Cat Got Your Tongue?
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Story
Whiskers looked up half dead at his boss "it's done..." he said as he passed out.  He had known that he was dealing in things way beyond his control.  When he woke he was in his home, someone knocked at the door.
"What?!?" yelled Whiskers.
"Mr. Elim, is everything OK?  Can I get anything for you?" A guard asked.
"No, I just want to sleep now..." Whiskers said and fell asleep again.

In this adventure it is Important that there be at least 1 full magic capable person in the group.

The Job:  To retrieve a feline (ordinary allay cat), named "cat".  The lady "Mr. Johnson" is very formal, she also will tell the group that her employer pays in a very unusual method (gems, approx. worth is 8,000 to 20,000).  She has 3 - 6 gems here for the job up-front, and an extra 8 possible to get.  Johnson has a genetic finger print of the cat, as well as an up-to-date holo-pic.  She also has knowledge about magical searching results to find the cat, they resulted in Magical deterrents.  She believes that Elim has the cat.

Basic Idea of what things are
;  = Cameras and Sensors
|- = Walls or markings on floor
,' = Corners of walls or markings on floors
/\ = Walls or markings on floors
XX = Heavily Secured walls or Rocks
<> = Stairs or Markings on floors
D  = Door
s  = Stairs
YV = Stairs
H  = Hidden Passage
E  = Elevator
C  = Computer Terminal (Kiosk)
CC = Mainframe computer
W  = Window
== = Hydrolics
[] = Shaft or Machinery
HH = Heli-Pad
:: = Curtains
R  = Mens or Womens Restroom
Elim's House
1st Floor       ,-DDD---------------------,
                 |         C            |  |
                 |     1                E  |
                 |                      |--|
                 |                      E  |
                 |         C            |  |
                 |--DD--,----DD--DD--------|
         ,-------'      |              |   '-------,
         |              |              |       |R|R|
         |         2    D   ,-------,  D  3    'D-D|
         |              |   |-------|  |           |
      ,--'              |   |>> 4 <<|  |    ,--,-D-'--,
      |                 |   |  \ /  |  |    |C5| 6    |
      |                 |   |VVVVVVV|  |    | ED      |
  ,---'--------------,--'   |       |  D    '--|      '-------,
  |                  |      |VVVVVVV|  |       D      |XXXXXXX|
  |                  |                 '----D--'---D--|X     X|
  |         7        D                                D  8   X|
  |                  |                  ,---D-,---D---|XXXXXXX|
  '-,----------------'-DD-,             | 10  |C      '-,-----'
    |                     |           ,-'-D,--'         |
    |               9     D           | 11 |            |
    |--,                  |     13    |    |   12     s\|
    |14E                  |           | CC |C         \/|
    '----------------,    D           | CC ,------------'
                     |    |           | CC |
                     '----,           ,----'
                          |           |
                          '--DDD-DDD--'
Security of Complex:
Physical: No patrols out side building.  Inside Omnicron Guards patrol in pairs.
Matrix: No Matrix Activity.
Astral: Heavy.  Watchers with orders to run tell others.  Elementals with orders to kill.  Astral Mages floating about doing on-the-spot checks.
1 Kitchen.
2 Dining Room.
3 Barracks.
4 Stairs going up.
5 Looks like Conference Room (Elevator).
6 Security Room.
7 Study.
8 Armory.
9 The Great Hall.
10 Security Director Office.
11 Computer Room.
12 Library. BIG library, most of it magic related, but no spells.
13 Front Hall.
14 Small Glass Elevator (6 Human size max).  Trap Elevator (go up fall, go down 2 levels fall).
Elim's House
2nd Floor       ,-------------------------,
                 |                      |  |
                 |C        1            E  |
                 |---,                  |--|
                 |   D                  E  |
                 | 2 |                  |  |
                 |-D-----------------------|
         ,-------'                     |   '-------,
         |  3    D                     |  4 |  3   |
