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| Episode 2 - Write me! |
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| Biggles |
Posted: Fri Jul 14, 2006 1:41 pm Post subject: Episode 2 - Write me! |
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 IntSec Goodwill Ambassador

Joined: 26 Jul 2004 Posts: 923
Service Group: Internal Security
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2: Finding Yourself Is Harder Than It Sounds
When the PCs finally arrive and the briefing officer figures out what happened, the officer realizes he’s screwed. (He knows that the UVs picked the Troubleshooters by name instead of randomly assigning them, so he’s smart enough to know who does what mission is really important.) So he blames the PCs and assigns them a new mission: find the funball veterans and bring them back to the briefing room so the missions can be sorted out properly.
The PCs head out to the funball stadium. Once there, they find the game has just begun. How they find the funball veterans is up the them, but the end result is the same: they’re already on the field as the Stompers. Either the PCs call their briefing officer or he call them for an update—once he realizes the veterans are playing, he gives Mission A to the PCs, and orders them to replace the Slugthrowers and win the match no matter what. (The PCs should have the option to blackmail their officer a bit. Why? Because this makes it they’re fault—they wanted to play funball. When they start screwing up, they’re regret it.) |
Here's where we can start writing the second episode of MCM2. Above is taken from the official plot: the overall structure cannot be changed, but the details can. For example, the team still needs to replace the funball team, but why? In other words, this thread is for fleshing out episode 2.
Remember that we love all ideas, even ones that turn out to be not so good. So post early and post often! _________________ IC note: Wields a laser pistol that talks to him through a tiny wireless earpiece. No, really. |
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| Vatman22 |
Posted: Sat Jul 15, 2006 12:01 am Post subject: |
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GREEN

Joined: 16 Feb 2005 Posts: 127
Service Group: Internal Security
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Troubleshooters with any knowledge of how Alpha Complex functions knows that HPD&MC has the final word on administrating FunBall. Considering the amount of FunBall-related carnage they've had to work through, most would probably realize that they're out to fix something to do with the Tri-Sector Championships. Therefore it's only proper that we spin them 'round a few times with who they have to talk to.
Once they get to the briefing room after hours of trying, they discover that the briefing room is locked down. The name of the briefing officer is on the door. They can break in if they really try, but they'll be promptly terminated when the Briefing Room Security Device (a Claymore mine) explodes in their faces. But by running the briefing officer's name through their PDCs or using Data Search, they turn up several interesting items. First, the briefing officer's career and existence are dangling by a thread - the last four teams he's sent off previously have all been mysteriously wiped out. Not even one survivor, which should set off Troubleshooter alarm bells. They also turn up that he works for R&D. Troubleshooters who get really good margins of success on their Data Search rolls discover a file at the bottom of the C-Search article list. If they open it they discover part of a misfiled IntSec report detailing how the briefing officer is suspected of feeding those Troubleshooters into a Corpore Metal cyborging experimentation mill. For extra giggles, the filing officer is listed as the Troubleshooters' team leader - this is a lie, as roving IntSec agents routinely use aliases. Unless it isn't a lie. In addition to this, reading a confidential IntSec report, even one freely if mistakenly available for anyone to see, triggers IntSec search programs and dispatches a goon squad to track down whoever read it.
The Troubleshooters have to find out where the briefing officer has gotten to. They discover that he's back on shift at R&D. This should inspire alternate bouts of pants-wetting terror and curiosity - what's he doing working in R&D when the biggest FunBall match of the year is coming up? The Troubleshooters have to go find him, but naturally they have to evade the traps they faced earlier as well as the overworked and short-tempered goon squads dragging out and beating or taking away all the citizens who triggered the IntSec security measures. The Troubleshooters manage to get into R&D easily and with a minimum chance of Frankensteining bots of mysterious purpose killing them all. When they track down the briefing officer, they discover that he's hard at work with his cohorts in the Communications Division, copying uncensored streaming footage from a secret camera in the FunBall locker rooms. After the inevitable imbroglio, the Troubleshooters and briefing officer meet back at the briefing room, where the briefing officer gives them orders and is very annoyed.
The Troubleshooters can turn up at the stadium and find that the game is already in progress by talking to some of the Citizens outside the arena. Unlike some major sporting events, where they put big TVs outside the arena for fans who couldn't get tickets, Alpha Complex' profit-oriented HPD&MC gomers put up plasticred-operated video machines, like peep shows or those archaic 1920s coin-operated cartoon-viewer machines. There are massive queues and everyone is very outraged about how the game is going and how the officiating has been thus far.
That's all I've got for this part. _________________ "Heads don't USUALLY explode for no reason."
-Friend Computer NugoWis #224. |
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| Elm-R-FUD |
Posted: Tue Jul 18, 2006 1:02 pm Post subject: |
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 VIOLET

