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On the Air (часть 2)

время: 19 января 2008 место: Где-то на территории г. Москвы

Так-с... 

С тем, как сюда вставлять файлы, разберёмся позже. А пока вторая часть приключения. Однако, будет на английском языке. Видимо, я записывал отчёт для форума. Итак...

_____

'On The Air' by Steve Criddle.

 

You can find this idea here: http://www.crd-sector.com/uv/missions/ontheair.htm

And here it is the link to Dynamic Environment Mapping: http://www.crd-sector.com/uv/misc/dem.htm

 

This is how i played (and planned) this plot.

I just took the main idea, and rolled against Mission Blender tables about hundred times. This developed into the following.

Must say i planned session as 1-2 hour game. But 'routine business' involved us in two 4-5 hour sessions of the game. 

 

Mission Alert. 

To speed up the process and make a quick start i just described how clones receive the message: via randomly assigned ChuncheeTym algea chips pocket.

They read:

Train station sector: ROD

Train number: 5817

Car Number: 4

 

Briefing.

I printed some pictures from Paranoia comix to illustrate what it is. You know, in this mission i present Alpha Complex as (grey) NewYork (noir movie?) city under the dome. Streets, walls, computer terminals, stretching contains usual AC mottos 'Happiness is mandatory', 'Report any treason immidiately!', 'Try Vulture cookies NOW!' and so on. Steets are crowded with IR workers and busy ORANGE and YELLOW clearance citizens. Usual beginning of the usual day. Not for our brave Troubleshooters, of course.

For briefing i tried use 'rule of transience'. When you just agree everything they say if it is not contradict your story. 

Heh. I forgot that players always waana play troublemakers instead of -shooters. They tried to find right train station, right train and so on. Needless to say how one of TS accidently torn mission alert (he has 'eating tic'); how telekinetic mutant (1 of TS) 'dropped' fellow's PDC on the rails; how they messed around with it forcing INFRAREDs to help them get dropped PDC...

Okey. Let's continue.

They got on the train. Reached forth car and get the package tied with BLUE ribbon. After openning they found necessary information: where they would be outfitted and what service service they had been assigned.



Outfitting.

PLC shop in RID sector. Usual MacDonald's-like building. The same 'Free deck' service. What's the problem? While TS mission is the secret mission, nobody knows about that anything. No, they have assigned equipment. But there was a clerical error, and they received the wrong order. 

Here what they had:

-blaster (m3k, energy)

-truckbot (included in list, but they 'd got it when complete service service)

-jackobot botbrain

-bolts (pack of 100)

-grating for overhead fluorescent lighting

-laser pistol (w3k, energy)

-two RED barrels to laser pistol

-stoppered vial of poison gas

 

Service service.

They were lucky. R&D office located in the next building. Classical: doors, reception, corridor traveling. Office they entered guarded with heavy grunt with stun gun. Mad scientist comes with. Half-room was fulled up with gadget rubbish. Yes, the most assigned experimental equipment to test were came from this pile of trash.

What our troubleshooters got:

-Signal Strength Meter (device detecting transmitter)

-Icegun (s3k, impulse)

-one barrel to Icegun

-bulletproof shirt

-deodorize of ressurection (heal wounds; D&D or Diablo heal potions, remember?)

-experimental barrel XL4 (of paint) 

-hammer-transformer (the most usless thing, but transforms chaoticaly into everything)

-Yellow clearance combat suit (all 4)

 

To be honest (trust no one, heh?) i rolled additional service service to escort ORANGE clearance citizen with demolitions. But 'Gm is always right', right ? So i ignore this quest. (if you are questioning why i ll answer - i tryed to play 1-2 hour session; as you already know i failed).

 

I have prepared (printed) forms to fill in. *-=)

Players likes forms. Lot of them. You know that. It's the mandatory thing. So,

 

The Mission.