         |-------|                     '--D---D----|
         |  3    D          ,-------,              |
      ,--'-------|           >>\V/<<        ,--,-D-'--,
      | 3|  3    D           >>\V/<<        |C5|     C|
      |  |-------|          ,--\V/--,       | ED  6   |
  ,---'  |  3    D          |       |      ,'--|      '-------,
  | 3 '-D--------'          |       |      |   |      |      C|
  |    D                    |       |      |7  D      H  8    |
  |----| ,-D---D-,          |       |      |   |      |       |
  | 3  D |   |   |          |       |      |  ,---D---|       |
  '-,---D'   |   |          |       |      |  | ,---, 'H,-----'
    |3   |   |   |          |       |      ,--' |   '-, |
    |    |3  |3  |          |       |      | ,--' 9   |C|
    |--,---------'          |       |      | |        /s|
    |11E                    |       |      | '--------\/|
    '----------------,      '-------'      ,------------'
                     |          10         |
                     '----,-DDD---DDD-,----'
                          |   12      |
                          '-----------'
1 Kitchen.
2 Store Room.
3 Bedrooms.
4 Restroom.
5 Conference room (Elevator).
6 Master Bedroom.
7 Bath/Sauna.
8 Meditation Room.
9 2nd Level of Library.  Stairway continues up to the roof level.
10 Main Walk Way.
11 Glass Elevator.
12 Patio.
Elim's House
  Basement
,--------------------------------------------,-----,
|,===============,*-*,============,,---, | !c|     |
|!               ! | ! | *        !| |a| | ! |---, |
|! ,----------,*-! | ! | !========'| | |*|*! |   | |
|! |          |  ! | ! | !         | | | | ! |   | |  ,--,
|! |*-------, |  ! | ! | !*--------| | |*| ! |  1|:|  |2 |
|! |        | |  ! | ! | !         | | | | ! |   | |  |-D|---,
|! '--------' |  ! | ! | '=======, | | |*|*! |   | |  |C | R |
|!          * |  ! | ! |         ! | | | | ! |   | |  |  |-D-|
|'=======,  | |  ! | ! |-------, ! | | |*| ! |   | |  |  |C  |,
|        !  | |  ! | ! |       | ! | | | | ! |   | |  |  |   H|
|,=======!  | |-*! | ! |-----, | ! | | |*|*! |,--| |  |3 | 4 ||
|!       *  | | ,! | ! |     * | ! | | | | ! ||C5| '---D----D,|
|! ,--------| | |! | !*| *-----| ! | |*--' ! || ED           ||
|! |   |    | | |! | ! |       | ! | | *   ! |'--| ,----, ,-D,|
|! |   |    | | |! | ! | ,-----' ! | |----*! |   | |    | | 6||
|! |   |    | | |! | ! | |       ! | |   * ! |   | |    | | C||
|! |-, '-,  | | |! |*! | | ,=====! | |-, | ! |   | |  ,-| |  ||
|! | |   |  | | |! | ! | | !     | | | | | ! |   | |  |,H |  ||
|! | |   |  | |*'! | ! | | ! ,-*-| | |*| | ! |   | |  ||| |  ||
|! | |   |  | |  ! | ! | | ! |   | | | | | ! |   | |  ||| |::||
|! | '---'  | |  ! | ! | | ! '-, | | | | | ! |   | |  ||| | 7||
|! |   |    | |  ! | !d| | !   | | | | | | ! |   | |  ||| |  ||
|! '-, |    | |  ! | ! | | ! ,-' | | |*| | ! |   | |  ||| |  ||
|!   | |    | |  ! | ! | | ! |   | | | '-' ! |   | |  ||| |  ||
|!=, | '-,  |*|  ! | ! | | ! '---| '-|     ! |   | |  ||| |  ||
|| ! |   |  | |  ! | ! | | !     |   |     ! |   | |  ||| |  H|
|| !*| ,-'  | |  ! | ! '-' '===, | ,=======! |   | |  ||| |--||
|| ! | |    | |  ! | !   | ,--*! | ! b   *   |   | |  ||| |XX||
|| ! | '-,  | |  ! | !-*,| |   ! | ! |   ,-- |   | |  ||,D---,|
|| ! |   |  | |*-! | !  ||---, ! | ! |   |   |   | |  |||8   H|
|| ! |   |    |  ! | !  |*   | ! | ! |   |   |   | |  |||    |'
|| ! '---[9 ]-|  ! | !  '--, | ! | ! '---|   |   | |  |||    |
|| ! ,=, [  ] |  ! | !     | |-! | !     |   |   | |  |||    |
|| ! ! ! !    |  ! | !  *  | * ! | '=======, |   | |  |||    '-,
|| ! ! ! !-*| |  ! | !-*'----, ! |   *     ! |   | |  |||      |
|| ! ! ! !  | |  ! | !       | ! |*,-----, ! |   | |  |||      |
|| ! ! ! !  | |  ! | '=====, | ! |-'-----' ! |   | |  |||      |
|| ! ! ! !  | |  ! |       ! | ! |       * ! |   | |  |||      |
|| ! ! ! !  | |  ! '-,=====' | ! | ,=======' |   | |  |||      |
|| ! ! ! !  | |  !   !       | ! | !a        |   'H'  |||      |
|| ! ! ! !  | |,-!   '===,---' ! *-!*,------,|   | '--''|      |
|| ! ! ! !  | || !       ! |   !   ! |      ||   |      H      |
|| '=' '='  '-'| '=======' |   !===' '------'|   \------|      |
