Paranoia game I'm running
Posted: 2006-05-20 12:48am
Tomorrow I'm GMing a Paranoia one-shot session for some friends, and I'd like your input on the notes I've put together for this game. I created all the characters myself, and with the exception of one, they'll be handed out randomly to avoid favoritism.
They are:
Former IntSec goon who's a member of Anti-Mutants
Former R&D who's Pro-Tech
Former CPU who's FCCCP
Former Power Services who's a mutant with regeneration and a member of Psion
Former Tech Services who's a mutant with adrenaline control and a member of Psion.
I'm leaving it up to the two mutant players to choose whether or not to register their mutations before the game begins. I've also written up about 1/2-3/4 of a page for each player on their characters backstory of how they became a troubleshooter and basic personality.
For the plot itself, I was inspired by a classic adventure where the Troubleshooter team is sent to destroy Christmas. I figured it could be nicely disturbing and hilarious.
EDIT: Bah, this damn thing keeps erasing my previous edits whenever I click on it again. Anyway, I've got the story fleshed out, just looking for input now.
They are:
Former IntSec goon who's a member of Anti-Mutants
Former R&D who's Pro-Tech
Former CPU who's FCCCP
Former Power Services who's a mutant with regeneration and a member of Psion
Former Tech Services who's a mutant with adrenaline control and a member of Psion.
I'm leaving it up to the two mutant players to choose whether or not to register their mutations before the game begins. I've also written up about 1/2-3/4 of a page for each player on their characters backstory of how they became a troubleshooter and basic personality.
For the plot itself, I was inspired by a classic adventure where the Troubleshooter team is sent to destroy Christmas. I figured it could be nicely disturbing and hilarious.
And I don't really have any idea for where to go from there. Input and ideas are welcome!INTRO
The daycycle starts like any other normal day cycle. You wake up in your dormitories, take your caffeine pills, grudingly go through mandatory morning exercises, and finally finish your morning routine with a nice refreshing bowl of gruel and some Soylent RED wafers in a RED clearance cafeteria. As finish your meals, the loudspeaker blares. "Citizens *names go here*, report immediately to Briefing Room C-17, Dispatch Building 12, Sector JFK."
A door on the far side of the cafeteria leads to a TransTube station, which can take them to Sector JFK. (1) The INFRARED clearance car is dimly lit, slightly rusted, and the seats are all metal. It also vibrates intensely at high speeds. After a short but uncomfortable ride, it deposits them onto a run down station in JFK sector. DB 12 is four blocks away, but unfortunately the shortest path there is blocked by an ORANGE hallway.
Possible ways around:
reprogramming a maintenance bot to repaint the hallway RED
running through it and hoping they dont get caught
attempting to find an alternate route
If the players go with the third choice, they find one, but it makes them 10 minutes late for their briefing.
BRIEFING
(If they arrive in time)
The briefing room is adequately lit, but the air conditioners make it slightly chilly. There are enough desks, but the chairs are uncomfortable. The door opens and a YELLOW clearance officer walks in. He places a briefcase on a side table, pulling out a few sheets of paper and taking a seat.
"Recently, Internal Security has been tracking down reports of a subversive activity known as "Christmas". However, they have failed in all attempts at infiltrating and destroying this treasonous activity, and the Computer, in all its wisdom, has removed them from the search and handed it over to Troubleshooting. The information you are about to receive has been edited in accordance with your clearance level and is not to be shared with anyone outside of this room. Do I make myself understood?"
"Good."
"Now, this...Christmas is a secretive and mysterious activity with a currently unknown purpose, and is of course, highly treasonous. Surveillance has revealed numerous traitors mentioning that it takes place sometime next week, and that hundreds, if not thousands, of traitors are preparing for it. We don't know what "it" will be, but we do know that the potential security and well-being of Alpha Complex depends on stopping it, and that duty is yours!"
"Now, we don't know much about this activity, but apparently all the strings are being pulled by some traitor known only by the code name of Santa Clause. Root this traitor out from whatever dark burrow he hides in and terminate him, along with all traitors who work for him. Supply warehouse 210 in sector YFX has recently had many freight shipments disappear, we believe it might be connected to Christmas. I suggest you start your search there. You are dismissed."
With that, he picks up his briefcase and walks out, not giving time for any questions.
(they should stop by a PLC commissary and pick up their equipment, as well as R&D for experimental devices that need testing)
WAREHOUSE 210
The warehouse entrances are INFRARED during working hours, allowing easy access. Players asking around will find that freight shipments were not stolen, but actually transferred out. (2) To where is above their clearance level, but the YELLOW warehouse manager's office keeps the transfer records locked up in his office. PCs attempting to break in during the night cycle will find the entrances have been recoded YELLOW, although they can break in through a window. Two doberbots patrol the warehouse, and the PCs will have to fight them. The manager's office is on the second floor above the break room, with the files locked in a filing cabinet. If they get ahold of the files, they find that each one went to a different location. The next one is to be delivered tomorrow to a freight hub in Sector QWE Subsector RTY.