Joined: 22 Mar 2006 Posts: 2425
Service Group: Armed Forces
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The saga continues...
The briefing officer is obviously a little shocked to see the PCs tearing apart the breifing room, but not too shocked to forget calling several guardbots to "take care of these impersonaters here". If the Troubleshooters manage to convince the briefing officer that they actually are the clones called for, the guardbots will leave and the officer will begin panicking about his mistake. If they fail, well... their next clones will arrive to find that the officer has figured out his flaw and is banging his head against the wall. Either way, he has to rectify his mistake if he doesn't want to end up cleaning vats with his tongue for the rest of his existance, so he assigns the Troubleshooters to a new mission: bring the other team back to the HPD&MC tower so that everyone may recieve the correct assignments. If the Troubleshooters make mention that they have no supplies, the briefing officer sighs, throws some laser barrels on the table (1-2 per clone) and tells them that's all he can provide and there's no time to go to PLC.
It's not long before game time when the Troubleshooters arrive. Once they make their way into the team area (after getting through the security systems, of course: no IntSec agent worth his condiment of choice would let a bunch of laser-toting clones in to the see the team without some "incentive"), they find the other team. Hey, that wasn't so bad, was it? Well, it is; the other team refuses to leave. Turns out they've figured out the blunder and bet a huge amount of credits on themselves to win. They're not about to give up all that plastic because the PCs were late.
Right after this failure, the PCs are contacted by their briefing officer, who wants to be notified of the situation. Obviously, he isn't pleased by the news. Once fines and demotions have been asessed, he orders them to undertake a new mission: replace the other team and win the Funball match.
This of course, is easier said than done. The Troubleshooters must first deal with the coaches of the Slugthrowers, who believe that the PCs are new replacement players sent over by the head office (Casualties tend to be high in Funball). The coaches are not impressed with the new meat, so they run them through a quick strenuous training program, which may involve doing things that will shorten the lives of the PCs: "Everyone who wants to play on my team has to go through this obstacle course. Yes, even the part with the land mines. Builds dexterity. Don't you know anything about Funball?!". Replacing the team, who at first belive our heros to be HPD&MC reporters ("Hey, all right! Another interview!"), will be another chore for the Troubleshooters, since the Funball players won't be too keen on being knocked out, tied up, and stuffed in a locker. Let them try just about anything, except killing the players. If they do end up offing one of the players, nobody's going to be happy: not the Computer, not the UVs fixing the match, not the briefing officer, not the team, and definitely not the fans. If the players are too incompetent or too unlucky to take the Slugthrower's place, they are knocked out by an act of GM (rusty girder falling, an FE capo slipped some tranquilizers in their juice so they would lose and it just kicks in, etc.).
Are you ready for some FUNBALL!! I thought so. _________________ Name: Elm-V-FUD-6
Service Group and Title: Armed Forces, PLN Sector General
Head Adjutant: Sigmund-I-DNO, Director of LIMB
Wearing: Violet two piece suit with boots, green officer's beret, violet cape, leather-lyke; holsters, ID tag; carrying a SynthSilver-topped cane |
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| Scalene |
Posted: Tue Sep 05, 2006 10:45 am Post subject: |
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 BLUE

Joined: 06 Jul 2006 Posts: 1814
Service Group: Power Services
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A short addition to Elm-R's post:
After successfully capturing the Slugthrowers, and stripping them of their uniform, a new problem arises - the Slugthrower uniforms are Yellow. |
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| Vatman22 |
Posted: Tue Aug 19, 2008 10:35 pm Post subject: |
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GREEN

Joined: 16 Feb 2005 Posts: 127
Service Group: Internal Security
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In the spirit of the Olympics, I suggest that there be a medley of steroids, bionic implants and other illicit performance-enhancers available to the Troubleshooter team, who should realize right off that they've got basically no chance against the veteran team. And in order to evade any post-match drug testing the coaches (or whoever it is that's got the 'roids) offer a collection of chemical distorters, body chemistry altering pills and other stuff meant to hide the signs of performance enhancers.
Not like this could go wrong at inopportune times, like causing a clone's head to swell prodigiously and burst off his helmet or inducing copious vomiting during the opening ceremony and Loyalty Anthem.
The Troubleshooters should also realize that if they don't take these pills or do something else similarly dangerous, they're going to get stomped into very fine clone-powder. _________________ "Heads don't USUALLY explode for no reason."
-Friend Computer NugoWis #224. |
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