'--------------------------------------------'          '------'
1 Security Gate shuts during alarm.
2 Closet filled with Cleaning supplies.
3 Caretakers Room.  Chris Smyth (64H).
4 Store Room.
5 Conference Room (Elevator).
6 Workshop. This is Elim's main workshop.  There are several cages with animals here, and metal tables (possibly used for disections, on vivisections).
NOTE: "Cat" is in this area.
7 Testing Area. There is a thick curtain blocking this side from Workshop, but it is easy to get around it. The back wall is scorched and marked, background count is high (5).
8 Conjuring Room. Medicine lodge rating 11.
9 Landing Room/Maze.
Notes:
a Passage will close off for 5 min (100 Turns)
b The only dirty spot here Biotech(5) says it was Human
c Concealed door. Sonar perception(4) to spot, otherwise Per(8)
d Glowing spot in wall (Strong Magic) Gem
Notes about maze:
Each turn in maze roll 1D6 to see if passage is blocked (the "*"'s in the maze) 1-4 no, 5-6 yes.  Passage will close in one action if no one else passes thru.
Wall Hits: Reduce 8S Damage with Willpower or recive Light Physical Wound.
Thermographic Vision: Useless in here they can see the people but not the walls.
Normal Vision: every 10 turns must reduce 6D damage or recive a Light Mental wound.  Roll 1D6 for appearence of distances 1-2 shorter, 3-4 same, 5-6 longer. 
Low-Light: same as Normal Vision, plus a +4 on all perception tests due to the bright lights.
Sonar Vision: is disabled rear all outside walls and looking at them.
Astral: Percetion is useless here, VERY high background count in side maze (10).  Projection is blinding as well as person needs to reduce 8S damage with Astral Willpower each turn.
If walls are shot a one meter portion from the impact area will expolde doing 10S Damage in 3 Meter radius, with Impact armor giving half protection.  After 5 turns the wall will come back
Elim's House
Roof            ,-------------------------,
                 |                      1[]|
                 |                         |
                 |  2[]                    |
                 |                      1[]|
                 |                         |
                 |                         |
         ,-------'                         '-------,
         |                                         |
         |        2[]                         2[]  |
         |                                         |
      ,--'                                         '--,
      |                                     1[]       |
      |                                               |
  ,---'                                               '-------,
  |                                                   2[]     |
  |     2[]                                                   |
  |                                                           |
  |                                                           |
  '-,       2[]                                         ,-----'
    |                                                   |
    |                                                   |
    |---,                                            ,--|
    |3 ED                                            D4s|
    '----------------,                     ,------------'
                     |                     |
                     '---------------------'
1 Chimneys.
2 Air Vents.
3 Elevator.
4 Stairs.
List of Characters
Elim
Body: 5
Quickness: 6
Strength: 4
Charisma: 3
Intelligence: 6
Willpower: 5
Reaction: 6
Dice: 1
Essence: 6
Magic: 12
Innate: 6
Threat/Professional: 3/2
Skills
    Stealth 10
    Unarmed Combat 8
    Magical Theroy 9
    Conjuring 9
    Sorcery 11
    Enchanting 7
Spells
    Chaotic World 9
    Invisibility 10
    Mind Probe 6
    Sleep 7
    Improved Mask 10
    Poltergeist 5
    Mana Bolt 8
    Barrier 4
    Overstimulation 5
    Shifting Walls 6
What you can find out:
-Used to work for Knight Errant. (Put his boss in an invisible box [geeked him]).
-Not sure if he is a shaman or a hermetic, acts shaman. (Hermetic)
-Lives in a mansion with corp looking security.
-Conducting experiments on living things, for an unknown corp. (Omnicron)