  1. The main thing of 'On the Air' plot (or mod?) is some sort of transport. So the most splendid equipment was truckbot. But it has no botbrains. Even jackobot's wouldn't help. Hand transmission only. 'So, Who has the highest driving skill?' To make their route colourful i'd prepared 'Wandering Troubles' table. Here it is:

 

01 - Road inspector stoppes TS and check the truckbot about (d20: 1-5: how carefuly clones drives; 6-10: any restricted and tresonous drags; 11-15: have they apropriate permition to drive this way; 16-20: 'dangerous mutant wanted, have you seen anything suspicious?')

02 - Trackobot needs wheel changing procedure

03 - one of the seats jumps to <d20> meters height

04 - brake suddenly brakes (d20: 1-10: emergency brake activated; 11-20: steady speed increasing)

05 - higher clearance citizen stoppes them and asks to give'm a lift (d20: 1-10: to pizzeria; 11-20: to local park)

06 - glove compartment starts smoking (d20: 1-5: build-in microwave oven baked some cockroaches; 6-10: mutant T-1o0o has burn through truckbot; 11-15: B3 comes closer to its expire date; 16-20: engine is broken)

07 - hygiene maintance system brakes,  pumps sprays around (d20: 1-5: anti-rust fluid; 6-10: machine oil; 11-15: B3; 16-20: reactor core antifreeze)

08 - emergency failure of emergency systems

09 - radio turnes on and broadcasts commie propaganda

10 - its firefight between left side and right side of the street (Judge Dredd, quartal wars)

11 - falling objects

12 - build-in air-conditioner 's malfunction (d20: 1-10: too hot; 11-20: too cold)

13 - steering wheel set up on its own (yea, old trick)

14 - one sitting comes alive and try to eat somebody

15 - belt is malfunctioning (d20: 1-5: draw passager into ssitting; 6-10: winds round drivers eyes; 11-15: extra-stretch and so long; 16-20: all above) 

16 - confrontation on the road (d20: 1-5: crazy commie; 6-10: Death leopard guys on truck with gauss gun; 11-15: WarBot Mk-2 Frankenstein; 16-20: all above)

17 - stop! minefield!

18 - Spikes! o my Friend Computer!

19 - Dead End.

20 - reroll and add to the final result

 

=====

First game session ended. Brave clones have to eat some sandwiches.

=====



  1. First destination point.

They arrive at stadium. How is it? Didn't they knew today will take place Monthly FunBall Championship. (Actually, this is DeathBall, but players don't know that. Indeed, they WILL learn *-=) Stadium is guarded. Green clearance troops, several BLUE commandos, and about seven to eleven Tank-O-WarBots (it seems, CMTs likes to sabotage FunBall Championship). Why so many? It's not avaible at your security clearance. Imagine that AF boss had some information about Vatman's terrorist groups activity in this sector.

Yes, yes, yes. The only thing to get inside stadium is join the line. Which is controlled by Crowd Controll (Armed Forces).  I'll use 'classical' (from p.126 of rulebook):

 

De-Riot Guard: [i]You[/i]! You there! Step forwards!

Citizen: Me?

De-Riot Guard: The queue is moving! Step forwards!

Citizen: But nobody's moving - there's no space within the lines [i]to[/i] move in!

De-Riot Guard: MOVE!

Citizen: Um...

[[i]De-Riot Guard levels pistol and fires.[/i]]

De-Riot Guard: [i]You[/i]! Get that corpse out of the line! AND MOVE FORWARDS!

De-Riot Guard's Supervisor: That's nice crowd control, Larry-G. Real nice.

De-Riot Guard: Thanks, boss.

De-Riot Guard's Supervisor: Keep'em moving, Larry-G. Keep 'em moving.

 

Should i born 'Standind troubles' table? Don't know. Think i'll make BO-O-OM and Vatman's terrorists will attack to let TSers get inside. But how'd they pass Ticket Control? Don't care. They are TS. And let they justify its name. For glory of The Computer.

Khm. Right after passing Ticket Control TS might catch target location. It is straight in the center of square battlefield... mean football pitch. When (if) TS step the playing-field, arbiter will fall into madness (he is not said teams already arived) and the best (stupid) decision he'd take is to start the match. 

