Monday, November 28, 2005

Sequencer: Bio Warfare Drug. Part 2

Part 2 of Sequencer… More to follow.
Hope you are finding this interesting :-)

SEQUENCER: BIO WARFARE DRUG

          898SD Middle
After over two decades of fruitless detective work, another body was sent without explanation, to the Karma labs in 898SD. The scientists now lead by Professor Eleanor Kendrik set to work doing an autopsy on the body, and the resultant tests showed a new seemingly improved variant of the drug. What they discovered was a much more subtle change in the victim, a more refined corruption of its physical makeup.
Critically, they were able to obtain a phial of the drug they suspected of causing the radical physical changes. The drug was given to several volunteers, who were paid over 300unis each for participating in testing and the team studied and collated their results.
These tests showed that each individual who was exposed to the drug gained not only physical strength and toughness but seemed to display higher ranges of dexterity. In some cases, the test subject’s physique altered in such a way that it could only be described as improved.
The side effects were however, not quite as desirable. A week after exposure to the drug the test subjects began to display a variety of psychotic behaviours, each “unique” to the subject and therefore difficult to predict or control.
The scientists discovered that each subject was prone to self-harm and suicidal behaviour as well as fits of rage, or uncontrollable happiness.
They then decided to try and combine it with other well-known drugs, to see if they could diminish these less desirable side effects, and eventually came up with a combination of this drug and personal interest. This nullified the suicidal tendencies and replaced it with euphoric sensations that would leave the user wanting more. The main drawback was the time frame needed to administer the “antidote”.
During the many tests carried out, the scientists found that this mystery drug was virtually untraceable, and prompt medical assistance could only be rendered if the victim was fully aware that they had been infected.
After 5 years of tests and analysis, the Karma scientists believed they had got a solution to the problem.

Then in 902SD another badly shot up body was delivered to the lab.

To Be Continued…

Thursday, November 24, 2005

Anniversary

Today,
24th November 2005 is the first anniversary of my Mother’s death.
I just want her to know that I think of her often and miss her so very much.

Wednesday, November 23, 2005

Sequencer: Bio Warfare Drug

This is Part One of the Blog.
I’m having problems with my one and a half brain cells, and this is causing writers block
So, You’ll have to wait for the rest and I hope you won’t be too disappointed
And most imprtant part this... Thanks Lib!! Your help is most (and always) appreciated :-)

SEQUENCER: BIO WARFARE DRUG

875SD Beginning
In late 875SD, SLA Industries made a discovery that threatened everything they had worked for.
During a routine soft company closure op, one of the company’s employees injected an unknown substance into a critically wounded operative. Though nothing appeared to happen at first, the operative started to make a quite remarkable recovery.
The offending employee had, in the meantime been exterminated and the injector he had used was sealed as evidence.
After the operation was concluded, the operative in question was given a quick medical check. He showed no ill effects and it was assumed that the injector must have had Kick-Start Plus loaded into it.
It was only when a few weeks later, the same operative suffered a schizophrenic episode and proceeded to kill everyone he came across, that the matter came to the attention of Karma Labs. Before the operative was finally exterminated, it was reported that he was exhibiting higher than expected resistance to trauma and strength that could only be matched by a Stormer or Shaktar.
An autopsy was carried out on the body, and no trace could be found of any form of combat drugs. The muscle and bone structure did however show massive alteration, nothing that Karma currently had available publicly could do this.
Karma Labs realised that they had something completely new on their hands, to which they had no access or knowledge. So they began researching the mystery drug. Using an extract of DNA, which was taken from the operative during autopsy, they began experimenting on it to try an isolate the drug that had caused such an alteration on the subject. After several years of research the team working on the DNA finally still had not managed to isolate the chemical compound used.
Exasperated, senior management sacked the senior research staff and started again.

To be continued….

Wednesday, November 16, 2005

Missing Persons Report

Missing Persons Report

This made me laugh… ALL the credit goes my good friend Lib for this.
I hope it brings a smile to your face like it did mine.