Chris Smyth (64H)
Caretaker
Body: 5
Quickness: 5
Strength: 4
Charisma: 3
Intelligence: 3
Willpower: 2
Reaction: 5
Dice: 1
Essence: 6
Threat/Professional: 3/2
Skills
    Athletics 5
    Physical Sciences 3
    Etiquette(Magic) 6
What you can find out:
-Old man.
-Kind.

Omnicron Guards
What you can find out:
-New corp.  Used to be with Ares Macrotech
-Security is in-house.
-Mainly works in Cyberware.
Security Guard
Body: 5
Quickness: 5
Strength: 4
Charisma: 2
Intelligence: 5
Willpower: 3
Reaction: 5
Dice: 1
Essence:
Threat/Profes: 3/2
Skills
    Stealth 6
    Firearms 6
    Throwing 6
    Etiquette(Mage) 4

Mage Guard
Body: 3
Quickness: 6
Strength: 2
Charisma: 4
Intelligence: 6
Willpower: 6
Reaction: 6
Dice: 1
Essence:
Magic: 6
Threat/Profes: 4/3
Skills
    Firearms 5
    Etiquette(Mage) 5
    Sorcery 6
    Conjuring 6
Spells
    Stun Missel 6
    Ram 6
    Mana Bolt 6
    Petrify 6
    Barrier 6

Heavy Responce Guard
Body: 6
Quickness: 6
Strength: 5
Charisma: 2
Intelligence: 6
Willpower: 3
Reaction: 6
Dice: 1
Essence:
Magic:
Threat/Profes: 4/4
Skills
    Firearms 8
    Gunnery 4
    Throwing 4
    Unarmed Combat 6
    Demolitions 5
    Interrogation 6
    Military Theory 5
Heavy Responce Mage Guard
Body: 5
Quickness: 6
Strength: 3
Charisma: 5
Intelligence: 6
Willpower: 6
Reaction: 6
Dice: 1
Magic:
Threat/Profes: 5/4
Skills
    Firearms 7
    Unarmed Combat 6
    Sorcery 8
    Conjuring 6
Spells
    Slay Human 6
    Slay Troll 6
    Slay Ork 6
    Detect Life 6
    Barrier 6
    Petrify 6
    Overstimulate 6
    Imp Invisibility 6

Omnicron Agents
Normal
Body: 5
Quickness: 6
Strength: 4
Charisma: 3
Intelligence: 6
Willpower: 4
Reaction: 6
Dice: 1
Essence:
Threat/Profes: 4/4
Skills
    Firearms 6
    Unarmed Combat 6
    Etiquette(Mage) 5
    Etiquette(Street) 5
    Physical Sciences 6
    Biotech 6
    Biology 5
    Interrogation 6

Mage
Body: 4
Quickness: 6
Strength: 3
Charisma: 4
Intelligence: 6
Willpower: 5
Reaction: 6
Dice: 1
Essence:
Magic: 6
Threat/Profes: 4/4
Skills
    Firearms 5
    Unarmed Combat 5
    Etiquette(Mage) 6
    Sorcery 6
    Conjuring 6
Spells
    Stun Touch 6
    Stun Missle 6
    Sleep 6
    Detect Life 6
    Analyze Truth 5
    Detect Enemies 5
    Detect Individual 6
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