FREIGHT HUB
Several boxes of goods are delivered to the hub, where they are handed over to a group consisting of 1 GREEN supervisor, an ORANGE driver, and ten RED guards. The goods are loaded into a truck, which the group will then leave in.
Providing the PCs manage to find a way to track it, it will lead them to the...
MALL
Deep in the underbelly of Alpha Complex, the Mall is an abandoned munitions factory that has been taken over as a base of operations by Free Enterprise. The outside is mundane enough, the only suspicious things are the armed guards and blacked out windows. Admittance is easy, a simple 5 CR entrance fee for each member and a strict warning that anyone causing trouble will be removed immediately and permanently.
The inside is a hotbed of sedition and treason. Gaudy decorations line the walls and strange music quietly flows from ceiling speakers. Strings of colored lights are everywhere, and the production floor has been turned into a bazaar. The centerpiece of all this treasonous activity is a hideous mutant creature! It easily stands twenty feet tall, a mass of green needly things portruding from its conical bulk, and servants are busy bedecking it with strands of colored cloth and shiny spheres, perhaps to appease and gain its favor.
A deep and throaty HO HO HO bellows out from one of the walkways. HO HO HO, MERRY CHRISTMAS! It comes from an obese man in a strange outfit, treasonously combining both RED and ULTRAVIOLET colors into a hideous fashion statement. He wears a fuzzy cap that flops about as he turns his head, and a bell jingles merrily. Three black suited but YELLOW tied men stand to each side, staring down at the crowd in a sternly protective manner. The fat man opens up a large burlap bag, withdrawing handfuls of shiny circle shaped objects (mints) and tossing them to the crowd below with a "SANTA CLAUSE WISHES ALL OF YOU A MERRY CHRISTMAS!"
With that, he disappears back through a doorway behind him. In the meantime, the PCs can make contact with secret society officers and do some shopping.
COMMIES!
Before the heroes can leave the production floor, a new person appears on the catwalk above. He wears a black beret and while he's wearing RED, it's obviously not a standard issue jumpsuit. "DEATH TO THE OPPRESSORS, GLORY TO THE PROLETERIAT!" he screams, chucks two grenades into the crowd, grabs one of the light strings, and swings down into the mutant creature. He's engulfed in it, but the force of the impact topples it over into the crowd, ripping down more light strings. His battlecry is taken up by at least ten others in the crowd, who pull out RED lasers and begin shooting randomly to cause as much panic and chaos as possible.
POST-FIGHT
As the heroes go through the door that Santa went through, they burst through a receiving room and then into an office. The office is dark and a man sits behind a desk.
"The figure stands up from behind his desk, flipping on a light as he does so. He's tall and thin, with aristocratic facial features and a smug grin. More importantly, he's wearing a fashionable BLUE suit with a silver badge shaped like a shield on his suit's left breast. It bears the letters ISIB: Internal Security Intelligence Bureau."
He'll attempt to convince them that the entire Christmas operation was really an IntSec sting operation to lure traitors out into the open, and that the troubleshooters were sent after it to give it the appearance of legitimacy. He'll congratulate them on a job well done and promise to put in a commendation for them for their hard work, and then suggest that they report back to Dispatch for debriefing. They'll be punished for abandoning their mission.
If they don't believe him, he'll set off a claymore and smoke grenade hidden in his desk, and attempt to escape through a transtube. The tube leads to a vehicle garage, where he takes an autocar full of goons and flees. Theres a garbage truck sitting there. It's full of volatiles, has no doors, and has a damaged AI, and can only hold three people comfortably in the cab.
Whether they follow or fight, the officer's car is on autopilot, allowing him and his goons to fight while the car drives to the Free Enterprise sector HQ. If the car wrecks, the PCs can find the destination still locked into the car's AI.
It's to Sector VDR, specifically a PLC office complex run by the service firm, which is actually controlled by Free Enterprise.
Somehow the PCs have to get in and fight there way through dozens of guards (both human and bot), and kill the entire board. If they do, mission success. (Although they'll still have to explain everything to the Computer and their debriefing officer...)
Subnotes:
1. Make them decipher which route to take from a complex map.
2. The manager is a Free Enterprise operative who has been forging the transfer documents and sending the shipments to rendezvous points where they are dropped off.
3. The InSec officer is a rank 7 Sector Chief for FE.
EDIT: Bah, this damn thing keeps erasing my previous edits whenever I click on it again. Anyway, I've got the story fleshed out, just looking for input now.