>>>Begin transmission<<<
A missing persons report has recently been forwarded to me by an unknown source and it is most certainly of great concern to all of us in this friendly SLA neighbourhood. It read as follows: Missing Ebon goon known to recently have been using the name Serendipity although this may be a false I.D used for his lackey work in the SLA shit squad run by the nannythropes of uptown. He was last reported to have been outside the Pit of ill repute being harassed by a rather large stormer with a dull expression on his face and an individual who has himself confused with an inanimate weapon. This has concerned many individuals in the area as it is reported that had some of his appendages (not necessary to his low life kind) removed and placed ineptly into the facial orifice he most commonly termed as his mouth though it has often been mistaken for much darker regions of his being. >>>End transmission.<<<

Sunday, November 13, 2005

Sacrificing NPCs

Sacrificing NPC’s

I’m sure all GM’s do this, kill off a Major npc (Non Player Character) in the game.
It gets done for a lot of different reasons though, usually the NPC is the bad guy the players are after or it’s someone they were sent to kill off.
Other reasons.. Hmmm that’s a bigger list than I can be bothered to type out
How many GM’s will willingly sacrifice a Major NPC in order to save the life of a player, to throw away without a second thought, a plotline???
I had this situation the other day, during a game.
Normally, I would be of the attitude that if a player had the bad luck to roll badly and get themselves dead, tough.
That’s the way the game goes… Well it should anyway, except most of us GM’s don’t tend to do that (Am I being presumptuous in the “most gm’s” part?), and will try and find away for the player to survive the nearly death experience.
There are a lot of times you just can’t save them and there are other times when you find some convenient way of altering the event or result.
Ergo, player survives and is none the wiser/smarter for it.
GM breathes sigh of relief.
Job done!
The other night I didn’t really have that luxury. A player rolled a double 1 (which is by definition, the worst case scenario), and should have died.
Player thinks “oh sh**”” I think “well that’s thrown a spanner in the works”.
(Polite version of what I was thinking)
How to get out of it?  Cue major npc’s, two of them.
I gave one npc odd numbers and the other even numbers for a dice roll, and then asked the offending player to choose odd or even.
During this time, I had not revealed to the player what their fate was.
The player chose, I rolled the dice and then took the player to another room to tell them what had happened to them.
We then came back to the other players, the scene was acted out and right at the moment of certain doom, the chosen major npc saves the life of the offending player.
Exit one plot line.
Obviously the player was relieved to live but at the same time, all of them were saddened at losing the npc.
Was it worth it? In my mind the answer is yes, but at the same time it questions my ability as a GM to ensure a dangerous but survivable scenario.
What I did was lie to the players in order to ensure that one of them survived.
I felt it necessary to, on the spur of the moment, completely change the situation so that I could save that player.
A bit later in the game another player lost their character to a double1 roll and I could do nothing about it.
So, was I showing favouritism? Possibly.
Was I doing what was best for the players as a whole but at the same time killing off one of their major npc’s? Maybe not.
To lose a major npc is expected, but to throw one away to save a player?
Judge me as you will.


Thursday, November 10, 2005

Ok here we go

Ok here we go..
One of the more contentious issues in the game of SLA Industries is the “truth”.
That background behind the game that a lot of people I know, liken it to the creation of Windows 95 (Sorry Bill). Nothing short of pure evil, that must not ever be spoken of.  :o
Anyway, my opinion is.. Stuff ‘em.
I’ve been running a campaign for a short while now, that includes “elements” of the truth in it. Nothing really heavy, just hints and furtive goings on that the players would notice form time to time.
Gradually, these hints have built into a “bigger” truth that had begun to affect the way they thought about their lives and the world of SLA.
This brought about the question of “How do I learn of the truth, without it killing me?”
After a little discussion I came up with this idea (Thanks Carl)

I “reasoned” that in order to survive the truth, the players needed to have the mental strength to understand what they felt and saw.
There are 2 statistics that deal with logic and the capacity to learn.
These are Diagnose and Concentration.
I added these 2 statistics together and then divided the total by 4 (rounding down to the nearest whole number).
Example for those who “want” one:
Diagnose 8 + Concentration 7 = 15 ÷ 4 = 3.75 Rounded down = 3.
So what you have left is your “truth” statistic.
Whenever you become heavily exposed of have prolonged contact to truth related items/info/people etc, have to use this stat to cope/ survive from their encounter.
By rolling 2x D10 (Ten sided dice) and adding their “truth” statistic, the player has to equal or exceed a total of 15.
Failing the roll reduces the statistic by one or more, and success increases the statistic by one or more.
This way their knowledge and understanding fluctuates to reflect the varying stresses placed upon them by each encounter.
Rolls of double 1 automatic failure and death, however rolls of double 0 mean’s automatic success.
There are other drawbacks to this. As the statistic gets lower, the player would slowly fade from “reality” and die however as the statistic gets higher the player will also fade from “reality” and become one with the truth… Never to be seen again.
In it’s first test run last night (Wednesday), this seemed to have worked extremely well… And did end up with one character dying from a failed (double 1) roll.
As a GM, this makes me very happy… I think the players “dislike” me for it though (
*Dons Flame Retardant Clothing * Flame away people.