driving compartment. A big blood smear is visible on the wall right beside the compartment.
RICH: After taking a sample of the blood with Evidence Collection, I use Fingerprinting to check the smear.
You now provide Rich with the Fingerprinting information in your case notes.
YOU: There are four smeared but distinct prints running through the blood spatter. However, on a careful inspection, from the unevenness of the pressure, you figure that they were placed there by someone holding another person’s limp or unresponsive hand.
RICH: Unresponsive how, exactly?
YOU: Want to make a 1-point Fingerprinting spend?
RICH: Of course.
YOU: From the angle of the prints, they were made by someone manipulating a severed hand during the stages of rigor.
LYNNE: [Looking at her character sheet] Okay, what can I contribute? Architecture does me no good… Art History, no, Forensic Accounting, no. Oh wait, Forensic Entomology. Any insect evidence in here?
Your case notes say there is: the core clue, in fact.
YOU: Trapped in the blood is a dead insect-a mature American Grasshopper. This is worth noting, because this species isn’t found this far north. You’d normally expect it in the southeast: Alabama, Kentucky, Tennessee, Mississippi, Georgia, the Carolinas…
LYNNE: “Hold on-Kentucky!” [Consulting her notes.] “The first hand mailed to Emily Schroeder in Pittsburgh-that belonged to Kenneth Cross, who lived in Cleveland. But his hometown was Independence, Kentucky. His neighbors said they thought nothing of his absence because they believed he was away on a trip. What if he really was away-if he went home to visit family? I bet our actual crime scene is down there. And who goes to a small place like that to commit a murder, if you don’t already know it? Our Esoterror cell has a connection to Independence, Kentucky.”
TIM: “I’ll put in a travel requisition right away-meanwhile, the two of you keep tossing the truck for any other clues …”
The above example shows you the players responding to specific details of the scene to choose which investigative abilities to use, and also trolling their character sheet for abilities that might yield something. It also shows two ways of handling investigative spends. In the first instance, the GM invents another layer of detail to give a player a desired sense of reward. In the second, the spend is in the case notes already, and the GM frames the description of the basic clue in such a way as to inspire the player to call for it.