Playing-field dig up with canals, ducts, tunnels, tracts, trenches. Round one is announced. And twenty traitors-inside-GladiatorBots with the electic force-fields are roll in. Every has laser cannon (yes, playing-field walls in saving force-field before traitors-in-the-balls rool in), and spikes. If you played for example Serious Sam 2, you know what i am talking about. 'Running Men' show begings. Six clones versus twenty DeathBalls.

Main aim - bunker in the center. TS must dig about 5-10 meter hole in the ground to get into. If they complete, arbiter announce about round one finished because of team dissapearance (if he announce that CMT-in-the-balls wins he will be at least brainscrubbed). Bunker has only two rooms. And radio transmitter is an easy target. 

When TS team climbs up, arbiter announce Round Two. If you don't want to mess with it, Vatman's terrorists attacks stadium and forcefield goes off. And in the mass panic TS have at least 78 of 80 chances to get to truckbot parkin'.

If not, round Two begins. TS must show teamplay. They are againts Monthly FunBall Championship Leaders: brutal AF guys with angry faces (they have been [DFSR] up). If you played Pong, you know what's this round about. There is energy FunBall and two energy sticks. The team which gain three scores wins. When Funball hits enemy gates your team gains one score. It is a question about dexterity. But energy stick is only one and must be handed by whole team (not very easy in paranoia, ha). Yes, becouse of enormous dimensions FunStick and FunBall can kill. But remember FunBall Champion team VERY cruel clones. They are missed round one, and want to kill and smash TS. Even after the game. 

What the main point? Force field goes off after the round. Whenever TS win or loose.

 

  1. Second destination point.

Our lucky troubleshooters on the wheels again, huh? Don't forget about 'Wandering Troubles' table. Plus AF searching for Vatman's terrorists. Plus Vatman terrorists. Plus deadly FunBall Champion team. Plus whatever.

Don't think troubleshooters would keep their clone numbers safe.

Okey. One dot on the map is gone. But we have another one. And this is... violet (or purple ?) mansion. Congratulations! Our brave heroes are knocking at the door and ... nothing happens. But wait, there is strange button on the left wall (Sierra Clubists call it 'doorbell'). 

If button is pushed, stairs (or floor) vanishes, and troubleshoters fall into The Darkness. They land into swimming pool. And now their goal is so close. But to reach the transmitter they have to walk through the labyrinth. It is classical Dungeon Crawl. Lighting by incandescent lamps.

Iam still thinking about 'Wandering CMTs' tables. We have d20 die, we have a dungeon. Why not? Floor is stone flagged. Too many hidden traps. It's hidden violet mansion tunnels, remember?

 

01 - <d20> arrows stikes from hidden wall trap

02 - carefull ! this ceiling fragment is a crush-trap

03 - pretty giant hamster

04 - flooded passage (clones have no swimming skill, haven't they ?)

05 - table with a plate full of apples (RED apples if you want; if you are so generous you might add several carrots)

06 - classical dilemma about dirty corridor and running commie (do they believe exit this tonnel without hygiene roll failure?)

07 - crate of straw

08 - spikes on the floor! and why this area have no illumination?

09 - crate of commie propaganda leaflets 

10 - grenade! (and who pulled the pin out?)

11 - IR market window

12 - more spikes on the floor!

13 - careful, this floor fragment is acid-bath trap door

14 - little mouse goes home (hm, 'v never seen a mouse?)

15 - dictaphone on the floor (Do you remember 'Evil Dead'?)

16 - lights goes out (power generator has some problems, but it just for <d20> minutes)

17 - team meet friendly (drunk) commie officers

18 - forgotten WarDroid c4p1 is activated

19 - cape (reflec)

20 - Vatman himself! Here!

 

(Why am i making this stuff up? Read 'Grimtooth's Traps Collection' instead. It's much better)

 

Troubleshooters find Sierra Club meeting at the end. Darkned Room seems to be large hall. There are several violets and two UVs, cannon fodder of lower clearances and so on. If you played old action games you understand what i mean. The Final Fight. The Big Boss. 

The winer(s) goes to the debriefing.

 

De-briefing.

Standart one. Private meeting with each player. And Team Leader's report listenings. AF captain and BLUE Vulture troopers with plasma generators approved.

 

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